@babylonjs/core 7.31.2 → 7.32.1

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 (367) hide show
  1. package/Behaviors/Cameras/autoRotationBehavior.js +1 -0
  2. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  3. package/Cameras/camera.d.ts +5 -2
  4. package/Cameras/camera.js +1 -0
  5. package/Cameras/camera.js.map +1 -1
  6. package/Decorators/nodeDecorator.d.ts +9 -1
  7. package/Decorators/nodeDecorator.js +8 -0
  8. package/Decorators/nodeDecorator.js.map +1 -1
  9. package/Engines/Extensions/engine.multiRender.js +40 -53
  10. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  11. package/Engines/Extensions/engine.renderTarget.js +20 -8
  12. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.debugging.js +16 -7
  14. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js +43 -44
  16. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js +8 -6
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  19. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -3
  20. package/Engines/WebGPU/webgpuHardwareTexture.js +12 -9
  21. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  22. package/Engines/WebGPU/webgpuTextureHelper.js +25 -19
  23. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  24. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  25. package/Engines/WebGPU/webgpuTextureManager.js +5 -3
  26. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  27. package/Engines/abstractEngine.d.ts +6 -1
  28. package/Engines/abstractEngine.js +2 -2
  29. package/Engines/abstractEngine.js.map +1 -1
  30. package/Engines/constants.d.ts +6 -1
  31. package/Engines/constants.js +6 -1
  32. package/Engines/constants.js.map +1 -1
  33. package/Engines/renderTargetWrapper.d.ts +7 -0
  34. package/Engines/renderTargetWrapper.js +15 -0
  35. package/Engines/renderTargetWrapper.js.map +1 -1
  36. package/Engines/webgpuEngine.d.ts +3 -1
  37. package/Engines/webgpuEngine.js +9 -8
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +47 -0
  40. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +113 -0
  41. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -0
  42. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +62 -0
  43. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +171 -0
  44. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -0
  45. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +51 -0
  46. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +127 -0
  47. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -0
  48. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +67 -0
  49. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +187 -0
  50. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -0
  51. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +77 -0
  52. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +232 -0
  53. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -0
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +47 -0
  55. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +113 -0
  56. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -0
  57. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.d.ts +41 -0
  58. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +79 -0
  59. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -0
  60. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +119 -0
  61. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +451 -0
  62. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -0
  63. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +63 -0
  64. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +154 -0
  65. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -0
  66. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.d.ts +59 -0
  67. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js +131 -0
  68. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  69. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.d.ts +49 -0
  70. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js +107 -0
  71. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  72. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +50 -0
  73. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +125 -0
  74. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -0
  75. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +38 -0
  76. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +71 -0
  77. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -0
  78. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.d.ts +34 -0
  79. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +59 -0
  80. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -0
  81. package/FrameGraph/Node/Blocks/elbowBlock.d.ts +28 -0
  82. package/FrameGraph/Node/Blocks/elbowBlock.js +47 -0
  83. package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -0
  84. package/FrameGraph/Node/Blocks/index.d.ts +17 -0
  85. package/FrameGraph/Node/Blocks/index.js +18 -0
  86. package/FrameGraph/Node/Blocks/index.js.map +1 -0
  87. package/FrameGraph/Node/Blocks/inputBlock.d.ts +94 -0
  88. package/FrameGraph/Node/Blocks/inputBlock.js +270 -0
  89. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -0
  90. package/FrameGraph/Node/Blocks/outputBlock.d.ts +30 -0
  91. package/FrameGraph/Node/Blocks/outputBlock.js +51 -0
  92. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -0
  93. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +110 -0
  94. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +78 -0
  95. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -0
  96. package/FrameGraph/Node/nodeRenderGraph.d.ts +196 -0
  97. package/FrameGraph/Node/nodeRenderGraph.js +614 -0
  98. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -0
  99. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +190 -0
  100. package/FrameGraph/Node/nodeRenderGraphBlock.js +495 -0
  101. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -0
  102. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +143 -0
  103. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +275 -0
  104. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -0
  105. package/FrameGraph/Node/nodeRenderGraphBuildState.d.ts +21 -0
  106. package/FrameGraph/Node/nodeRenderGraphBuildState.js +35 -0
  107. package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -0
  108. package/FrameGraph/Passes/cullPass.d.ts +28 -0
  109. package/FrameGraph/Passes/cullPass.js +38 -0
  110. package/FrameGraph/Passes/cullPass.js.map +1 -0
  111. package/FrameGraph/Passes/pass.d.ts +14 -0
  112. package/FrameGraph/Passes/pass.js +20 -0
  113. package/FrameGraph/Passes/pass.js.map +1 -0
  114. package/FrameGraph/Passes/renderPass.d.ts +49 -0
  115. package/FrameGraph/Passes/renderPass.js +72 -0
  116. package/FrameGraph/Passes/renderPass.js.map +1 -0
  117. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +16 -0
  118. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +17 -0
  119. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -0
  120. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +12 -0
  121. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +21 -0
  122. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -0
  123. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +54 -0
  124. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +114 -0
  125. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -0
  126. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +17 -0
  127. package/FrameGraph/Tasks/PostProcesses/blurTask.js +24 -0
  128. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -0
  129. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +30 -0
  130. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +35 -0
  131. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -0
  132. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +12 -0
  133. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +26 -0
  134. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -0
  135. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +12 -0
  136. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +29 -0
  137. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -0
  138. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +65 -0
  139. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +134 -0
  140. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -0
  141. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +16 -0
  142. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +17 -0
  143. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -0
  144. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +41 -0
  145. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +64 -0
  146. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -0
  147. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +28 -0
  148. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js +52 -0
  149. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -0
  150. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +145 -0
  151. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +259 -0
  152. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -0
  153. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +66 -0
  154. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +127 -0
  155. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -0
  156. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +34 -0
  157. package/FrameGraph/Tasks/Texture/clearTextureTask.js +42 -0
  158. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -0
  159. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +12 -0
  160. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +23 -0
  161. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -0
  162. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +26 -0
  163. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +31 -0
  164. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -0
  165. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +22 -0
  166. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +34 -0
  167. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -0
  168. package/FrameGraph/frameGraph.d.ts +143 -0
  169. package/FrameGraph/frameGraph.js +275 -0
  170. package/FrameGraph/frameGraph.js.map +1 -0
  171. package/FrameGraph/frameGraphContext.d.ts +5 -0
  172. package/FrameGraph/frameGraphContext.js +6 -0
  173. package/FrameGraph/frameGraphContext.js.map +1 -0
  174. package/FrameGraph/frameGraphObjectList.d.ts +15 -0
  175. package/FrameGraph/frameGraphObjectList.js +7 -0
  176. package/FrameGraph/frameGraphObjectList.js.map +1 -0
  177. package/FrameGraph/frameGraphRenderContext.d.ts +110 -0
  178. package/FrameGraph/frameGraphRenderContext.js +237 -0
  179. package/FrameGraph/frameGraphRenderContext.js.map +1 -0
  180. package/FrameGraph/frameGraphTask.d.ts +49 -0
  181. package/FrameGraph/frameGraphTask.js +117 -0
  182. package/FrameGraph/frameGraphTask.js.map +1 -0
  183. package/FrameGraph/frameGraphTextureManager.d.ts +50 -0
  184. package/FrameGraph/frameGraphTextureManager.js +277 -0
  185. package/FrameGraph/frameGraphTextureManager.js.map +1 -0
  186. package/FrameGraph/frameGraphTypes.d.ts +59 -0
  187. package/FrameGraph/frameGraphTypes.js +9 -0
  188. package/FrameGraph/frameGraphTypes.js.map +1 -0
  189. package/FrameGraph/index.d.ts +28 -0
  190. package/FrameGraph/index.js +30 -0
  191. package/FrameGraph/index.js.map +1 -0
  192. package/Gamepads/gamepadSceneComponent.d.ts +0 -1
  193. package/Gamepads/gamepadSceneComponent.js +1 -7
  194. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  195. package/Gizmos/boundingBoxGizmo.d.ts +7 -0
  196. package/Gizmos/boundingBoxGizmo.js +19 -6
  197. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  198. package/Inputs/scene.inputManager.d.ts +3 -1
  199. package/Inputs/scene.inputManager.js +20 -8
  200. package/Inputs/scene.inputManager.js.map +1 -1
  201. package/Layers/layer.d.ts +1 -1
  202. package/Layers/layer.js +1 -1
  203. package/Layers/layer.js.map +1 -1
  204. package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
  205. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  206. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  207. package/Materials/Textures/dynamicTexture.d.ts +32 -2
  208. package/Materials/Textures/dynamicTexture.js +13 -18
  209. package/Materials/Textures/dynamicTexture.js.map +1 -1
  210. package/Materials/Textures/index.d.ts +1 -0
  211. package/Materials/Textures/index.js +1 -0
  212. package/Materials/Textures/index.js.map +1 -1
  213. package/Materials/Textures/mirrorTexture.js +0 -6
  214. package/Materials/Textures/mirrorTexture.js.map +1 -1
  215. package/Materials/Textures/multiRenderTarget.d.ts +20 -8
  216. package/Materials/Textures/multiRenderTarget.js +2 -0
  217. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  218. package/Materials/Textures/renderTargetTexture.d.ts +8 -1
  219. package/Materials/Textures/renderTargetTexture.js +28 -10
  220. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  221. package/Materials/Textures/textureCreationOptions.d.ts +20 -2
  222. package/Materials/Textures/textureCreationOptions.js +20 -1
  223. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  224. package/Materials/effectRenderer.d.ts +132 -14
  225. package/Materials/effectRenderer.js +229 -33
  226. package/Materials/effectRenderer.js.map +1 -1
  227. package/Materials/index.d.ts +1 -0
  228. package/Materials/index.js +1 -0
  229. package/Materials/index.js.map +1 -1
  230. package/Materials/materialHelper.functions.js +2 -0
  231. package/Materials/materialHelper.functions.js.map +1 -1
  232. package/Materials/materialHelper.geometryrendering.d.ts +122 -0
  233. package/Materials/materialHelper.geometryrendering.js +259 -0
  234. package/Materials/materialHelper.geometryrendering.js.map +1 -0
  235. package/Materials/standardMaterial.d.ts +4 -0
  236. package/Materials/standardMaterial.js +8 -0
  237. package/Materials/standardMaterial.js.map +1 -1
  238. package/Maths/index.d.ts +1 -0
  239. package/Maths/index.js +1 -0
  240. package/Maths/index.js.map +1 -1
  241. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  242. package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +22 -1
  243. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +39 -0
  244. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  245. package/Misc/copyTextureToTexture.d.ts +3 -2
  246. package/Misc/copyTextureToTexture.js +11 -5
  247. package/Misc/copyTextureToTexture.js.map +1 -1
  248. package/PostProcesses/blackAndWhitePostProcess.d.ts +5 -3
  249. package/PostProcesses/blackAndWhitePostProcess.js +24 -19
  250. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  251. package/PostProcesses/bloomEffect.d.ts +7 -5
  252. package/PostProcesses/bloomEffect.js +49 -23
  253. package/PostProcesses/bloomEffect.js.map +1 -1
  254. package/PostProcesses/bloomMergePostProcess.d.ts +5 -5
  255. package/PostProcesses/bloomMergePostProcess.js +28 -19
  256. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  257. package/PostProcesses/blurPostProcess.d.ts +7 -43
  258. package/PostProcesses/blurPostProcess.js +47 -185
  259. package/PostProcesses/blurPostProcess.js.map +1 -1
  260. package/PostProcesses/circleOfConfusionPostProcess.d.ts +13 -6
  261. package/PostProcesses/circleOfConfusionPostProcess.js +59 -38
  262. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  263. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -6
  264. package/PostProcesses/depthOfFieldBlurPostProcess.js +14 -11
  265. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  266. package/PostProcesses/depthOfFieldEffect.d.ts +5 -2
  267. package/PostProcesses/depthOfFieldEffect.js +53 -45
  268. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  269. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -1
  270. package/PostProcesses/depthOfFieldMergePostProcess.js +18 -12
  271. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  272. package/PostProcesses/extractHighlightsPostProcess.d.ts +8 -4
  273. package/PostProcesses/extractHighlightsPostProcess.js +35 -22
  274. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  275. package/PostProcesses/index.d.ts +6 -0
  276. package/PostProcesses/index.js +6 -0
  277. package/PostProcesses/index.js.map +1 -1
  278. package/PostProcesses/postProcess.d.ts +15 -70
  279. package/PostProcesses/postProcess.js +80 -97
  280. package/PostProcesses/postProcess.js.map +1 -1
  281. package/PostProcesses/thinBlackAndWhitePostProcess.d.ts +28 -0
  282. package/PostProcesses/thinBlackAndWhitePostProcess.js +50 -0
  283. package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -0
  284. package/PostProcesses/thinBloomEffect.d.ts +49 -0
  285. package/PostProcesses/thinBloomEffect.js +59 -0
  286. package/PostProcesses/thinBloomEffect.js.map +1 -0
  287. package/PostProcesses/thinBloomMergePostProcess.d.ts +15 -0
  288. package/PostProcesses/thinBloomMergePostProcess.js +38 -0
  289. package/PostProcesses/thinBloomMergePostProcess.js.map +1 -0
  290. package/PostProcesses/thinBlurPostProcess.d.ts +89 -0
  291. package/PostProcesses/thinBlurPostProcess.js +242 -0
  292. package/PostProcesses/thinBlurPostProcess.js.map +1 -0
  293. package/PostProcesses/thinCircleOfConfusionPostProcess.d.ts +62 -0
  294. package/PostProcesses/thinCircleOfConfusionPostProcess.js +81 -0
  295. package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -0
  296. package/PostProcesses/thinDepthOfFieldBlurPostProcess.d.ts +8 -0
  297. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js +13 -0
  298. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -0
  299. package/PostProcesses/thinDepthOfFieldEffect.d.ts +70 -0
  300. package/PostProcesses/thinDepthOfFieldEffect.js +115 -0
  301. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -0
  302. package/PostProcesses/thinDepthOfFieldMergePostProcess.d.ts +11 -0
  303. package/PostProcesses/thinDepthOfFieldMergePostProcess.js +30 -0
  304. package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -0
  305. package/PostProcesses/thinExtractHighlightsPostProcess.d.ts +30 -0
  306. package/PostProcesses/thinExtractHighlightsPostProcess.js +55 -0
  307. package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -0
  308. package/Rendering/depthPeelingRenderer.js +2 -2
  309. package/Rendering/depthPeelingRenderer.js.map +1 -1
  310. package/Rendering/fluidRenderer/fluidRenderingObject.js +4 -4
  311. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  312. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +1 -1
  313. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  314. package/Shaders/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
  315. package/Shaders/ShadersInclude/pbrBlockPrePass.js +75 -0
  316. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -0
  317. package/Shaders/ShadersInclude/prePassVertex.js +1 -2
  318. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  319. package/Shaders/circleOfConfusion.fragment.js +9 -1
  320. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  321. package/Shaders/colorCorrection.fragment.js +1 -0
  322. package/Shaders/colorCorrection.fragment.js.map +1 -1
  323. package/Shaders/default.fragment.js +17 -25
  324. package/Shaders/default.fragment.js.map +1 -1
  325. package/Shaders/default.vertex.js +4 -6
  326. package/Shaders/default.vertex.js.map +1 -1
  327. package/Shaders/pbr.fragment.d.ts +1 -0
  328. package/Shaders/pbr.fragment.js +2 -74
  329. package/Shaders/pbr.fragment.js.map +1 -1
  330. package/Shaders/pbr.vertex.js +3 -3
  331. package/Shaders/pbr.vertex.js.map +1 -1
  332. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
  333. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +100 -0
  334. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -0
  335. package/ShadersWGSL/ShadersInclude/prePassVertex.js +1 -2
  336. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  337. package/ShadersWGSL/background.vertex.js +1 -1
  338. package/ShadersWGSL/background.vertex.js.map +1 -1
  339. package/ShadersWGSL/circleOfConfusion.fragment.js +10 -2
  340. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  341. package/ShadersWGSL/default.fragment.js +20 -31
  342. package/ShadersWGSL/default.fragment.js.map +1 -1
  343. package/ShadersWGSL/default.vertex.js +4 -5
  344. package/ShadersWGSL/default.vertex.js.map +1 -1
  345. package/ShadersWGSL/glowMapGeneration.fragment.js +1 -1
  346. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  347. package/ShadersWGSL/glowMapGeneration.vertex.js +1 -1
  348. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  349. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  350. package/ShadersWGSL/pbr.fragment.js +2 -100
  351. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  352. package/ShadersWGSL/pbr.vertex.js +4 -2
  353. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  354. package/XR/features/WebXRRawCameraAccess.js +1 -1
  355. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  356. package/index.d.ts +1 -0
  357. package/index.js +1 -0
  358. package/index.js.map +1 -1
  359. package/package.json +1 -1
  360. package/scene.d.ts +19 -2
  361. package/scene.js +110 -13
  362. package/scene.js.map +1 -1
  363. package/sceneComponent.d.ts +0 -1
  364. package/sceneComponent.js +0 -1
  365. package/sceneComponent.js.map +1 -1
  366. package/types.d.ts +12 -0
  367. package/types.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAkB,sBAWjB;AAXD,WAAkB,sBAAsB;IACpC,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;AACR,CAAC,EAXiB,sBAAsB,KAAtB,sBAAsB,QAWvC;AAqDD;;;;;;;GAOG;AACH,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,qDAAqE,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;SACjC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;SACzB,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport const enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n });\r\n };\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeDecorator.js","sourceRoot":"","sources":["../../../../dev/core/src/Decorators/nodeDecorator.ts"],"names":[],"mappings":"AAGA;;GAEG;AACH,MAAM,CAAN,IAAkB,sBAmBjB;AAnBD,WAAkB,sBAAsB;IACpC,4BAA4B;IAC5B,yEAAO,CAAA;IACP,0BAA0B;IAC1B,qEAAK,CAAA;IACL,wBAAwB;IACxB,iEAAG,CAAA;IACH,4BAA4B;IAC5B,yEAAO,CAAA;IACP,mCAAmC;IACnC,mEAAI,CAAA;IACJ,2BAA2B;IAC3B,uEAAM,CAAA;IACN,mFAAmF;IACnF,mFAAY,CAAA;IACZ,oFAAoF;IACpF,qFAAa,CAAA;IACb,kFAAkF;IAClF,iFAAW,CAAA;AACf,CAAC,EAnBiB,sBAAsB,KAAtB,sBAAsB,QAmBvC;AAqDD;;;;;;;GAOG;AACH,MAAM,UAAU,sBAAsB,CAClC,WAAmB,EACnB,qDAAqE,EACrE,YAAoB,YAAY,EAChC,OAAiC;IAEjC,OAAO,CAAC,MAAW,EAAE,WAAmB,EAAE,EAAE;QACxC,IAAI,SAAS,GAAqC,MAAM,CAAC,UAAU,CAAC;QACpE,IAAI,CAAC,SAAS,EAAE;YACZ,SAAS,GAAG,EAAE,CAAC;YACf,MAAM,CAAC,UAAU,GAAG,SAAS,CAAC;SACjC;QACD,SAAS,CAAC,IAAI,CAAC;YACX,YAAY,EAAE,WAAW;YACzB,WAAW,EAAE,WAAW;YACxB,IAAI,EAAE,YAAY;YAClB,SAAS,EAAE,SAAS;YACpB,OAAO,EAAE,OAAO,IAAI,EAAE;SACzB,CAAC,CAAC;IACP,CAAC,CAAC;AACN,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Enum defining the type of properties that can be edited in the property pages in the node editor\r\n */\r\nexport const enum PropertyTypeForEdition {\r\n /** property is a boolean */\r\n Boolean,\r\n /** property is a float */\r\n Float,\r\n /** property is a int */\r\n Int,\r\n /** property is a Vector2 */\r\n Vector2,\r\n /** property is a list of values */\r\n List,\r\n /** property is a Color4 */\r\n Color4,\r\n /** property (int) should be edited as a combo box with a list of sampling modes */\r\n SamplingMode,\r\n /** property (int) should be edited as a combo box with a list of texture formats */\r\n TextureFormat,\r\n /** property (int) should be edited as a combo box with a list of texture types */\r\n TextureType,\r\n}\r\n\r\n/**\r\n * Interface that defines an option in a variable of type list\r\n */\r\nexport interface IEditablePropertyListOption {\r\n /** label of the option */\r\n label: string;\r\n /** value of the option */\r\n value: number;\r\n}\r\n\r\n/**\r\n * Interface that defines the options available for an editable property\r\n */\r\nexport interface IEditablePropertyOption {\r\n /** min value */\r\n min?: number;\r\n /** max value */\r\n max?: number;\r\n /** notifiers: indicates which actions to take when the property is changed */\r\n notifiers?: {\r\n /** the entity should be rebuilt */\r\n rebuild?: boolean;\r\n /** the preview should be updated */\r\n update?: boolean;\r\n /** the onPreviewCommandActivated observer of the preview manager should be triggered */\r\n activatePreviewCommand?: boolean;\r\n /** a callback to trigger */\r\n callback?: (scene: Nullable<Scene>, block: any) => boolean | undefined | void;\r\n /** a callback to validate the property. Returns true if the property is ok, else false. If false, the rebuild/update/callback events won't be called */\r\n onValidation?: (block: any, propertyName: string) => boolean;\r\n };\r\n /** list of the options for a variable of type list */\r\n options?: IEditablePropertyListOption[];\r\n}\r\n\r\n/**\r\n * Interface that describes an editable property\r\n */\r\nexport interface IPropertyDescriptionForEdition {\r\n /** name of the property */\r\n propertyName: string;\r\n /** display name of the property */\r\n displayName: string;\r\n /** type of the property */\r\n type: PropertyTypeForEdition;\r\n /** group of the property - all properties with the same group value will be displayed in a specific section */\r\n groupName: string;\r\n /** options for the property */\r\n options: IEditablePropertyOption;\r\n}\r\n\r\n/**\r\n * Decorator that flags a property in a node block as being editable\r\n * @param displayName the display name of the property\r\n * @param propertyType the type of the property\r\n * @param groupName the group name of the property\r\n * @param options the options of the property\r\n * @returns the decorator\r\n */\r\nexport function editableInPropertyPage(\r\n displayName: string,\r\n propertyType: PropertyTypeForEdition = PropertyTypeForEdition.Boolean,\r\n groupName: string = \"PROPERTIES\",\r\n options?: IEditablePropertyOption\r\n) {\r\n return (target: any, propertyKey: string) => {\r\n let propStore: IPropertyDescriptionForEdition[] = target._propStore;\r\n if (!propStore) {\r\n propStore = [];\r\n target._propStore = propStore;\r\n }\r\n propStore.push({\r\n propertyName: propertyKey,\r\n displayName: displayName,\r\n type: propertyType,\r\n groupName: groupName,\r\n options: options ?? {},\r\n });\r\n };\r\n}\r\n"]}
@@ -75,6 +75,7 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
75
75
  let generateDepthTexture = false;
76
76
  let depthTextureFormat = 15;
77
77
  let textureCount = 1;
78
+ let samples = 1;
78
79
  const defaultType = 0;
79
80
  const defaultSamplingMode = 3;
80
81
  const defaultUseSRGBBuffer = false;
@@ -88,37 +89,24 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
88
89
  let faceIndex = [];
89
90
  let layerIndex = [];
90
91
  let layers = [];
92
+ let labels = [];
91
93
  const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size);
92
94
  if (options !== undefined) {
93
95
  generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
94
96
  generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
95
97
  generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
96
98
  generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
97
- textureCount = options.textureCount || 1;
98
- if (options.types) {
99
- types = options.types;
100
- }
101
- if (options.samplingModes) {
102
- samplingModes = options.samplingModes;
103
- }
104
- if (options.useSRGBBuffers) {
105
- useSRGBBuffers = options.useSRGBBuffers;
106
- }
107
- if (options.formats) {
108
- formats = options.formats;
109
- }
110
- if (options.targetTypes) {
111
- targets = options.targetTypes;
112
- }
113
- if (options.faceIndex) {
114
- faceIndex = options.faceIndex;
115
- }
116
- if (options.layerIndex) {
117
- layerIndex = options.layerIndex;
118
- }
119
- if (options.layerCounts) {
120
- layers = options.layerCounts;
121
- }
99
+ textureCount = options.textureCount ?? 1;
100
+ samples = options.samples ?? samples;
101
+ types = options.types || types;
102
+ samplingModes = options.samplingModes || samplingModes;
103
+ useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;
104
+ formats = options.formats || formats;
105
+ targets = options.targetTypes || targets;
106
+ faceIndex = options.faceIndex || faceIndex;
107
+ layerIndex = options.layerIndex || layerIndex;
108
+ layers = options.layerCounts || layers;
109
+ labels = options.labels || labels;
122
110
  if (this.webGLVersion > 1 &&
123
111
  (options.depthTextureFormat === 13 ||
124
112
  options.depthTextureFormat === 17 ||
@@ -128,25 +116,23 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
128
116
  depthTextureFormat = options.depthTextureFormat;
129
117
  }
130
118
  }
131
- rtWrapper.label = options?.label ?? "MultiRenderTargetWrapper";
132
119
  const gl = this._gl;
133
120
  // Create the framebuffer
134
121
  const framebuffer = gl.createFramebuffer();
135
122
  this._bindUnboundFramebuffer(framebuffer);
136
- const width = size.width || size;
137
- const height = size.height || size;
123
+ const width = size.width ?? size;
124
+ const height = size.height ?? size;
138
125
  const textures = [];
139
126
  const attachments = [];
140
127
  const useStencilTexture = this.webGLVersion > 1 &&
141
- generateDepthTexture &&
142
- (options.depthTextureFormat === 13 ||
143
- options.depthTextureFormat === 17 ||
144
- options.depthTextureFormat === 18);
145
- const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);
128
+ (depthTextureFormat === 13 ||
129
+ depthTextureFormat === 17 ||
130
+ depthTextureFormat === 18);
131
+ rtWrapper.label = options?.label ?? "MultiRenderTargetWrapper";
146
132
  rtWrapper._framebuffer = framebuffer;
147
- rtWrapper._depthStencilBuffer = depthStencilBuffer;
148
- rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;
149
- rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;
133
+ rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;
134
+ rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;
135
+ rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);
150
136
  rtWrapper._attachments = attachments;
151
137
  for (let i = 0; i < textureCount; i++) {
152
138
  let samplingMode = samplingModes[i] || defaultSamplingMode;
@@ -222,6 +208,7 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
222
208
  texture.type = type;
223
209
  texture._useSRGBBuffer = useSRGBBuffer;
224
210
  texture.format = format;
211
+ texture.label = labels[i] ?? rtWrapper.label + "-Texture" + i;
225
212
  this._internalTexturesCache.push(texture);
226
213
  }
227
214
  if (generateDepthTexture && this._caps.depthTextureExtension) {
@@ -262,14 +249,16 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
262
249
  glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;
263
250
  }
264
251
  }
265
- gl.activeTexture(gl.TEXTURE0);
266
- gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture.underlyingResource);
252
+ this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);
267
253
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
268
254
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
269
255
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
270
256
  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
271
257
  gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);
272
258
  gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture.underlyingResource, 0);
259
+ this._bindTextureDirectly(gl.TEXTURE_2D, null);
260
+ rtWrapper._depthStencilTexture = depthTexture;
261
+ rtWrapper._depthStencilTextureWithStencil = useStencilTexture;
273
262
  depthTexture.baseWidth = width;
274
263
  depthTexture.baseHeight = height;
275
264
  depthTexture.width = width;
@@ -280,6 +269,7 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
280
269
  depthTexture.samplingMode = 1;
281
270
  depthTexture.format = depthTextureFormat;
282
271
  depthTexture.type = depthTextureType;
272
+ depthTexture.label = rtWrapper.label + "-DepthStencil";
283
273
  textures[textureCount] = depthTexture;
284
274
  this._internalTexturesCache.push(depthTexture);
285
275
  }
@@ -290,24 +280,20 @@ ThinEngine.prototype.createMultipleRenderTarget = function (size, options, initi
290
280
  this._bindUnboundFramebuffer(null);
291
281
  rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);
292
282
  this.resetTextureCache();
283
+ this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);
293
284
  return rtWrapper;
294
285
  };
295
286
  ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rtWrapper, samples, initializeBuffers = true) {
296
- if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {
287
+ if (this.webGLVersion < 2 || !rtWrapper) {
297
288
  return 1;
298
289
  }
299
290
  if (rtWrapper.samples === samples) {
300
291
  return samples;
301
292
  }
302
- const count = rtWrapper._attachments.length;
303
- if (count === 0) {
304
- return 1;
305
- }
306
293
  const gl = this._gl;
307
294
  samples = Math.min(samples, this.getCaps().maxMSAASamples);
308
295
  // Dispose previous render buffers
309
- const useDepthStencil = !!rtWrapper._depthStencilBuffer;
310
- if (useDepthStencil) {
296
+ if (rtWrapper._depthStencilBuffer) {
311
297
  gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);
312
298
  rtWrapper._depthStencilBuffer = null;
313
299
  }
@@ -315,6 +301,12 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
315
301
  gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);
316
302
  rtWrapper._MSAAFramebuffer = null;
317
303
  }
304
+ const count = rtWrapper._attachments.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created
305
+ for (let i = 0; i < count; i++) {
306
+ const texture = rtWrapper.textures[i];
307
+ const hardwareTexture = texture._hardwareTexture;
308
+ hardwareTexture?.releaseMSAARenderBuffers();
309
+ }
318
310
  if (samples > 1 && typeof gl.renderbufferStorageMultisample === "function") {
319
311
  const framebuffer = gl.createFramebuffer();
320
312
  if (!framebuffer) {
@@ -323,11 +315,6 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
323
315
  rtWrapper._MSAAFramebuffer = framebuffer;
324
316
  this._bindUnboundFramebuffer(framebuffer);
325
317
  const attachments = [];
326
- for (let i = 0; i < count; i++) {
327
- const texture = rtWrapper.textures[i];
328
- const hardwareTexture = texture._hardwareTexture;
329
- hardwareTexture.releaseMSAARenderBuffers();
330
- }
331
318
  for (let i = 0; i < count; i++) {
332
319
  const texture = rtWrapper.textures[i];
333
320
  const hardwareTexture = texture._hardwareTexture;
@@ -347,10 +334,10 @@ ThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (rt
347
334
  else {
348
335
  this._bindUnboundFramebuffer(rtWrapper._framebuffer);
349
336
  }
350
- if (useDepthStencil) {
351
- rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, rtWrapper.texture.width, rtWrapper.texture.height, samples);
352
- }
337
+ const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;
338
+ rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, rtWrapper.width, rtWrapper.height, samples, depthFormat);
353
339
  this._bindUnboundFramebuffer(null);
340
+ rtWrapper._samples = samples;
354
341
  return samples;
355
342
  };
356
343
  //# sourceMappingURL=engine.multiRender.js.map
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple 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 * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): 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 count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\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 const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\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 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(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\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 texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\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\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 type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple 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 * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount ?? 1;\r\n samples = options.samples ?? samples;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n rtWrapper._depthStencilTexture = depthTexture;\r\n rtWrapper._depthStencilTextureWithStencil = useStencilTexture;\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n depthTexture.label = rtWrapper.label + \"-DepthStencil\";\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper) {\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 count = rtWrapper._attachments!.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n }\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(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\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 texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -44,7 +44,19 @@ ThinEngine.prototype.createRenderTargetTexture = function (size, options) {
44
44
  rtWrapper._generateDepthBuffer = generateDepthBuffer;
45
45
  rtWrapper._generateStencilBuffer = generateStencilBuffer;
46
46
  rtWrapper.setTextures(texture);
47
- this.updateRenderTargetTextureSampleCount(rtWrapper, samples);
47
+ if (!colorAttachment) {
48
+ this.updateRenderTargetTextureSampleCount(rtWrapper, samples);
49
+ }
50
+ else {
51
+ rtWrapper._samples = colorAttachment.samples;
52
+ if (colorAttachment.samples > 1) {
53
+ const msaaRenderBuffer = colorAttachment._hardwareTexture.getMSAARenderBuffer(0);
54
+ rtWrapper._MSAAFramebuffer = gl.createFramebuffer();
55
+ this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);
56
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderBuffer);
57
+ this._bindUnboundFramebuffer(null);
58
+ }
59
+ }
48
60
  return rtWrapper;
49
61
  };
50
62
  ThinEngine.prototype._createDepthStencilTexture = function (size, options, rtWrapper) {
@@ -147,12 +159,12 @@ ThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper,
147
159
  }
148
160
  const hardwareTexture = rtWrapper.texture?._hardwareTexture;
149
161
  hardwareTexture?.releaseMSAARenderBuffers();
150
- const framebuffer = gl.createFramebuffer();
151
- if (!framebuffer) {
152
- throw new Error("Unable to create multi sampled framebuffer");
153
- }
154
- rtWrapper._MSAAFramebuffer = framebuffer;
155
162
  if (rtWrapper.texture && samples > 1 && typeof gl.renderbufferStorageMultisample === "function") {
163
+ const framebuffer = gl.createFramebuffer();
164
+ if (!framebuffer) {
165
+ throw new Error("Unable to create multi sampled framebuffer");
166
+ }
167
+ rtWrapper._MSAAFramebuffer = framebuffer;
156
168
  this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);
157
169
  const colorRenderbuffer = this._createRenderBuffer(rtWrapper.texture.width, rtWrapper.texture.height, samples, -1 /* not used */, this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer), gl.COLOR_ATTACHMENT0, false);
158
170
  if (!colorRenderbuffer) {
@@ -171,8 +183,8 @@ ThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper,
171
183
  return samples;
172
184
  };
173
185
  ThinEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, bilinearFiltering, comparisonFunction, samples = 1) {
174
- const width = size.width || size;
175
- const height = size.height || size;
186
+ const width = size.width ?? size;
187
+ const height = size.height ?? size;
176
188
  const layers = size.layers || 0;
177
189
  const depth = size.depth || 0;
178
190
  internalTexture.baseWidth = width;
@@ -1 +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\nimport \"../AbstractEngine/abstractEngine.texture\";\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/abstractEngine\" {\r\n export interface AbstractEngine {\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 * 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 /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\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: WebGLRenderTargetWrapper): 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.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 ${internalOptions.depthTextureFormat} 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 const internalFormat = this._getInternalFormatFromDepthTextureFormat(internalTexture.format, true, hasStencil);\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 if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n rtWrapper._generateStencilBuffer = hasStencil;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n rtWrapper.samples,\r\n internalTexture.format\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\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) {\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 Nullable<WebGLHardwareTexture>;\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n\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\r\n if (rtWrapper.texture && samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\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 }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n if (rtWrapper.texture) {\r\n rtWrapper.texture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n) {\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 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\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n\r\n const gl = this._gl;\r\n const target = this._getTextureTarget(internalTexture);\r\n const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n // TEXTURE_COMPARE_FUNC/MODE are only availble in WebGL2.\r\n if (this.webGLVersion > 1) {\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n } else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n }\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\nimport \"../AbstractEngine/abstractEngine.texture\";\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/abstractEngine\" {\r\n export interface AbstractEngine {\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 * 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 /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\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 if (!colorAttachment) {\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = colorAttachment.samples;\r\n if (colorAttachment.samples > 1) {\r\n const msaaRenderBuffer = (colorAttachment._hardwareTexture as WebGLHardwareTexture).getMSAARenderBuffer(0);\r\n\r\n rtWrapper._MSAAFramebuffer = gl.createFramebuffer();\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer!);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderBuffer);\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: WebGLRenderTargetWrapper): 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.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 ${internalOptions.depthTextureFormat} 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 const internalFormat = this._getInternalFormatFromDepthTextureFormat(internalTexture.format, true, hasStencil);\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 if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n rtWrapper._generateStencilBuffer = hasStencil;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n rtWrapper.samples,\r\n internalTexture.format\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\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) {\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 Nullable<WebGLHardwareTexture>;\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n\r\n if (rtWrapper.texture && 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 }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n if (rtWrapper.texture) {\r\n rtWrapper.texture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n) {\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 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\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n\r\n const gl = this._gl;\r\n const target = this._getTextureTarget(internalTexture);\r\n const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n // TEXTURE_COMPARE_FUNC/MODE are only availble in WebGL2.\r\n if (this.webGLVersion > 1) {\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n } else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n }\r\n};\r\n"]}