@babylonjs/core 7.2.2 → 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 (376) hide show
  1. package/Animations/runtimeAnimation.d.ts +1 -0
  2. package/Animations/runtimeAnimation.js +12 -3
  3. package/Animations/runtimeAnimation.js.map +1 -1
  4. package/Audio/audioEngine.js +2 -2
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Bones/boneLookController.js +3 -0
  7. package/Bones/boneLookController.js.map +1 -1
  8. package/Buffers/buffer.d.ts +5 -5
  9. package/Buffers/buffer.js.map +1 -1
  10. package/Buffers/storageBuffer.d.ts +2 -2
  11. package/Buffers/storageBuffer.js.map +1 -1
  12. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  13. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  14. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  15. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  16. package/Compute/computeEffect.d.ts +3 -3
  17. package/Compute/computeEffect.js.map +1 -1
  18. package/Compute/computeShader.d.ts +10 -2
  19. package/Compute/computeShader.js +53 -35
  20. package/Compute/computeShader.js.map +1 -1
  21. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +2 -2
  22. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  23. package/DeviceInput/internalDeviceSourceManager.d.ts +4 -4
  24. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  25. package/DeviceInput/webDeviceInputSystem.d.ts +2 -2
  26. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  27. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +10 -0
  28. package/Engines/AbstractEngine/abstractEngine.alpha.js +29 -0
  29. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -0
  30. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +17 -0
  31. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +138 -0
  32. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.dom.d.ts +61 -0
  34. package/Engines/AbstractEngine/abstractEngine.dom.js +27 -0
  35. package/Engines/AbstractEngine/abstractEngine.dom.js.map +1 -0
  36. package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +30 -0
  37. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js +48 -0
  38. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js.map +1 -0
  39. package/Engines/AbstractEngine/abstractEngine.query.d.ts +122 -0
  40. package/Engines/AbstractEngine/abstractEngine.query.js +175 -0
  41. package/Engines/AbstractEngine/abstractEngine.query.js.map +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +26 -0
  43. package/Engines/AbstractEngine/abstractEngine.renderPass.js +29 -0
  44. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -0
  45. package/Engines/AbstractEngine/abstractEngine.states.d.ts +162 -0
  46. package/Engines/AbstractEngine/abstractEngine.states.js +105 -0
  47. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -0
  48. package/Engines/AbstractEngine/abstractEngine.texture.d.ts +16 -0
  49. package/Engines/AbstractEngine/abstractEngine.texture.js +11 -0
  50. package/Engines/AbstractEngine/abstractEngine.texture.js.map +1 -0
  51. package/Engines/AbstractEngine/index.d.ts +8 -0
  52. package/Engines/AbstractEngine/index.js +10 -0
  53. package/Engines/AbstractEngine/index.js.map +1 -0
  54. package/Engines/Extensions/engine.alpha.d.ts +0 -24
  55. package/Engines/Extensions/engine.alpha.js +0 -35
  56. package/Engines/Extensions/engine.alpha.js.map +1 -1
  57. package/Engines/Extensions/engine.computeShader.d.ts +15 -2
  58. package/Engines/Extensions/engine.computeShader.js +5 -1
  59. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  60. package/Engines/Extensions/engine.cubeTexture.d.ts +0 -8
  61. package/Engines/Extensions/engine.cubeTexture.js +2 -135
  62. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  63. package/Engines/Extensions/engine.debugging.d.ts +2 -2
  64. package/Engines/Extensions/engine.debugging.js +5 -5
  65. package/Engines/Extensions/engine.debugging.js.map +1 -1
  66. package/Engines/Extensions/engine.dynamicTexture.js +3 -2
  67. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  68. package/Engines/Extensions/engine.multiview.js.map +1 -1
  69. package/Engines/Extensions/engine.query.d.ts +5 -120
  70. package/Engines/Extensions/engine.query.js +14 -150
  71. package/Engines/Extensions/engine.query.js.map +1 -1
  72. package/Engines/Extensions/engine.renderTarget.js +0 -9
  73. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  74. package/Engines/Extensions/engine.views.d.ts +3 -2
  75. package/Engines/Extensions/engine.views.js.map +1 -1
  76. package/Engines/Processors/iShaderProcessor.d.ts +2 -2
  77. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  78. package/Engines/Processors/shaderProcessor.d.ts +3 -3
  79. package/Engines/Processors/shaderProcessor.js.map +1 -1
  80. package/Engines/WebGL/webGLRenderTargetWrapper.js +12 -9
  81. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  82. package/Engines/WebGL/webGLShaderProcessors.d.ts +2 -2
  83. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +35 -0
  85. package/Engines/WebGPU/Extensions/engine.alpha.js +4 -4
  86. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +9 -0
  88. package/Engines/WebGPU/Extensions/engine.computeShader.js +13 -2
  89. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  90. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +78 -1
  91. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  92. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +27 -1
  93. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -3
  94. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +16 -0
  96. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +1 -1
  97. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +55 -1
  98. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  99. package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
  100. package/Engines/WebGPU/Extensions/engine.query.js +1 -0
  101. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +185 -1
  103. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  104. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +10 -1
  105. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  106. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +38 -1
  107. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  108. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +13 -1
  109. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  110. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +38 -1
  111. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  112. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +10 -0
  113. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  114. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +14 -1
  115. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +2 -2
  117. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  118. package/Engines/abstractEngine.d.ts +1688 -0
  119. package/Engines/abstractEngine.js +1354 -0
  120. package/Engines/abstractEngine.js.map +1 -0
  121. package/Engines/engine.common.d.ts +39 -0
  122. package/Engines/engine.common.js +226 -0
  123. package/Engines/engine.common.js.map +1 -0
  124. package/Engines/engine.d.ts +40 -447
  125. package/Engines/engine.js +64 -810
  126. package/Engines/engine.js.map +1 -1
  127. package/Engines/engineFactory.d.ts +2 -2
  128. package/Engines/engineFactory.js.map +1 -1
  129. package/Engines/engineStore.d.ts +4 -4
  130. package/Engines/engineStore.js.map +1 -1
  131. package/Engines/index.d.ts +3 -0
  132. package/Engines/index.js +3 -0
  133. package/Engines/index.js.map +1 -1
  134. package/Engines/nativeEngine.d.ts +1 -1
  135. package/Engines/nativeEngine.js +2 -1
  136. package/Engines/nativeEngine.js.map +1 -1
  137. package/Engines/nullEngine.d.ts +2 -2
  138. package/Engines/nullEngine.js +2 -3
  139. package/Engines/nullEngine.js.map +1 -1
  140. package/Engines/renderTargetWrapper.d.ts +3 -3
  141. package/Engines/renderTargetWrapper.js.map +1 -1
  142. package/Engines/thinEngine.d.ts +35 -591
  143. package/Engines/thinEngine.js +84 -1134
  144. package/Engines/thinEngine.js.map +1 -1
  145. package/Engines/webgpuEngine.d.ts +149 -109
  146. package/Engines/webgpuEngine.js +249 -161
  147. package/Engines/webgpuEngine.js.map +1 -1
  148. package/Instrumentation/engineInstrumentation.d.ts +5 -4
  149. package/Instrumentation/engineInstrumentation.js.map +1 -1
  150. package/Layers/effectLayer.d.ts +2 -2
  151. package/Layers/effectLayer.js +3 -3
  152. package/Layers/effectLayer.js.map +1 -1
  153. package/Layers/effectLayerSceneComponent.js.map +1 -1
  154. package/Layers/glowLayer.js +3 -3
  155. package/Layers/glowLayer.js.map +1 -1
  156. package/Layers/highlightLayer.js +3 -3
  157. package/Layers/highlightLayer.js.map +1 -1
  158. package/Layers/layerSceneComponent.js.map +1 -1
  159. package/Loading/loadingScreen.js +2 -2
  160. package/Loading/loadingScreen.js.map +1 -1
  161. package/Loading/sceneLoader.d.ts +3 -3
  162. package/Loading/sceneLoader.js +1 -1
  163. package/Loading/sceneLoader.js.map +1 -1
  164. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  165. package/Materials/Textures/Filtering/hdrFiltering.d.ts +2 -2
  166. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  167. package/Materials/Textures/Loaders/basisTextureLoader.js +2 -2
  168. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  169. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -0
  170. package/Materials/Textures/MultiviewRenderTarget.js +1 -0
  171. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  172. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  173. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  174. package/Materials/Textures/baseTexture.d.ts +3 -3
  175. package/Materials/Textures/baseTexture.js.map +1 -1
  176. package/Materials/Textures/colorGradingTexture.d.ts +2 -2
  177. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  178. package/Materials/Textures/cubeTexture.d.ts +3 -2
  179. package/Materials/Textures/cubeTexture.js +1 -0
  180. package/Materials/Textures/cubeTexture.js.map +1 -1
  181. package/Materials/Textures/hdrCubeTexture.d.ts +2 -2
  182. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  183. package/Materials/Textures/htmlElementTexture.d.ts +2 -2
  184. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  185. package/Materials/Textures/internalTexture.d.ts +3 -3
  186. package/Materials/Textures/internalTexture.js.map +1 -1
  187. package/Materials/Textures/rawTexture.d.ts +10 -10
  188. package/Materials/Textures/rawTexture.js.map +1 -1
  189. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  190. package/Materials/Textures/renderTargetTexture.js +4 -4
  191. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  192. package/Materials/Textures/texture.d.ts +2 -2
  193. package/Materials/Textures/texture.js.map +1 -1
  194. package/Materials/Textures/thinTexture.d.ts +3 -3
  195. package/Materials/Textures/thinTexture.js +1 -1
  196. package/Materials/Textures/thinTexture.js.map +1 -1
  197. package/Materials/drawWrapper.d.ts +2 -3
  198. package/Materials/drawWrapper.functions.d.ts +8 -0
  199. package/Materials/drawWrapper.functions.js +9 -0
  200. package/Materials/drawWrapper.functions.js.map +1 -0
  201. package/Materials/drawWrapper.js +0 -3
  202. package/Materials/drawWrapper.js.map +1 -1
  203. package/Materials/effect.d.ts +4 -5
  204. package/Materials/effect.js.map +1 -1
  205. package/Materials/effectRenderer.d.ts +4 -4
  206. package/Materials/effectRenderer.js.map +1 -1
  207. package/Materials/index.d.ts +1 -0
  208. package/Materials/index.js +1 -0
  209. package/Materials/index.js.map +1 -1
  210. package/Materials/materialHelper.functions.d.ts +2 -2
  211. package/Materials/materialHelper.functions.js.map +1 -1
  212. package/Materials/materialPluginBase.d.ts +4 -4
  213. package/Materials/materialPluginBase.js.map +1 -1
  214. package/Materials/materialPluginManager.d.ts +2 -2
  215. package/Materials/materialPluginManager.js.map +1 -1
  216. package/Materials/meshDebugPluginMaterial.js +1 -1
  217. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  218. package/Materials/uniformBuffer.d.ts +2 -2
  219. package/Materials/uniformBuffer.js.map +1 -1
  220. package/Meshes/Builders/greasedLineBuilder.d.ts +6 -0
  221. package/Meshes/Builders/greasedLineBuilder.js +15 -8
  222. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  223. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  224. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  225. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +2 -2
  226. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  227. package/Meshes/GreasedLine/greasedLineMesh.js +1 -1
  228. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  229. package/Meshes/geometry.d.ts +2 -2
  230. package/Meshes/geometry.js +3 -2
  231. package/Meshes/geometry.js.map +1 -1
  232. package/Meshes/instancedMesh.js.map +1 -1
  233. package/Meshes/mesh.d.ts +3 -3
  234. package/Meshes/mesh.js.map +1 -1
  235. package/Meshes/subMesh.d.ts +2 -2
  236. package/Meshes/subMesh.js.map +1 -1
  237. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  238. package/Misc/copyTextureToTexture.d.ts +2 -2
  239. package/Misc/copyTextureToTexture.js.map +1 -1
  240. package/Misc/dds.d.ts +3 -2
  241. package/Misc/dds.js +2 -1
  242. package/Misc/dds.js.map +1 -1
  243. package/Misc/dumpTools.d.ts +2 -2
  244. package/Misc/dumpTools.js.map +1 -1
  245. package/Misc/fileTools.js +3 -3
  246. package/Misc/fileTools.js.map +1 -1
  247. package/Misc/khronosTextureContainer2.d.ts +8 -2
  248. package/Misc/khronosTextureContainer2.js +3 -2
  249. package/Misc/khronosTextureContainer2.js.map +1 -1
  250. package/Misc/minMaxReducer.d.ts +2 -2
  251. package/Misc/minMaxReducer.js.map +1 -1
  252. package/Misc/textureTools.js.map +1 -1
  253. package/Misc/tools.d.ts +7 -7
  254. package/Misc/tools.functions.d.ts +26 -0
  255. package/Misc/tools.functions.js +62 -0
  256. package/Misc/tools.functions.js.map +1 -1
  257. package/Misc/tools.js.map +1 -1
  258. package/Misc/videoRecorder.d.ts +3 -3
  259. package/Misc/videoRecorder.js.map +1 -1
  260. package/Particles/baseParticleSystem.d.ts +2 -2
  261. package/Particles/baseParticleSystem.js.map +1 -1
  262. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  263. package/Particles/computeShaderParticleSystem.js.map +1 -1
  264. package/Particles/gpuParticleSystem.d.ts +3 -3
  265. package/Particles/gpuParticleSystem.js +2 -2
  266. package/Particles/gpuParticleSystem.js.map +1 -1
  267. package/Particles/particle.js +1 -1
  268. package/Particles/particle.js.map +1 -1
  269. package/Particles/particleSystem.d.ts +3 -3
  270. package/Particles/particleSystem.js +3 -3
  271. package/Particles/particleSystem.js.map +1 -1
  272. package/Particles/particleSystemComponent.d.ts +2 -2
  273. package/Particles/particleSystemComponent.js +2 -2
  274. package/Particles/particleSystemComponent.js.map +1 -1
  275. package/Particles/subEmitter.d.ts +3 -3
  276. package/Particles/subEmitter.js.map +1 -1
  277. package/Particles/thinParticleSystem.d.ts +2 -2
  278. package/Particles/thinParticleSystem.js.map +1 -1
  279. package/Physics/v2/physicsBody.js +3 -3
  280. package/Physics/v2/physicsBody.js.map +1 -1
  281. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  282. package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +2 -2
  283. package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
  284. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
  285. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  286. package/PostProcesses/blackAndWhitePostProcess.d.ts +2 -2
  287. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  288. package/PostProcesses/bloomMergePostProcess.d.ts +2 -2
  289. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  290. package/PostProcesses/blurPostProcess.d.ts +2 -2
  291. package/PostProcesses/blurPostProcess.js.map +1 -1
  292. package/PostProcesses/chromaticAberrationPostProcess.d.ts +2 -2
  293. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  294. package/PostProcesses/circleOfConfusionPostProcess.d.ts +2 -2
  295. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  296. package/PostProcesses/colorCorrectionPostProcess.d.ts +2 -2
  297. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  298. package/PostProcesses/convolutionPostProcess.d.ts +2 -2
  299. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  300. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -2
  301. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  302. package/PostProcesses/depthOfFieldEffect.js +1 -1
  303. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  304. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +2 -2
  305. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  306. package/PostProcesses/displayPassPostProcess.d.ts +2 -2
  307. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  308. package/PostProcesses/extractHighlightsPostProcess.d.ts +2 -2
  309. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  310. package/PostProcesses/filterPostProcess.d.ts +2 -2
  311. package/PostProcesses/filterPostProcess.js.map +1 -1
  312. package/PostProcesses/fxaaPostProcess.d.ts +2 -2
  313. package/PostProcesses/fxaaPostProcess.js +2 -2
  314. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  315. package/PostProcesses/grainPostProcess.d.ts +2 -2
  316. package/PostProcesses/grainPostProcess.js.map +1 -1
  317. package/PostProcesses/imageProcessingPostProcess.d.ts +2 -2
  318. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  319. package/PostProcesses/motionBlurPostProcess.d.ts +2 -2
  320. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  321. package/PostProcesses/passPostProcess.d.ts +3 -3
  322. package/PostProcesses/passPostProcess.js +2 -2
  323. package/PostProcesses/passPostProcess.js.map +1 -1
  324. package/PostProcesses/postProcess.d.ts +4 -4
  325. package/PostProcesses/postProcess.js +3 -3
  326. package/PostProcesses/postProcess.js.map +1 -1
  327. package/PostProcesses/refractionPostProcess.d.ts +2 -2
  328. package/PostProcesses/refractionPostProcess.js.map +1 -1
  329. package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -2
  330. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  331. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -2
  332. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  333. package/PostProcesses/sharpenPostProcess.d.ts +2 -2
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +2 -2
  336. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  337. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -2
  338. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  339. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  340. package/Rendering/depthPeelingRenderer.js.map +1 -1
  341. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  342. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +2 -2
  343. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  344. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +2 -2
  345. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  346. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +2 -2
  347. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  348. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +2 -2
  349. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  350. package/Rendering/geometryBufferRenderer.js +24 -18
  351. package/Rendering/geometryBufferRenderer.js.map +1 -1
  352. package/Rendering/outlineRenderer.js.map +1 -1
  353. package/Rendering/prePassRenderer.js.map +1 -1
  354. package/Sprites/spriteRenderer.d.ts +2 -2
  355. package/Sprites/spriteRenderer.js.map +1 -1
  356. package/XR/features/WebXRDepthSensing.js.map +1 -1
  357. package/XR/features/WebXRImageTracking.js.map +1 -1
  358. package/XR/features/WebXRLayers.d.ts +2 -2
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  360. package/XR/features/WebXRLightEstimation.js.map +1 -1
  361. package/XR/features/WebXRRawCameraAccess.d.ts +1 -1
  362. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  363. package/XR/features/WebXRSpaceWarp.js +1 -3
  364. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  365. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  366. package/XR/webXRExperienceHelper.js.map +1 -1
  367. package/XR/webXRManagedOutputCanvas.d.ts +2 -2
  368. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  369. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  370. package/XR/webXRSessionManager.js.map +1 -1
  371. package/assetContainer.js.map +1 -1
  372. package/node.d.ts +2 -2
  373. package/node.js.map +1 -1
  374. package/package.json +1 -1
  375. package/scene.d.ts +3 -3
  376. package/scene.js.map +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray && !texture.is3D) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n let target: number = gl.TEXTURE_2D;\r\n if (layers !== 0) {\r\n target = gl.TEXTURE_2D_ARRAY;\r\n } else if (depth !== 0) {\r\n target = gl.TEXTURE_3D;\r\n }\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n let type: GLenum = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format: GLenum = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else if (internalTexture.is3D) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray && !texture.is3D) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n let target: number = gl.TEXTURE_2D;\r\n if (layers !== 0) {\r\n target = gl.TEXTURE_2D_ARRAY;\r\n } else if (depth !== 0) {\r\n target = gl.TEXTURE_3D;\r\n }\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n let type: GLenum = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format: GLenum = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else if (internalTexture.is3D) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
@@ -1,3 +1,4 @@
1
+ import { Engine } from "../engine";
1
2
  import type { Camera } from "../../Cameras/camera";
2
3
  import type { Nullable } from "../../types";
3
4
  import { Observable } from "../../Misc/observable";
@@ -24,8 +25,8 @@ export declare class EngineView {
24
25
  /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */
25
26
  customResize?: (canvas: HTMLCanvasElement) => void;
26
27
  }
27
- declare module "../../Engines/engine" {
28
- interface Engine {
28
+ declare module "../../Engines/abstractEngine" {
29
+ interface AbstractEngine {
29
30
  /** @internal */
30
31
  _inputElement: Nullable<HTMLElement>;
31
32
  /**
@@ -1 +1 @@
1
- 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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n this.activeView = view;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
1
+ 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{ Engine } from \"../engine\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class used to define an additional view for the engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\nexport class EngineView {\r\n /**\r\n * A randomly generated unique id\r\n */\r\n readonly id: string;\r\n /** Defines the canvas where to render the view */\r\n target: HTMLCanvasElement;\r\n /**\r\n * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else)\r\n * Support for array of cameras @since\r\n */\r\n camera?: Camera | Camera[];\r\n /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): Engine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(Engine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: Engine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"inputElement\", {\r\n get: function (this: Engine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: Engine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): Engine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n this.activeView = view;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { ShaderLanguage } from "../../Materials/shaderLanguage";
2
2
  import type { Nullable } from "../../types";
3
3
  import type { ShaderProcessingContext } from "./shaderProcessingOptions";
4
- import type { ThinEngine } from "../thinEngine";
4
+ import type { AbstractEngine } from "../abstractEngine";
5
5
  /** @internal */
6
6
  export interface IShaderProcessor {
7
7
  shaderLanguage: ShaderLanguage;
@@ -31,7 +31,7 @@ export interface IShaderProcessor {
31
31
  endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;
32
32
  lineProcessor?: (line: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;
33
33
  preProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;
34
- postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) => string;
34
+ postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: AbstractEngine) => string;
35
35
  initializeShaders?: (processingContext: Nullable<ShaderProcessingContext>) => void;
36
36
  finalizeShaders?: (vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>) => {
37
37
  vertexCode: string;
@@ -1 +1 @@
1
- {"version":3,"file":"iShaderProcessor.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/iShaderProcessor.ts"],"names":[],"mappings":"","sourcesContent":["import type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"./shaderProcessingOptions\";\r\n\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport interface IShaderProcessor {\r\n shaderLanguage: ShaderLanguage;\r\n\r\n uniformRegexp?: RegExp;\r\n uniformBufferRegexp?: RegExp;\r\n textureRegexp?: RegExp;\r\n noPrecision?: boolean;\r\n parseGLES3?: boolean;\r\n\r\n attributeKeywordName?: string;\r\n varyingVertexKeywordName?: string;\r\n varyingFragmentKeywordName?: string;\r\n\r\n preProcessShaderCode?: (code: string, isFragment: boolean) => string;\r\n attributeProcessor?: (attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n varyingCheck?: (varying: string, isFragment: boolean) => boolean;\r\n varyingProcessor?: (varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformProcessor?: (uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n textureProcessor?: (texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n lineProcessor?: (line: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n preProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: ThinEngine) => string;\r\n initializeShaders?: (processingContext: Nullable<ShaderProcessingContext>) => void;\r\n finalizeShaders?: (vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>) => { vertexCode: string; fragmentCode: string };\r\n}\r\n"]}
1
+ {"version":3,"file":"iShaderProcessor.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Processors/iShaderProcessor.ts"],"names":[],"mappings":"","sourcesContent":["import type { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { ShaderProcessingContext } from \"./shaderProcessingOptions\";\r\n\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\n/** @internal */\r\nexport interface IShaderProcessor {\r\n shaderLanguage: ShaderLanguage;\r\n\r\n uniformRegexp?: RegExp;\r\n uniformBufferRegexp?: RegExp;\r\n textureRegexp?: RegExp;\r\n noPrecision?: boolean;\r\n parseGLES3?: boolean;\r\n\r\n attributeKeywordName?: string;\r\n varyingVertexKeywordName?: string;\r\n varyingFragmentKeywordName?: string;\r\n\r\n preProcessShaderCode?: (code: string, isFragment: boolean) => string;\r\n attributeProcessor?: (attribute: string, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n varyingCheck?: (varying: string, isFragment: boolean) => boolean;\r\n varyingProcessor?: (varying: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformProcessor?: (uniform: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n textureProcessor?: (texture: string, isFragment: boolean, preProcessors: { [key: string]: string }, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n lineProcessor?: (line: string, isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n preProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>) => string;\r\n postProcessor?: (code: string, defines: string[], isFragment: boolean, processingContext: Nullable<ShaderProcessingContext>, engine: AbstractEngine) => string;\r\n initializeShaders?: (processingContext: Nullable<ShaderProcessingContext>) => void;\r\n finalizeShaders?: (vertexCode: string, fragmentCode: string, processingContext: Nullable<ShaderProcessingContext>) => { vertexCode: string; fragmentCode: string };\r\n}\r\n"]}
@@ -3,13 +3,13 @@ import type { WebRequest } from "../../Misc/webRequest";
3
3
  import type { LoadFileError } from "../../Misc/fileTools";
4
4
  import type { IOfflineProvider } from "../../Offline/IOfflineProvider";
5
5
  import type { IFileRequest } from "../../Misc/fileRequest";
6
- import type { ThinEngine } from "../thinEngine";
6
+ import type { AbstractEngine } from "../abstractEngine";
7
7
  /** @internal */
8
8
  export declare class ShaderProcessor {
9
9
  private static _MoveCursorRegex;
10
10
  static Initialize(options: ProcessingOptions): void;
11
- static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine): void;
12
- static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine): void;
11
+ static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine): void;
12
+ static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine): void;
13
13
  static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): {
14
14
  vertexCode: string;
15
15
  fragmentCode: string;
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport type { WebRequest } from \"../../Misc/webRequest\";\r\nimport type { LoadFileError } from \"../../Misc/fileTools\";\r\nimport type { IOfflineProvider } from \"../../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"../../Misc/fileRequest\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst regexShaderDecl = /__decl__/;\r\nconst regexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst regexX = /\\{X\\}/g;\r\nconst reusableMatches: RegExpMatchArray[] = [];\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: ThinEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: ThinEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: ThinEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n /** @internal */\r\n public static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n reusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = regexShaderInclude.exec(sourceCode)) !== null) {\r\n reusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of reusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(regexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(regexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(regexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n reusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { ShaderCodeNode } from \"./shaderCodeNode\";\r\nimport { ShaderCodeCursor } from \"./shaderCodeCursor\";\r\nimport { ShaderCodeConditionNode } from \"./shaderCodeConditionNode\";\r\nimport { ShaderCodeTestNode } from \"./shaderCodeTestNode\";\r\nimport { ShaderDefineIsDefinedOperator } from \"./Expressions/Operators/shaderDefineIsDefinedOperator\";\r\nimport { ShaderDefineOrOperator } from \"./Expressions/Operators/shaderDefineOrOperator\";\r\nimport { ShaderDefineAndOperator } from \"./Expressions/Operators/shaderDefineAndOperator\";\r\nimport { ShaderDefineExpression } from \"./Expressions/shaderDefineExpression\";\r\nimport { ShaderDefineArithmeticOperator } from \"./Expressions/Operators/shaderDefineArithmeticOperator\";\r\nimport type { ProcessingOptions } from \"./shaderProcessingOptions\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport { ShaderLanguage } from \"../../Materials/shaderLanguage\";\r\n\r\nimport type { WebRequest } from \"../../Misc/webRequest\";\r\nimport type { LoadFileError } from \"../../Misc/fileTools\";\r\nimport type { IOfflineProvider } from \"../../Offline/IOfflineProvider\";\r\nimport type { IFileRequest } from \"../../Misc/fileRequest\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\nconst regexSE = /defined\\s*?\\((.+?)\\)/g;\r\nconst regexSERevert = /defined\\s*?\\[(.+?)\\]/g;\r\nconst regexShaderInclude = /#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\nconst regexShaderDecl = /__decl__/;\r\nconst regexLightX = /light\\{X\\}.(\\w*)/g;\r\nconst regexX = /\\{X\\}/g;\r\nconst reusableMatches: RegExpMatchArray[] = [];\r\n\r\n/** @internal */\r\nexport class ShaderProcessor {\r\n private static _MoveCursorRegex = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n\r\n public static Initialize(options: ProcessingOptions): void {\r\n if (options.processor && options.processor.initializeShaders) {\r\n options.processor.initializeShaders(options.processingContext);\r\n }\r\n }\r\n\r\n public static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ProcessShaderConversion(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static PreProcess(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string, codeBeforeMigration: string) => void, engine: AbstractEngine) {\r\n if (options.processor?.preProcessShaderCode) {\r\n sourceCode = options.processor.preProcessShaderCode(sourceCode, options.isFragment);\r\n }\r\n this._ProcessIncludes(sourceCode, options, (codeWithIncludes) => {\r\n if (options.processCodeAfterIncludes) {\r\n codeWithIncludes = options.processCodeAfterIncludes(options.isFragment ? \"fragment\" : \"vertex\", codeWithIncludes);\r\n }\r\n const migratedCode = this._ApplyPreProcessing(codeWithIncludes, options, engine);\r\n callback(migratedCode, codeWithIncludes);\r\n });\r\n }\r\n\r\n public static Finalize(vertexCode: string, fragmentCode: string, options: ProcessingOptions): { vertexCode: string; fragmentCode: string } {\r\n if (!options.processor || !options.processor.finalizeShaders) {\r\n return { vertexCode, fragmentCode };\r\n }\r\n\r\n return options.processor.finalizeShaders(vertexCode, fragmentCode, options.processingContext);\r\n }\r\n\r\n private static _ProcessPrecision(source: string, options: ProcessingOptions): string {\r\n if (options.processor?.noPrecision) {\r\n return source;\r\n }\r\n\r\n const shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n } else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n } else {\r\n if (!shouldUseHighPrecisionShader) {\r\n // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n\r\n return source;\r\n }\r\n\r\n private static _ExtractOperation(expression: string) {\r\n const regex = /defined\\((.+)\\)/;\r\n\r\n const match = regex.exec(expression);\r\n\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n\r\n const operators = [\"==\", \"!=\", \">=\", \"<=\", \"<\", \">\"];\r\n let operator = \"\";\r\n let indexOperator = 0;\r\n\r\n for (operator of operators) {\r\n indexOperator = expression.indexOf(operator);\r\n\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n\r\n const define = expression.substring(0, indexOperator).trim();\r\n const value = expression.substring(indexOperator + operator.length).trim();\r\n\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n }\r\n\r\n private static _BuildSubExpression(expression: string): ShaderDefineExpression {\r\n expression = expression.replace(regexSE, \"defined[$1]\");\r\n\r\n const postfix = ShaderDefineExpression.infixToPostfix(expression);\r\n\r\n const stack: (string | ShaderDefineExpression)[] = [];\r\n\r\n for (const c of postfix) {\r\n if (c !== \"||\" && c !== \"&&\") {\r\n stack.push(c);\r\n } else if (stack.length >= 2) {\r\n let v1 = stack[stack.length - 1],\r\n v2 = stack[stack.length - 2];\r\n\r\n stack.length -= 2;\r\n\r\n const operator = c == \"&&\" ? new ShaderDefineAndOperator() : new ShaderDefineOrOperator();\r\n\r\n if (typeof v1 === \"string\") {\r\n v1 = v1.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n if (typeof v2 === \"string\") {\r\n v2 = v2.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n operator.leftOperand = typeof v2 === \"string\" ? this._ExtractOperation(v2) : v2;\r\n operator.rightOperand = typeof v1 === \"string\" ? this._ExtractOperation(v1) : v1;\r\n\r\n stack.push(operator);\r\n }\r\n }\r\n\r\n let result = stack[stack.length - 1];\r\n\r\n if (typeof result === \"string\") {\r\n result = result.replace(regexSERevert, \"defined($1)\");\r\n }\r\n\r\n // note: stack.length !== 1 if there was an error in the parsing\r\n\r\n return typeof result === \"string\" ? this._ExtractOperation(result) : result;\r\n }\r\n\r\n private static _BuildExpression(line: string, start: number): ShaderCodeTestNode {\r\n const node = new ShaderCodeTestNode();\r\n const command = line.substring(0, start);\r\n let expression = line.substring(start);\r\n\r\n expression = expression.substring(0, (expression.indexOf(\"//\") + 1 || expression.length + 1) - 1).trim();\r\n\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n } else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n } else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n\r\n return node;\r\n }\r\n\r\n private static _MoveCursorWithinIf(cursor: ShaderCodeCursor, rootNode: ShaderCodeConditionNode, ifNode: ShaderCodeNode) {\r\n let line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n const first5 = line.substring(0, 5).toLowerCase();\r\n\r\n if (first5 === \"#else\") {\r\n const elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n } else if (first5 === \"#elif\") {\r\n const elifNode = this._BuildExpression(line, 5);\r\n\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n }\r\n\r\n private static _MoveCursor(cursor: ShaderCodeCursor, rootNode: ShaderCodeNode): boolean {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n const line = cursor.currentLine;\r\n\r\n if (line.indexOf(\"#\") >= 0) {\r\n const matches = ShaderProcessor._MoveCursorRegex.exec(line);\r\n\r\n if (matches && matches.length) {\r\n const keyword = matches[0];\r\n\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n\r\n const ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n const newRootNode = new ShaderCodeConditionNode();\r\n const ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n continue;\r\n }\r\n }\r\n\r\n const newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n const split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private static _EvaluatePreProcessors(sourceCode: string, preprocessors: { [key: string]: string }, options: ProcessingOptions): string {\r\n const rootNode = new ShaderCodeNode();\r\n const cursor = new ShaderCodeCursor();\r\n\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n }\r\n\r\n private static _PreparePreProcessors(options: ProcessingOptions, engine: AbstractEngine): { [key: string]: string } {\r\n const defines = options.defines;\r\n const preprocessors: { [key: string]: string } = {};\r\n\r\n for (const define of defines) {\r\n const keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n const split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n\r\n if (options.processor?.shaderLanguage === ShaderLanguage.GLSL) {\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n }\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n\r\n engine._getGlobalDefines(preprocessors);\r\n\r\n return preprocessors;\r\n }\r\n\r\n private static _ProcessShaderConversion(sourceCode: string, options: ProcessingOptions, engine: AbstractEngine): string {\r\n let preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n\r\n // Already converted\r\n if (options.processor.shaderLanguage === ShaderLanguage.GLSL && preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n preparedSourceCode = preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n if (!options.processor.parseGLES3) {\r\n return preparedSourceCode;\r\n }\r\n }\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n private static _ApplyPreProcessing(sourceCode: string, options: ProcessingOptions, engine: AbstractEngine): string {\r\n let preparedSourceCode = sourceCode;\r\n\r\n const defines = options.defines;\r\n\r\n const preprocessors = this._PreparePreProcessors(options, engine);\r\n\r\n // General pre processing\r\n if (options.processor?.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext);\r\n }\r\n\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n\r\n // Post processing\r\n if (options.processor?.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment, options.processingContext, engine);\r\n }\r\n\r\n // Inline functions tagged with #define inline\r\n if (engine._features.needShaderCodeInlining) {\r\n preparedSourceCode = engine.inlineShaderCode(preparedSourceCode);\r\n }\r\n\r\n return preparedSourceCode;\r\n }\r\n\r\n /** @internal */\r\n public static _ProcessIncludes(sourceCode: string, options: ProcessingOptions, callback: (data: any) => void): void {\r\n reusableMatches.length = 0;\r\n let match: RegExpMatchArray | null;\r\n // stay back-compat to the old matchAll syntax\r\n while ((match = regexShaderInclude.exec(sourceCode)) !== null) {\r\n reusableMatches.push(match);\r\n }\r\n\r\n let returnValue = String(sourceCode);\r\n let parts = [sourceCode];\r\n\r\n let keepProcessing = false;\r\n\r\n for (const match of reusableMatches) {\r\n let includeFile = match[1];\r\n\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(regexShaderDecl, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(\"Vertex\", \"Ubo\").replace(\"Fragment\", \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n let includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n const splits = match[3].split(\",\");\r\n\r\n for (let index = 0; index < splits.length; index += 2) {\r\n const source = new RegExp(splits[index], \"g\");\r\n const dest = splits[index + 1];\r\n\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n\r\n if (match[4]) {\r\n const indexString = match[5];\r\n\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n const indexSplits = indexString.split(\"..\");\r\n const minIndex = parseInt(indexSplits[0]);\r\n let maxIndex = parseInt(indexSplits[1]);\r\n let sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n\r\n for (let i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(regexX, i.toString()) + \"\\n\";\r\n }\r\n } else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(regexLightX, (str: string, p1: string) => {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(regexX, indexString);\r\n }\r\n }\r\n\r\n // Replace\r\n // Split all parts on match[0] and intersperse the parts with the include content\r\n const newParts = [];\r\n for (const part of parts) {\r\n const splitPart = part.split(match[0]);\r\n for (let i = 0; i < splitPart.length - 1; i++) {\r\n newParts.push(splitPart[i]);\r\n newParts.push(includeContent);\r\n }\r\n newParts.push(splitPart[splitPart.length - 1]);\r\n }\r\n parts = newParts;\r\n\r\n keepProcessing = keepProcessing || includeContent.indexOf(\"#include<\") >= 0 || includeContent.indexOf(\"#include <\") >= 0;\r\n } else {\r\n const includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n\r\n ShaderProcessor._FileToolsLoadFile(includeShaderUrl, (fileContent) => {\r\n options.includesShadersStore[includeFile] = fileContent as string;\r\n this._ProcessIncludes(parts.join(\"\"), options, callback);\r\n });\r\n return;\r\n }\r\n }\r\n reusableMatches.length = 0;\r\n\r\n returnValue = parts.join(\"\");\r\n\r\n if (keepProcessing) {\r\n this._ProcessIncludes(returnValue.toString(), options, callback);\r\n } else {\r\n callback(returnValue);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from a url\r\n * @param url url to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n * @internal\r\n */\r\n public static _FileToolsLoadFile(\r\n url: string,\r\n onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void,\r\n onProgress?: (ev: ProgressEvent) => void,\r\n offlineProvider?: IOfflineProvider,\r\n useArrayBuffer?: boolean,\r\n onError?: (request?: WebRequest, exception?: LoadFileError) => void\r\n ): IFileRequest {\r\n throw _WarnImport(\"FileTools\");\r\n }\r\n}\r\n"]}
@@ -69,15 +69,16 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
69
69
  */
70
70
  createDepthStencilTexture(comparisonFunction = 0, bilinearFiltering = true, generateStencil = false, samples = 1, format = 14, label) {
71
71
  if (this._depthStencilBuffer) {
72
+ const engine = this._engine;
72
73
  // Dispose previous depth/stencil render buffers and clear the corresponding attachment.
73
74
  // Next time this framebuffer is bound, the new depth/stencil texture will be attached.
74
- const currentFrameBuffer = this._engine._currentFramebuffer;
75
+ const currentFrameBuffer = engine._currentFramebuffer;
75
76
  const gl = this._context;
76
- this._engine._bindUnboundFramebuffer(this._framebuffer);
77
+ engine._bindUnboundFramebuffer(this._framebuffer);
77
78
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
78
79
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);
79
80
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);
80
- this._engine._bindUnboundFramebuffer(currentFrameBuffer);
81
+ engine._bindUnboundFramebuffer(currentFrameBuffer);
81
82
  gl.deleteRenderbuffer(this._depthStencilBuffer);
82
83
  this._depthStencilBuffer = null;
83
84
  }
@@ -92,14 +93,15 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
92
93
  const gl = this._context;
93
94
  const depthbuffer = this._depthStencilBuffer;
94
95
  const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;
96
+ const engine = this._engine;
95
97
  if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {
96
98
  gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);
97
99
  }
98
100
  renderTarget._depthStencilBuffer = depthbuffer;
99
101
  const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
100
- this._engine._bindUnboundFramebuffer(framebuffer);
102
+ engine._bindUnboundFramebuffer(framebuffer);
101
103
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);
102
- this._engine._bindUnboundFramebuffer(null);
104
+ engine._bindUnboundFramebuffer(null);
103
105
  }
104
106
  /**
105
107
  * Binds a texture to this render target on a specific attachment
@@ -113,9 +115,10 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
113
115
  return;
114
116
  }
115
117
  const framebuffer = this._framebuffer;
116
- const currentFB = this._engine._currentFramebuffer;
117
- this._engine._bindUnboundFramebuffer(framebuffer);
118
- if (this._engine.webGLVersion > 1) {
118
+ const engine = this._engine;
119
+ const currentFB = engine._currentFramebuffer;
120
+ engine._bindUnboundFramebuffer(framebuffer);
121
+ if (engine.webGLVersion > 1) {
119
122
  const gl = this._context;
120
123
  const attachment = gl["COLOR_ATTACHMENT" + attachmentIndex];
121
124
  if (texture.is2DArray || texture.is3D) {
@@ -139,7 +142,7 @@ export class WebGLRenderTargetWrapper extends RenderTargetWrapper {
139
142
  const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;
140
143
  gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);
141
144
  }
142
- this._engine._bindUnboundFramebuffer(currentFB);
145
+ engine._bindUnboundFramebuffer(currentFB);
143
146
  }
144
147
  /**
145
148
  * Set a texture in the textures array
@@ -1 +1 @@
1
- {"version":3,"file":"webGLRenderTargetWrapper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAEzC,OAAO,EAAE,mBAAmB,EAAE,MAAM,wBAAwB,CAAC;AAG7D,gBAAgB;AAChB,MAAM,OAAO,wBAAyB,SAAQ,mBAAmB;IAoC7D,YAAY,OAAgB,EAAE,MAAe,EAAE,IAAiB,EAAE,MAAkB,EAAE,OAA8B;QAChH,KAAK,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAlCzC;;WAEG;QACI,iBAAY,GAA+B,IAAI,CAAC;QACvD;;WAEG;QACI,wBAAmB,GAAgC,IAAI,CAAC;QAC/D,gEAAgE;QAChE;;WAEG;QACH,gEAAgE;QACzD,qBAAgB,GAA+B,IAAI,CAAC;QAE3D,YAAY;QACZ;;WAEG;QACI,uBAAkB,GAA2B,IAAI,CAAC;QACzD;;WAEG;QACI,8BAAyB,GAA2B,IAAI,CAAC;QAChE;;WAEG;QACI,6BAAwB,GAAG,KAAK,CAAC;QACxC;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAKnB,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAES,yBAAyB;QAC/B,IAAI,GAAG,GAAkC,IAAI,CAAC;QAE9C,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,yBAAyB,EAAE;YAC3D,GAAG,GAAI,IAAI,CAAC,OAAkB,CAAC,kCAAkC,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YAC3F,GAAG,CAAC,OAAQ,CAAC,OAAO,GAAG,IAAI,CAAC;SAC/B;aAAM;YACH,GAAG,GAAG,KAAK,CAAC,yBAAyB,EAAE,CAAC;SAC3C;QAED,OAAO,GAAG,CAAC;IACf,CAAC;IAES,wBAAwB,CAAC,MAAgC;QAC/D,KAAK,CAAC,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAEvC,MAAM,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,CAAC;QACxC,MAAM,CAAC,mBAAmB,GAAG,IAAI,CAAC,mBAAmB,CAAC;QACtD,MAAM,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAChD,MAAM,CAAC,kBAAkB,GAAG,IAAI,CAAC,kBAAkB,CAAC;QACpD,MAAM,CAAC,yBAAyB,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAElE,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC;IAC3I,CAAC;IAED;;;;;;;;;OASG;IACI,yBAAyB,CAC5B,qBAA6B,CAAC,EAC9B,oBAA6B,IAAI,EACjC,kBAA2B,KAAK,EAChC,UAAkB,CAAC,EACnB,SAAiB,SAAS,CAAC,2BAA2B,EACtD,KAAc;QAEd,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,wFAAwF;YACxF,uFAAuF;YACvF,MAAM,kBAAkB,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;YAC5D,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAEzB,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,wBAAwB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YAC/F,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,gBAAgB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YACvF,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,EAAE,CAAC,kBAAkB,EAAE,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;YACzF,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,kBAAkB,CAAC,CAAC;YACzD,EAAE,CAAC,kBAAkB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAEhD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;SACnC;QAED,OAAO,KAAK,CAAC,yBAAyB,CAAC,kBAAkB,EAAE,iBAAiB,EAAE,eAAe,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;IAC3H,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,YAAsC;QACpD,KAAK,CAAC,UAAU,CAAC,YAAY,CAAC,CAAC;QAE/B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QACzB,MAAM,WAAW,GAAG,IAAI,CAAC,mBAAmB,CAAC;QAC7C,MAAM,WAAW,GAAG,YAAY,CAAC,gBAAgB,IAAI,YAAY,CAAC,YAAY,CAAC;QAE/E,IAAI,YAAY,CAAC,mBAAmB,IAAI,YAAY,CAAC,mBAAmB,KAAK,WAAW,EAAE;YACtF,EAAE,CAAC,kBAAkB,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;SAC3D;QACD,YAAY,CAAC,mBAAmB,GAAG,WAAW,CAAC;QAC/C,MAAM,UAAU,GAAG,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,CAAC,gBAAgB,CAAC;QAC3G,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAClD,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC,CAAC;QACrF,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;;OAMG;IACK,wBAAwB,CAAC,OAAwB,EAAE,kBAA0B,CAAC,EAAE,gBAAyB,EAAE,WAAmB,CAAC;QACnI,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE;YAC3B,OAAO;SACV;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QAEtC,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC;QACnD,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,WAAW,CAAC,CAAC;QAElD,IAAI,IAAI,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,EAAE;YAC/B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAkC,CAAC;YAEnD,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,CAAC,CAAC;YACnE,IAAI,OAAO,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE;gBACnC,gBAAgB,GAAG,gBAAgB,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;gBACjF,EAAE,CAAC,uBAAuB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,EAAE,gBAAgB,CAAC,CAAC;aACnI;iBAAM,IAAI,OAAO,CAAC,MAAM,EAAE;gBACvB,mEAAmE;gBACnE,oBAAoB;gBACpB,gBAAgB,GAAG,gBAAgB,IAAI,IAAI,CAAC,WAAW,EAAE,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;gBAChF,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aACjK;iBAAM;gBACH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,EAAE,CAAC,UAAU,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;aAC7H;SACJ;aAAM;YACH,2BAA2B;YAC3B,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;YAEzB,MAAM,UAAU,GAAS,EAAG,CAAC,kBAAkB,GAAG,eAAe,GAAG,QAAQ,CAAC,CAAC;YAC9E,MAAM,MAAM,GAAG,gBAAgB,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,2BAA2B,GAAG,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,UAAU,CAAC;YAElH,EAAE,CAAC,oBAAoB,CAAC,EAAE,CAAC,WAAW,EAAE,UAAU,EAAE,MAAM,EAAE,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,QAAQ,CAAC,CAAC;SACtH;QAED,IAAI,CAAC,OAAO,CAAC,uBAAuB,CAAC,SAAS,CAAC,CAAC;IACpD,CAAC;IAED;;;;;OAKG;IACI,UAAU,CAAC,OAAwB,EAAE,QAAgB,CAAC,EAAE,kBAA2B,IAAI;QAC1F,KAAK,CAAC,UAAU,CAAC,OAAO,EAAE,KAAK,EAAE,eAAe,CAAC,CAAC;QAClD,IAAI,CAAC,wBAAwB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,sBAAsB,CAAC,MAAgB,EAAE,KAAe;QAC3D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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n /**\r\n * @internal\r\n */\r\n public _currentLOD = 0;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @param label defines the label to use for the texture (for debugging purpose only)\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n label?: string\r\n ): InternalTexture {\r\n if (this._depthStencilBuffer) {\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const currentFrameBuffer = this._engine._currentFramebuffer;\r\n const gl = this._context;\r\n\r\n this._engine._bindUnboundFramebuffer(this._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._engine._bindUnboundFramebuffer(currentFrameBuffer);\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n return super.createDepthStencilTexture(comparisonFunction, bilinearFiltering, generateStencil, samples, format, label);\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super.shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n this._engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n\r\n const currentFB = this._engine._currentFramebuffer;\r\n this._engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (this._engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n this._engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}
1
+ 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type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport type { Engine } from \"../engine\";\r\nimport { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { ThinEngine } from \"../thinEngine\";\r\n\r\n/** @internal */\r\nexport class WebGLRenderTargetWrapper extends RenderTargetWrapper {\r\n private _context: WebGLRenderingContext;\r\n\r\n /**\r\n * @internal\r\n */\r\n public _framebuffer: Nullable<WebGLFramebuffer> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilBuffer: Nullable<WebGLRenderbuffer> = null;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public _MSAAFramebuffer: Nullable<WebGLFramebuffer> = null;\r\n\r\n // Multiview\r\n /**\r\n * @internal\r\n */\r\n public _colorTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _depthStencilTextureArray: Nullable<WebGLTexture> = null;\r\n /**\r\n * @internal\r\n */\r\n public _disposeOnlyFramebuffers = false;\r\n /**\r\n * @internal\r\n */\r\n public _currentLOD = 0;\r\n\r\n constructor(isMulti: boolean, isCube: boolean, size: TextureSize, engine: ThinEngine, context: WebGLRenderingContext) {\r\n super(isMulti, isCube, size, engine);\r\n\r\n this._context = context;\r\n }\r\n\r\n protected _cloneRenderTargetWrapper(): Nullable<RenderTargetWrapper> {\r\n let rtw: Nullable<RenderTargetWrapper> = null;\r\n\r\n if (this._colorTextureArray && this._depthStencilTextureArray) {\r\n rtw = (this._engine as Engine).createMultiviewRenderTargetTexture(this.width, this.height);\r\n rtw.texture!.isReady = true;\r\n } else {\r\n rtw = super._cloneRenderTargetWrapper();\r\n }\r\n\r\n return rtw;\r\n }\r\n\r\n protected _swapRenderTargetWrapper(target: WebGLRenderTargetWrapper): void {\r\n super._swapRenderTargetWrapper(target);\r\n\r\n target._framebuffer = this._framebuffer;\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n target._MSAAFramebuffer = this._MSAAFramebuffer;\r\n target._colorTextureArray = this._colorTextureArray;\r\n target._depthStencilTextureArray = this._depthStencilTextureArray;\r\n\r\n this._framebuffer = this._depthStencilBuffer = this._MSAAFramebuffer = this._colorTextureArray = this._depthStencilTextureArray = null;\r\n }\r\n\r\n /**\r\n * Creates the depth/stencil texture\r\n * @param comparisonFunction Comparison function to use for the texture\r\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\r\n * @param generateStencil true if the stencil aspect should also be created\r\n * @param samples sample count to use when creating the texture\r\n * @param format format of the depth texture\r\n * @param label defines the label to use for the texture (for debugging purpose only)\r\n * @returns the depth/stencil created texture\r\n */\r\n public createDepthStencilTexture(\r\n comparisonFunction: number = 0,\r\n bilinearFiltering: boolean = true,\r\n generateStencil: boolean = false,\r\n samples: number = 1,\r\n format: number = Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n label?: string\r\n ): InternalTexture {\r\n if (this._depthStencilBuffer) {\r\n const engine = this._engine as ThinEngine;\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const currentFrameBuffer = engine._currentFramebuffer;\r\n const gl = this._context;\r\n\r\n engine._bindUnboundFramebuffer(this._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n engine._bindUnboundFramebuffer(currentFrameBuffer);\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n return super.createDepthStencilTexture(comparisonFunction, bilinearFiltering, generateStencil, samples, format, label);\r\n }\r\n\r\n /**\r\n * Shares the depth buffer of this render target with another render target.\r\n * @param renderTarget Destination renderTarget\r\n */\r\n public shareDepth(renderTarget: WebGLRenderTargetWrapper): void {\r\n super.shareDepth(renderTarget);\r\n\r\n const gl = this._context;\r\n const depthbuffer = this._depthStencilBuffer;\r\n const framebuffer = renderTarget._MSAAFramebuffer || renderTarget._framebuffer;\r\n const engine = this._engine as ThinEngine;\r\n\r\n if (renderTarget._depthStencilBuffer && renderTarget._depthStencilBuffer !== depthbuffer) {\r\n gl.deleteRenderbuffer(renderTarget._depthStencilBuffer);\r\n }\r\n renderTarget._depthStencilBuffer = depthbuffer;\r\n const attachment = renderTarget._generateStencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;\r\n engine._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, depthbuffer);\r\n engine._bindUnboundFramebuffer(null);\r\n }\r\n\r\n /**\r\n * Binds a texture to this render target on a specific attachment\r\n * @param texture The texture to bind to the framebuffer\r\n * @param attachmentIndex Index of the attachment\r\n * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\r\n * @param lodLevel defines the lod level to bind to the frame buffer\r\n */\r\n private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {\r\n if (!texture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n const framebuffer = this._framebuffer;\r\n const engine = this._engine as ThinEngine;\r\n const currentFB = engine._currentFramebuffer;\r\n engine._bindUnboundFramebuffer(framebuffer);\r\n\r\n if (engine.webGLVersion > 1) {\r\n const gl = this._context as WebGL2RenderingContext;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex];\r\n if (texture.is2DArray || texture.is3D) {\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer);\r\n } else if (texture.isCube) {\r\n // if face index is not specified, try to query it from faceIndices\r\n // default is face 0\r\n faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer, texture._hardwareTexture.underlyingResource, lodLevel);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n } else {\r\n // Default behavior (WebGL)\r\n const gl = this._context;\r\n\r\n const attachment = (<any>gl)[\"COLOR_ATTACHMENT\" + attachmentIndex + \"_WEBGL\"];\r\n const target = faceIndexOrLayer !== undefined ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndexOrLayer : gl.TEXTURE_2D;\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, attachment, target, texture._hardwareTexture.underlyingResource, lodLevel);\r\n }\r\n\r\n engine._bindUnboundFramebuffer(currentFB);\r\n }\r\n\r\n /**\r\n * Set a texture in the textures array\r\n * @param texture the texture to set\r\n * @param index the index in the textures array to set\r\n * @param disposePrevious If this function should dispose the previous texture\r\n */\r\n public setTexture(texture: InternalTexture, index: number = 0, disposePrevious: boolean = true) {\r\n super.setTexture(texture, index, disposePrevious);\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n\r\n /**\r\n * Sets the layer and face indices of every render target texture\r\n * @param layers The layer of the texture to be set (make negative to not modify)\r\n * @param faces The face of the texture to be set (make negative to not modify)\r\n */\r\n public setLayerAndFaceIndices(layers: number[], faces: number[]) {\r\n super.setLayerAndFaceIndices(layers, faces);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n // the length of this._attachments is the right one as it does not count the depth texture, in case we generated it\r\n const textureCount = this._attachments?.length ?? this.textures.length;\r\n for (let index = 0; index < textureCount; index++) {\r\n const texture = this.textures[index];\r\n if (!texture) {\r\n // The target type was probably -1 at creation time and setTexture has not been called yet for this index\r\n continue;\r\n }\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(texture, index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(texture, index, this.faceIndices[index]);\r\n } else {\r\n this._bindTextureRenderTarget(texture, index);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the face and layer indices of a texture in the textures array\r\n * @param index The index of the texture in the textures array to modify\r\n * @param layer The layer of the texture to be set\r\n * @param face The face of the texture to be set\r\n */\r\n public setLayerAndFaceIndex(index: number = 0, layer?: number, face?: number): void {\r\n super.setLayerAndFaceIndex(index, layer, face);\r\n\r\n if (!this.textures || !this.layerIndices || !this.faceIndices) {\r\n return;\r\n }\r\n\r\n const texture = this.textures[index];\r\n if (texture.is2DArray || texture.is3D) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.layerIndices[index]);\r\n } else if (texture.isCube) {\r\n this._bindTextureRenderTarget(this.textures[index], index, this.faceIndices[index]);\r\n }\r\n }\r\n\r\n public dispose(disposeOnlyFramebuffers = this._disposeOnlyFramebuffers): void {\r\n const gl = this._context;\r\n\r\n if (!disposeOnlyFramebuffers) {\r\n if (this._colorTextureArray) {\r\n this._context.deleteTexture(this._colorTextureArray);\r\n this._colorTextureArray = null;\r\n }\r\n if (this._depthStencilTextureArray) {\r\n this._context.deleteTexture(this._depthStencilTextureArray);\r\n this._depthStencilTextureArray = null;\r\n }\r\n }\r\n\r\n if (this._framebuffer) {\r\n gl.deleteFramebuffer(this._framebuffer);\r\n this._framebuffer = null;\r\n }\r\n\r\n if (this._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(this._depthStencilBuffer);\r\n this._depthStencilBuffer = null;\r\n }\r\n\r\n if (this._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(this._MSAAFramebuffer);\r\n this._MSAAFramebuffer = null;\r\n }\r\n\r\n super.dispose(disposeOnlyFramebuffers);\r\n }\r\n}\r\n"]}