@babylonjs/core 7.2.1 → 7.2.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (396) hide show
  1. package/Animations/animation.d.ts +2 -2
  2. package/Animations/animation.js +2 -2
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/runtimeAnimation.d.ts +1 -0
  5. package/Animations/runtimeAnimation.js +12 -3
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioEngine.js +2 -2
  8. package/Audio/audioEngine.js.map +1 -1
  9. package/Bones/boneLookController.js +3 -0
  10. package/Bones/boneLookController.js.map +1 -1
  11. package/Buffers/buffer.d.ts +5 -5
  12. package/Buffers/buffer.js.map +1 -1
  13. package/Buffers/storageBuffer.d.ts +2 -2
  14. package/Buffers/storageBuffer.js.map +1 -1
  15. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  16. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  17. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  18. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  19. package/Compute/computeEffect.d.ts +3 -3
  20. package/Compute/computeEffect.js.map +1 -1
  21. package/Compute/computeShader.d.ts +10 -2
  22. package/Compute/computeShader.js +53 -35
  23. package/Compute/computeShader.js.map +1 -1
  24. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +2 -2
  25. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  26. package/DeviceInput/internalDeviceSourceManager.d.ts +4 -4
  27. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  28. package/DeviceInput/webDeviceInputSystem.d.ts +2 -2
  29. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +10 -0
  31. package/Engines/AbstractEngine/abstractEngine.alpha.js +29 -0
  32. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +17 -0
  34. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +138 -0
  35. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -0
  36. package/Engines/AbstractEngine/abstractEngine.dom.d.ts +61 -0
  37. package/Engines/AbstractEngine/abstractEngine.dom.js +27 -0
  38. package/Engines/AbstractEngine/abstractEngine.dom.js.map +1 -0
  39. package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +30 -0
  40. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js +48 -0
  41. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js.map +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.query.d.ts +122 -0
  43. package/Engines/AbstractEngine/abstractEngine.query.js +175 -0
  44. package/Engines/AbstractEngine/abstractEngine.query.js.map +1 -0
  45. package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +26 -0
  46. package/Engines/AbstractEngine/abstractEngine.renderPass.js +29 -0
  47. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -0
  48. package/Engines/AbstractEngine/abstractEngine.states.d.ts +162 -0
  49. package/Engines/AbstractEngine/abstractEngine.states.js +105 -0
  50. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -0
  51. package/Engines/AbstractEngine/abstractEngine.texture.d.ts +16 -0
  52. package/Engines/AbstractEngine/abstractEngine.texture.js +11 -0
  53. package/Engines/AbstractEngine/abstractEngine.texture.js.map +1 -0
  54. package/Engines/AbstractEngine/index.d.ts +8 -0
  55. package/Engines/AbstractEngine/index.js +10 -0
  56. package/Engines/AbstractEngine/index.js.map +1 -0
  57. package/Engines/Extensions/engine.alpha.d.ts +0 -24
  58. package/Engines/Extensions/engine.alpha.js +0 -35
  59. package/Engines/Extensions/engine.alpha.js.map +1 -1
  60. package/Engines/Extensions/engine.computeShader.d.ts +15 -2
  61. package/Engines/Extensions/engine.computeShader.js +5 -1
  62. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  63. package/Engines/Extensions/engine.cubeTexture.d.ts +0 -8
  64. package/Engines/Extensions/engine.cubeTexture.js +2 -135
  65. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  66. package/Engines/Extensions/engine.debugging.d.ts +2 -2
  67. package/Engines/Extensions/engine.debugging.js +5 -5
  68. package/Engines/Extensions/engine.debugging.js.map +1 -1
  69. package/Engines/Extensions/engine.dynamicTexture.js +3 -2
  70. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  71. package/Engines/Extensions/engine.multiview.js.map +1 -1
  72. package/Engines/Extensions/engine.query.d.ts +5 -120
  73. package/Engines/Extensions/engine.query.js +14 -150
  74. package/Engines/Extensions/engine.query.js.map +1 -1
  75. package/Engines/Extensions/engine.renderTarget.js +0 -9
  76. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/Extensions/engine.views.d.ts +3 -2
  78. package/Engines/Extensions/engine.views.js.map +1 -1
  79. package/Engines/Processors/iShaderProcessor.d.ts +2 -2
  80. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  81. package/Engines/Processors/shaderProcessor.d.ts +3 -3
  82. package/Engines/Processors/shaderProcessor.js.map +1 -1
  83. package/Engines/WebGL/webGLRenderTargetWrapper.js +12 -9
  84. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  85. package/Engines/WebGL/webGLShaderProcessors.d.ts +2 -2
  86. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +35 -0
  88. package/Engines/WebGPU/Extensions/engine.alpha.js +4 -4
  89. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  90. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +9 -0
  91. package/Engines/WebGPU/Extensions/engine.computeShader.js +13 -2
  92. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  93. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +78 -1
  94. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +27 -1
  96. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -3
  97. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  98. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +16 -0
  99. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +1 -1
  100. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +55 -1
  101. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
  103. package/Engines/WebGPU/Extensions/engine.query.js +1 -0
  104. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +185 -1
  106. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +10 -1
  108. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +38 -1
  110. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +13 -1
  112. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +38 -1
  114. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +10 -0
  116. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +14 -1
  118. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +2 -2
  120. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  121. package/Engines/abstractEngine.d.ts +1688 -0
  122. package/Engines/abstractEngine.js +1354 -0
  123. package/Engines/abstractEngine.js.map +1 -0
  124. package/Engines/engine.common.d.ts +39 -0
  125. package/Engines/engine.common.js +226 -0
  126. package/Engines/engine.common.js.map +1 -0
  127. package/Engines/engine.d.ts +40 -447
  128. package/Engines/engine.js +64 -810
  129. package/Engines/engine.js.map +1 -1
  130. package/Engines/engineFactory.d.ts +2 -2
  131. package/Engines/engineFactory.js.map +1 -1
  132. package/Engines/engineStore.d.ts +4 -4
  133. package/Engines/engineStore.js.map +1 -1
  134. package/Engines/index.d.ts +3 -0
  135. package/Engines/index.js +3 -0
  136. package/Engines/index.js.map +1 -1
  137. package/Engines/nativeEngine.d.ts +1 -1
  138. package/Engines/nativeEngine.js +2 -1
  139. package/Engines/nativeEngine.js.map +1 -1
  140. package/Engines/nullEngine.d.ts +2 -2
  141. package/Engines/nullEngine.js +2 -3
  142. package/Engines/nullEngine.js.map +1 -1
  143. package/Engines/renderTargetWrapper.d.ts +3 -3
  144. package/Engines/renderTargetWrapper.js.map +1 -1
  145. package/Engines/thinEngine.d.ts +35 -591
  146. package/Engines/thinEngine.js +84 -1134
  147. package/Engines/thinEngine.js.map +1 -1
  148. package/Engines/webgpuEngine.d.ts +149 -109
  149. package/Engines/webgpuEngine.js +249 -161
  150. package/Engines/webgpuEngine.js.map +1 -1
  151. package/Instrumentation/engineInstrumentation.d.ts +5 -4
  152. package/Instrumentation/engineInstrumentation.js.map +1 -1
  153. package/Layers/effectLayer.d.ts +2 -2
  154. package/Layers/effectLayer.js +3 -3
  155. package/Layers/effectLayer.js.map +1 -1
  156. package/Layers/effectLayerSceneComponent.js.map +1 -1
  157. package/Layers/glowLayer.js +3 -3
  158. package/Layers/glowLayer.js.map +1 -1
  159. package/Layers/highlightLayer.js +3 -3
  160. package/Layers/highlightLayer.js.map +1 -1
  161. package/Layers/layerSceneComponent.js.map +1 -1
  162. package/Loading/loadingScreen.js +2 -2
  163. package/Loading/loadingScreen.js.map +1 -1
  164. package/Loading/sceneLoader.d.ts +3 -3
  165. package/Loading/sceneLoader.js +1 -1
  166. package/Loading/sceneLoader.js.map +1 -1
  167. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  168. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +0 -1
  169. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  171. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  172. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +2 -3
  173. package/Materials/PBR/pbrSubSurfaceConfiguration.js +8 -12
  174. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  175. package/Materials/Textures/Filtering/hdrFiltering.d.ts +2 -2
  176. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  177. package/Materials/Textures/Loaders/basisTextureLoader.js +2 -2
  178. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  179. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -0
  180. package/Materials/Textures/MultiviewRenderTarget.js +1 -0
  181. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  182. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  183. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  184. package/Materials/Textures/baseTexture.d.ts +3 -3
  185. package/Materials/Textures/baseTexture.js.map +1 -1
  186. package/Materials/Textures/colorGradingTexture.d.ts +2 -2
  187. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  188. package/Materials/Textures/cubeTexture.d.ts +3 -2
  189. package/Materials/Textures/cubeTexture.js +1 -0
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/hdrCubeTexture.d.ts +2 -2
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.d.ts +2 -2
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.d.ts +3 -3
  196. package/Materials/Textures/internalTexture.js.map +1 -1
  197. package/Materials/Textures/rawTexture.d.ts +10 -10
  198. package/Materials/Textures/rawTexture.js.map +1 -1
  199. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  200. package/Materials/Textures/renderTargetTexture.js +4 -4
  201. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  202. package/Materials/Textures/texture.d.ts +2 -2
  203. package/Materials/Textures/texture.js.map +1 -1
  204. package/Materials/Textures/thinTexture.d.ts +3 -3
  205. package/Materials/Textures/thinTexture.js +1 -1
  206. package/Materials/Textures/thinTexture.js.map +1 -1
  207. package/Materials/drawWrapper.d.ts +2 -3
  208. package/Materials/drawWrapper.functions.d.ts +8 -0
  209. package/Materials/drawWrapper.functions.js +9 -0
  210. package/Materials/drawWrapper.functions.js.map +1 -0
  211. package/Materials/drawWrapper.js +0 -3
  212. package/Materials/drawWrapper.js.map +1 -1
  213. package/Materials/effect.d.ts +4 -5
  214. package/Materials/effect.js.map +1 -1
  215. package/Materials/effectRenderer.d.ts +4 -4
  216. package/Materials/effectRenderer.js.map +1 -1
  217. package/Materials/index.d.ts +1 -0
  218. package/Materials/index.js +1 -0
  219. package/Materials/index.js.map +1 -1
  220. package/Materials/materialHelper.functions.d.ts +2 -2
  221. package/Materials/materialHelper.functions.js.map +1 -1
  222. package/Materials/materialPluginBase.d.ts +4 -4
  223. package/Materials/materialPluginBase.js.map +1 -1
  224. package/Materials/materialPluginManager.d.ts +2 -2
  225. package/Materials/materialPluginManager.js.map +1 -1
  226. package/Materials/meshDebugPluginMaterial.js +1 -1
  227. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.d.ts +2 -2
  229. package/Materials/uniformBuffer.js.map +1 -1
  230. package/Meshes/Builders/greasedLineBuilder.d.ts +6 -0
  231. package/Meshes/Builders/greasedLineBuilder.js +15 -8
  232. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  233. package/Meshes/Compression/dracoCompression.d.ts +19 -1
  234. package/Meshes/Compression/dracoCompression.js +11 -4
  235. package/Meshes/Compression/dracoCompression.js.map +1 -1
  236. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  237. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  238. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +2 -2
  239. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  240. package/Meshes/GreasedLine/greasedLineMesh.js +1 -1
  241. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  242. package/Meshes/geometry.d.ts +2 -2
  243. package/Meshes/geometry.js +3 -2
  244. package/Meshes/geometry.js.map +1 -1
  245. package/Meshes/instancedMesh.js.map +1 -1
  246. package/Meshes/mesh.d.ts +3 -3
  247. package/Meshes/mesh.js.map +1 -1
  248. package/Meshes/subMesh.d.ts +2 -2
  249. package/Meshes/subMesh.js.map +1 -1
  250. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  251. package/Misc/copyTextureToTexture.d.ts +2 -2
  252. package/Misc/copyTextureToTexture.js.map +1 -1
  253. package/Misc/dds.d.ts +3 -2
  254. package/Misc/dds.js +2 -1
  255. package/Misc/dds.js.map +1 -1
  256. package/Misc/dumpTools.d.ts +2 -2
  257. package/Misc/dumpTools.js.map +1 -1
  258. package/Misc/fileTools.js +3 -3
  259. package/Misc/fileTools.js.map +1 -1
  260. package/Misc/khronosTextureContainer2.d.ts +8 -2
  261. package/Misc/khronosTextureContainer2.js +3 -2
  262. package/Misc/khronosTextureContainer2.js.map +1 -1
  263. package/Misc/minMaxReducer.d.ts +2 -2
  264. package/Misc/minMaxReducer.js.map +1 -1
  265. package/Misc/textureTools.js.map +1 -1
  266. package/Misc/tools.d.ts +7 -7
  267. package/Misc/tools.functions.d.ts +26 -0
  268. package/Misc/tools.functions.js +62 -0
  269. package/Misc/tools.functions.js.map +1 -1
  270. package/Misc/tools.js.map +1 -1
  271. package/Misc/videoRecorder.d.ts +3 -3
  272. package/Misc/videoRecorder.js.map +1 -1
  273. package/Particles/EmitterTypes/cylinderParticleEmitter.js +2 -2
  274. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  275. package/Particles/baseParticleSystem.d.ts +2 -2
  276. package/Particles/baseParticleSystem.js.map +1 -1
  277. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  278. package/Particles/computeShaderParticleSystem.js.map +1 -1
  279. package/Particles/gpuParticleSystem.d.ts +3 -3
  280. package/Particles/gpuParticleSystem.js +2 -2
  281. package/Particles/gpuParticleSystem.js.map +1 -1
  282. package/Particles/particle.js +1 -1
  283. package/Particles/particle.js.map +1 -1
  284. package/Particles/particleSystem.d.ts +3 -3
  285. package/Particles/particleSystem.js +3 -3
  286. package/Particles/particleSystem.js.map +1 -1
  287. package/Particles/particleSystemComponent.d.ts +2 -2
  288. package/Particles/particleSystemComponent.js +2 -2
  289. package/Particles/particleSystemComponent.js.map +1 -1
  290. package/Particles/subEmitter.d.ts +3 -3
  291. package/Particles/subEmitter.js.map +1 -1
  292. package/Particles/thinParticleSystem.d.ts +2 -2
  293. package/Particles/thinParticleSystem.js.map +1 -1
  294. package/Physics/v2/physicsBody.js +3 -3
  295. package/Physics/v2/physicsBody.js.map +1 -1
  296. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  297. package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +2 -2
  298. package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
  299. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
  300. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  301. package/PostProcesses/blackAndWhitePostProcess.d.ts +2 -2
  302. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  303. package/PostProcesses/bloomMergePostProcess.d.ts +2 -2
  304. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  305. package/PostProcesses/blurPostProcess.d.ts +2 -2
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/chromaticAberrationPostProcess.d.ts +2 -2
  308. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  309. package/PostProcesses/circleOfConfusionPostProcess.d.ts +2 -2
  310. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  311. package/PostProcesses/colorCorrectionPostProcess.d.ts +2 -2
  312. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  313. package/PostProcesses/convolutionPostProcess.d.ts +2 -2
  314. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  315. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -2
  316. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  317. package/PostProcesses/depthOfFieldEffect.js +1 -1
  318. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  319. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +2 -2
  320. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  321. package/PostProcesses/displayPassPostProcess.d.ts +2 -2
  322. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  323. package/PostProcesses/extractHighlightsPostProcess.d.ts +2 -2
  324. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  325. package/PostProcesses/filterPostProcess.d.ts +2 -2
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/fxaaPostProcess.d.ts +2 -2
  328. package/PostProcesses/fxaaPostProcess.js +2 -2
  329. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  330. package/PostProcesses/grainPostProcess.d.ts +2 -2
  331. package/PostProcesses/grainPostProcess.js.map +1 -1
  332. package/PostProcesses/imageProcessingPostProcess.d.ts +2 -2
  333. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  334. package/PostProcesses/motionBlurPostProcess.d.ts +2 -2
  335. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  336. package/PostProcesses/passPostProcess.d.ts +3 -3
  337. package/PostProcesses/passPostProcess.js +2 -2
  338. package/PostProcesses/passPostProcess.js.map +1 -1
  339. package/PostProcesses/postProcess.d.ts +4 -4
  340. package/PostProcesses/postProcess.js +3 -3
  341. package/PostProcesses/postProcess.js.map +1 -1
  342. package/PostProcesses/refractionPostProcess.d.ts +2 -2
  343. package/PostProcesses/refractionPostProcess.js.map +1 -1
  344. package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -2
  345. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  346. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -2
  347. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  348. package/PostProcesses/sharpenPostProcess.d.ts +2 -2
  349. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  350. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +2 -2
  351. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  352. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -2
  353. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  354. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  355. package/Rendering/depthPeelingRenderer.js.map +1 -1
  356. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  357. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +2 -2
  358. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  359. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +2 -2
  360. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  361. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +2 -2
  362. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  363. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +2 -2
  364. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  365. package/Rendering/geometryBufferRenderer.js +24 -18
  366. package/Rendering/geometryBufferRenderer.js.map +1 -1
  367. package/Rendering/outlineRenderer.js.map +1 -1
  368. package/Rendering/prePassRenderer.js.map +1 -1
  369. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -5
  370. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  371. package/Sprites/spriteRenderer.d.ts +2 -2
  372. package/Sprites/spriteRenderer.js.map +1 -1
  373. package/XR/features/WebXRDepthSensing.js.map +1 -1
  374. package/XR/features/WebXRImageTracking.js.map +1 -1
  375. package/XR/features/WebXRLayers.d.ts +2 -2
  376. package/XR/features/WebXRLayers.js.map +1 -1
  377. package/XR/features/WebXRLightEstimation.js.map +1 -1
  378. package/XR/features/WebXRRawCameraAccess.d.ts +1 -1
  379. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  380. package/XR/features/WebXRSpaceWarp.js +1 -3
  381. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  382. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  383. package/XR/webXRExperienceHelper.js.map +1 -1
  384. package/XR/webXRManagedOutputCanvas.d.ts +2 -2
  385. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  386. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  387. package/XR/webXRSessionManager.js.map +1 -1
  388. package/assetContainer.js.map +1 -1
  389. package/assets/Draco/draco_decoder.js +34 -0
  390. package/assets/Draco/draco_decoder.wasm +0 -0
  391. package/assets/Draco/draco_wasm_wrapper.js +117 -0
  392. package/node.d.ts +2 -2
  393. package/node.js.map +1 -1
  394. package/package.json +1 -1
  395. package/scene.d.ts +3 -3
  396. package/scene.js.map +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { BaseTexture } from "../baseTexture";
2
- import type { ThinEngine } from "../../../Engines/thinEngine";
2
+ import type { AbstractEngine } from "../../../Engines/abstractEngine";
3
3
  import type { Nullable } from "../../../types";
4
4
  import "../../../Shaders/hdrFiltering.vertex";
5
5
  import "../../../Shaders/hdrFiltering.fragment";
@@ -40,7 +40,7 @@ export declare class HDRFiltering {
40
40
  * @param engine Thin engine
41
41
  * @param options Options
42
42
  */
43
- constructor(engine: ThinEngine, options?: IHDRFilteringOptions);
43
+ constructor(engine: AbstractEngine, options?: IHDRFilteringOptions);
44
44
  private _createRenderTarget;
45
45
  private _prefilterInternal;
46
46
  private _createEffect;
@@ -1 +1 @@
1
- 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport type { BaseTexture } from \"../baseTexture\";\r\nimport type { ThinEngine } from \"../../../Engines/thinEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport \"../../../Shaders/hdrFiltering.vertex\";\r\nimport \"../../../Shaders/hdrFiltering.fragment\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRFiltering {\r\n private _engine: ThinEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n\r\n private _lodGenerationOffset: number = 0;\r\n private _lodGenerationScale: number = 0.8;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Instantiates HDR filter for reflection maps\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: ThinEngine, options: IHDRFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: true,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, rtWrapper.texture!, true);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = Scalar.ILog2(width) + 1;\r\n\r\n const effect = this._effectWrapper.effect;\r\n const outputTexture = this._createRenderTarget(width);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n const intTexture = texture.getInternalTexture();\r\n if (intTexture) {\r\n // Just in case generate fresh clean mips.\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, intTexture, true);\r\n }\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n for (let lod = 0; lod < mipmapsCount; lod++) {\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true, lod);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n let alpha = Math.pow(2, (lod - this._lodGenerationOffset) / this._lodGenerationScale) / width;\r\n if (lod === 0) {\r\n alpha = 0;\r\n }\r\n\r\n effect.setFloat(\"alphaG\", alpha);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._releaseTexture(texture._texture!);\r\n\r\n // Internal Swap\r\n const type = outputTexture.texture!.type;\r\n const format = outputTexture.texture!.format;\r\n\r\n outputTexture._swapAndDie(texture._texture!);\r\n\r\n texture._texture!.type = type;\r\n texture._texture!.format = format;\r\n\r\n // New settings\r\n texture.gammaSpace = false;\r\n texture.lodGenerationOffset = this._lodGenerationOffset;\r\n texture.lodGenerationScale = this._lodGenerationScale;\r\n texture._prefiltered = true;\r\n\r\n return texture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"hdrFiltering\",\r\n vertexShader: \"hdrFiltering\",\r\n fragmentShader: \"hdrFiltering\",\r\n samplerNames: [\"inputTexture\"],\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\", \"alphaG\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to have mipmap levels representing roughness values.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @param onFinished Callback when filtering is done\r\n * @returns Promise called when prefiltering is done\r\n */\r\n public prefilter(texture: BaseTexture, onFinished: Nullable<() => void> = null): Promise<void> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n Logger.Warn(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n return Promise.reject(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n return new Promise((resolve) => {\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n this._effectWrapper.effect.executeWhenCompiled(() => {\r\n this._prefilterInternal(texture);\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n resolve();\r\n if (onFinished) {\r\n onFinished();\r\n }\r\n });\r\n });\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport type { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport \"../../../Shaders/hdrFiltering.vertex\";\r\nimport \"../../../Shaders/hdrFiltering.fragment\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n\r\n private _lodGenerationOffset: number = 0;\r\n private _lodGenerationScale: number = 0.8;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Instantiates HDR filter for reflection maps\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: true,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, rtWrapper.texture!, true);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = Scalar.ILog2(width) + 1;\r\n\r\n const effect = this._effectWrapper.effect;\r\n const outputTexture = this._createRenderTarget(width);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n const intTexture = texture.getInternalTexture();\r\n if (intTexture) {\r\n // Just in case generate fresh clean mips.\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, intTexture, true);\r\n }\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n for (let lod = 0; lod < mipmapsCount; lod++) {\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true, lod);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n let alpha = Math.pow(2, (lod - this._lodGenerationOffset) / this._lodGenerationScale) / width;\r\n if (lod === 0) {\r\n alpha = 0;\r\n }\r\n\r\n effect.setFloat(\"alphaG\", alpha);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._releaseTexture(texture._texture!);\r\n\r\n // Internal Swap\r\n const type = outputTexture.texture!.type;\r\n const format = outputTexture.texture!.format;\r\n\r\n outputTexture._swapAndDie(texture._texture!);\r\n\r\n texture._texture!.type = type;\r\n texture._texture!.format = format;\r\n\r\n // New settings\r\n texture.gammaSpace = false;\r\n texture.lodGenerationOffset = this._lodGenerationOffset;\r\n texture.lodGenerationScale = this._lodGenerationScale;\r\n texture._prefiltered = true;\r\n\r\n return texture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"hdrFiltering\",\r\n vertexShader: \"hdrFiltering\",\r\n fragmentShader: \"hdrFiltering\",\r\n samplerNames: [\"inputTexture\"],\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\", \"alphaG\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to have mipmap levels representing roughness values.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @param onFinished Callback when filtering is done\r\n * @returns Promise called when prefiltering is done\r\n */\r\n public prefilter(texture: BaseTexture, onFinished: Nullable<() => void> = null): Promise<void> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n Logger.Warn(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n return Promise.reject(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n return new Promise((resolve) => {\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n this._effectWrapper.effect.executeWhenCompiled(() => {\r\n this._prefilterInternal(texture);\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n resolve();\r\n if (onFinished) {\r\n onFinished();\r\n }\r\n });\r\n });\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
- import { Engine } from "../../../Engines/engine.js";
2
1
  import { LoadTextureFromTranscodeResult, TranscodeAsync } from "../../../Misc/basis.js";
3
2
  import { Tools } from "../../../Misc/tools.js";
3
+ import { AbstractEngine } from "../../../Engines/abstractEngine.js";
4
4
  /**
5
5
  * Loader for .basis file format
6
6
  */
@@ -98,5 +98,5 @@ export class _BasisTextureLoader {
98
98
  }
99
99
  }
100
100
  // Register the loader.
101
- Engine._TextureLoaders.push(new _BasisTextureLoader());
101
+ AbstractEngine._TextureLoaders.push(new _BasisTextureLoader());
102
102
  //# sourceMappingURL=basisTextureLoader.js.map
@@ -1 +1 @@
1
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It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n (texture.getEngine() as Engine)._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n\r\n// Register the loader.\r\nEngine._TextureLoaders.push(new _BasisTextureLoader());\r\n"]}
1
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It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n texture.getEngine()._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n\r\n// Register the loader.\r\nAbstractEngine._TextureLoaders.push(new _BasisTextureLoader());\r\n"]}
@@ -2,6 +2,7 @@ import { RenderTargetTexture } from "../Textures/renderTargetTexture";
2
2
  import type { Scene } from "../../scene";
3
3
  /**
4
4
  * Renders to multiple views with a single draw call
5
+ * Only for WebGL backends
5
6
  * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/
6
7
  */
7
8
  export declare class MultiviewRenderTarget extends RenderTargetTexture {
@@ -2,6 +2,7 @@ import { RenderTargetTexture } from "../Textures/renderTargetTexture.js";
2
2
 
3
3
  /**
4
4
  * Renders to multiple views with a single draw call
5
+ * Only for WebGL backends
5
6
  * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/
6
7
  */
7
8
  export class MultiviewRenderTarget extends RenderTargetTexture {
@@ -1 +1 @@
1
- {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAW,OAAO,CAAC,KAAa;QAC5B,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,wBAAwB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QACpI,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_INT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = this.getScene()!.getEngine().createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
1
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@@ -534,7 +534,7 @@ export class ProceduralTexture extends Texture {
534
534
  }
535
535
  // Mipmaps
536
536
  if (this.isCube) {
537
- engine.generateMipMapsForCubemap(this._texture);
537
+ engine.generateMipMapsForCubemap(this._texture, true);
538
538
  }
539
539
  engine._debugPopGroup?.(1);
540
540
  if (this.onGenerated) {