@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.
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Cameras/camera.d.ts +5 -2
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Decorators/nodeDecorator.d.ts +9 -1
- package/Decorators/nodeDecorator.js +8 -0
- package/Decorators/nodeDecorator.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +40 -53
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +20 -8
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +16 -7
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +43 -44
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +8 -6
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js +12 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +25 -19
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +5 -3
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +6 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +6 -1
- package/Engines/constants.js +6 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +7 -0
- package/Engines/renderTargetWrapper.js +15 -0
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -1
- package/Engines/webgpuEngine.js +9 -8
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +47 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +113 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +62 -0
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +171 -0
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +51 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +127 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +67 -0
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +187 -0
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +77 -0
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +232 -0
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +47 -0
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +113 -0
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.d.ts +41 -0
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +79 -0
- package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +119 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +451 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +63 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +154 -0
- package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.d.ts +59 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js +131 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.d.ts +49 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js +107 -0
- package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +50 -0
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +125 -0
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +38 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +71 -0
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.d.ts +34 -0
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +59 -0
- package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/elbowBlock.d.ts +28 -0
- package/FrameGraph/Node/Blocks/elbowBlock.js +47 -0
- package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +17 -0
- package/FrameGraph/Node/Blocks/index.js +18 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -0
- package/FrameGraph/Node/Blocks/inputBlock.d.ts +94 -0
- package/FrameGraph/Node/Blocks/inputBlock.js +270 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/outputBlock.d.ts +30 -0
- package/FrameGraph/Node/Blocks/outputBlock.js +51 -0
- package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +110 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +78 -0
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -0
- package/FrameGraph/Node/nodeRenderGraph.d.ts +196 -0
- package/FrameGraph/Node/nodeRenderGraph.js +614 -0
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +190 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js +495 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +143 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +275 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -0
- package/FrameGraph/Node/nodeRenderGraphBuildState.d.ts +21 -0
- package/FrameGraph/Node/nodeRenderGraphBuildState.js +35 -0
- package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -0
- package/FrameGraph/Passes/cullPass.d.ts +28 -0
- package/FrameGraph/Passes/cullPass.js +38 -0
- package/FrameGraph/Passes/cullPass.js.map +1 -0
- package/FrameGraph/Passes/pass.d.ts +14 -0
- package/FrameGraph/Passes/pass.js +20 -0
- package/FrameGraph/Passes/pass.js.map +1 -0
- package/FrameGraph/Passes/renderPass.d.ts +49 -0
- package/FrameGraph/Passes/renderPass.js +72 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +16 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +17 -0
- package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +12 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +21 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +54 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +114 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +17 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +24 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +30 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +35 -0
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +12 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +26 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +12 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +29 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +65 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +134 -0
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +16 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +17 -0
- package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +41 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +64 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +28 -0
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.js +52 -0
- package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +145 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +259 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +66 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +127 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +34 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +42 -0
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +12 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +23 -0
- package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +26 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +31 -0
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +22 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +34 -0
- package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -0
- package/FrameGraph/frameGraph.d.ts +143 -0
- package/FrameGraph/frameGraph.js +275 -0
- package/FrameGraph/frameGraph.js.map +1 -0
- package/FrameGraph/frameGraphContext.d.ts +5 -0
- package/FrameGraph/frameGraphContext.js +6 -0
- package/FrameGraph/frameGraphContext.js.map +1 -0
- package/FrameGraph/frameGraphObjectList.d.ts +15 -0
- package/FrameGraph/frameGraphObjectList.js +7 -0
- package/FrameGraph/frameGraphObjectList.js.map +1 -0
- package/FrameGraph/frameGraphRenderContext.d.ts +110 -0
- package/FrameGraph/frameGraphRenderContext.js +237 -0
- package/FrameGraph/frameGraphRenderContext.js.map +1 -0
- package/FrameGraph/frameGraphTask.d.ts +49 -0
- package/FrameGraph/frameGraphTask.js +117 -0
- package/FrameGraph/frameGraphTask.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.d.ts +50 -0
- package/FrameGraph/frameGraphTextureManager.js +277 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -0
- package/FrameGraph/frameGraphTypes.d.ts +59 -0
- package/FrameGraph/frameGraphTypes.js +9 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -0
- package/FrameGraph/index.d.ts +28 -0
- package/FrameGraph/index.js +30 -0
- package/FrameGraph/index.js.map +1 -0
- package/Gamepads/gamepadSceneComponent.d.ts +0 -1
- package/Gamepads/gamepadSceneComponent.js +1 -7
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +7 -0
- package/Gizmos/boundingBoxGizmo.js +19 -6
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +3 -1
- package/Inputs/scene.inputManager.js +20 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/layer.d.ts +1 -1
- package/Layers/layer.js +1 -1
- package/Layers/layer.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
- package/Materials/PBR/pbrBaseMaterial.js +8 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +32 -2
- package/Materials/Textures/dynamicTexture.js +13 -18
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/index.d.ts +1 -0
- package/Materials/Textures/index.js +1 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +0 -6
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +20 -8
- package/Materials/Textures/multiRenderTarget.js +2 -0
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +8 -1
- package/Materials/Textures/renderTargetTexture.js +28 -10
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +20 -2
- package/Materials/Textures/textureCreationOptions.js +20 -1
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/effectRenderer.d.ts +132 -14
- package/Materials/effectRenderer.js +229 -33
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +122 -0
- package/Materials/materialHelper.geometryrendering.js +259 -0
- package/Materials/materialHelper.geometryrendering.js.map +1 -0
- package/Materials/standardMaterial.d.ts +4 -0
- package/Materials/standardMaterial.js +8 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +22 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +39 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +3 -2
- package/Misc/copyTextureToTexture.js +11 -5
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +5 -3
- package/PostProcesses/blackAndWhitePostProcess.js +24 -19
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomEffect.d.ts +7 -5
- package/PostProcesses/bloomEffect.js +49 -23
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.d.ts +5 -5
- package/PostProcesses/bloomMergePostProcess.js +28 -19
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.d.ts +7 -43
- package/PostProcesses/blurPostProcess.js +47 -185
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.d.ts +13 -6
- package/PostProcesses/circleOfConfusionPostProcess.js +59 -38
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -6
- package/PostProcesses/depthOfFieldBlurPostProcess.js +14 -11
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldEffect.d.ts +5 -2
- package/PostProcesses/depthOfFieldEffect.js +53 -45
- package/PostProcesses/depthOfFieldEffect.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +18 -12
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.d.ts +8 -4
- package/PostProcesses/extractHighlightsPostProcess.js +35 -22
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/index.d.ts +6 -0
- package/PostProcesses/index.js +6 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +15 -70
- package/PostProcesses/postProcess.js +80 -97
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/thinBlackAndWhitePostProcess.d.ts +28 -0
- package/PostProcesses/thinBlackAndWhitePostProcess.js +50 -0
- package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -0
- package/PostProcesses/thinBloomEffect.d.ts +49 -0
- package/PostProcesses/thinBloomEffect.js +59 -0
- package/PostProcesses/thinBloomEffect.js.map +1 -0
- package/PostProcesses/thinBloomMergePostProcess.d.ts +15 -0
- package/PostProcesses/thinBloomMergePostProcess.js +38 -0
- package/PostProcesses/thinBloomMergePostProcess.js.map +1 -0
- package/PostProcesses/thinBlurPostProcess.d.ts +89 -0
- package/PostProcesses/thinBlurPostProcess.js +242 -0
- package/PostProcesses/thinBlurPostProcess.js.map +1 -0
- package/PostProcesses/thinCircleOfConfusionPostProcess.d.ts +62 -0
- package/PostProcesses/thinCircleOfConfusionPostProcess.js +81 -0
- package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -0
- package/PostProcesses/thinDepthOfFieldBlurPostProcess.d.ts +8 -0
- package/PostProcesses/thinDepthOfFieldBlurPostProcess.js +13 -0
- package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -0
- package/PostProcesses/thinDepthOfFieldEffect.d.ts +70 -0
- package/PostProcesses/thinDepthOfFieldEffect.js +115 -0
- package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -0
- package/PostProcesses/thinDepthOfFieldMergePostProcess.d.ts +11 -0
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js +30 -0
- package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -0
- package/PostProcesses/thinExtractHighlightsPostProcess.d.ts +30 -0
- package/PostProcesses/thinExtractHighlightsPostProcess.js +55 -0
- package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -0
- package/Rendering/depthPeelingRenderer.js +2 -2
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js +4 -4
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +75 -0
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -0
- package/Shaders/ShadersInclude/prePassVertex.js +1 -2
- package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
- package/Shaders/circleOfConfusion.fragment.js +9 -1
- package/Shaders/circleOfConfusion.fragment.js.map +1 -1
- package/Shaders/colorCorrection.fragment.js +1 -0
- package/Shaders/colorCorrection.fragment.js.map +1 -1
- package/Shaders/default.fragment.js +17 -25
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +4 -6
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +2 -74
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +3 -3
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +100 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +1 -2
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
- package/ShadersWGSL/background.vertex.js +1 -1
- package/ShadersWGSL/background.vertex.js.map +1 -1
- package/ShadersWGSL/circleOfConfusion.fragment.js +10 -2
- package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +20 -31
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +4 -5
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js +1 -1
- package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.d.ts +1 -0
- package/ShadersWGSL/pbr.fragment.js +2 -100
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +4 -2
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/XR/features/WebXRRawCameraAccess.js +1 -1
- package/XR/features/WebXRRawCameraAccess.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +19 -2
- package/scene.js +110 -13
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +0 -1
- package/sceneComponent.js +0 -1
- package/sceneComponent.js.map +1 -1
- package/types.d.ts +12 -0
- package/types.js.map +1 -1
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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers (render textures) we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers (render textures) we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers (render textures)\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n /**\r\n * Define the names of the textures (used for debugging purpose)\r\n */\r\n labels?: string[];\r\n /**\r\n * Label of the RenderTargetWrapper (used for debugging only)\r\n */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers (render textures) are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count \\> 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n labels: textureNames,\r\n label: name,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _rebuild(fromContextLost = false, forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1 || fromContextLost) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public override set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public override resize(size: any) {\r\n this._processSizeParameter(size, false);\r\n this._rebuild(false, undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n this._multiRenderTargetOptions.labels = textureNames;\r\n\r\n this._rebuild(false, true, textureNames);\r\n }\r\n\r\n protected override _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures if set to true, internal textures won't be disposed (default: false).\r\n */\r\n public override dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers (render textures).\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
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1
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+
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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead\r\n */\r\n createMipMaps?: boolean;\r\n /**\r\n * Define if the texture needs to create mip maps after render (default: false).\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers (render textures) we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers (render textures) we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required (default: true)\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required (default: false)\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer (default: false)\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers (render textures). You can set it to 0 if you don't need any color attachment. (default: 1)\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one (default: true)\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating (default: Constants.TEXTURETYPE_UNSIGNED_BYTE). types[] is prioritized over defaultType if provided.\r\n */\r\n defaultType?: number;\r\n /**\r\n * Defines sample count (1 by default)\r\n */\r\n samples?: number;\r\n /**\r\n * Defines if we should draw into all attachments or the first one only by default (default: false)\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n /**\r\n * Define the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n */\r\n creationFlags?: number[];\r\n /**\r\n * Define the names of the textures (used for debugging purpose)\r\n */\r\n labels?: string[];\r\n /**\r\n * Label of the RenderTargetWrapper (used for debugging only)\r\n */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers (render textures) are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count \\> 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n const samples = options && options.samples ? options.samples : 1;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n samples,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n labels: textureNames,\r\n label: name,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _rebuild(fromContextLost = false, forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1 || fromContextLost) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public override set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public override resize(size: any) {\r\n this._processSizeParameter(size, false);\r\n this._rebuild(false, undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n this._multiRenderTargetOptions.labels = textureNames;\r\n\r\n this._rebuild(false, true, textureNames);\r\n }\r\n\r\n protected override _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures if set to true, internal textures won't be disposed (default: false).\r\n */\r\n public override dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers (render textures).\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
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@@ -15,6 +15,7 @@ import { RenderingManager } from "../../Rendering/renderingManager";
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import type { IRenderTargetTexture, RenderTargetWrapper } from "../../Engines/renderTargetWrapper";
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import type { Material } from "../material";
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import type { AbstractEngine } from "../../Engines/abstractEngine";
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import type { IParticleSystem } from "../../Particles/IParticleSystem.js";
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declare module "../effect" {
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interface Effect {
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/**
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@@ -94,6 +95,11 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
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get renderList(): Nullable<Array<AbstractMesh>>;
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set renderList(value: Nullable<Array<AbstractMesh>>);
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private _renderListHasChanged;
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/**
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* Define the list of particle systems to render in the texture. If not provided, will render all the particle systems of the scene.
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* Note that the particle systems are rendered only if renderParticles is set to true.
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*/
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particleSystemList: Nullable<Array<IParticleSystem>>;
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/**
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* Use this function to overload the renderList array at rendering time.
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* Return null to render with the current renderList, else return the list of meshes to use for rendering.
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@@ -196,7 +202,8 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
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* Define the clear color of the Render Target if it should be different from the scene.
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*/
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clearColor: Color4;
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_size: TextureSize;
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protected _initialSizeParameter: TextureSize | {
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ratio: number;
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};
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@@ -29,6 +29,9 @@ export class RenderTargetTexture extends Texture {
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return this._renderList;
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}
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set renderList(value) {
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@@ -202,6 +205,11 @@ export class RenderTargetTexture extends Texture {
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});
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}
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};
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/**
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* Define the list of particle systems to render in the texture. If not provided, will render all the particle systems of the scene.
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* Define if particles should be rendered in your texture.
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@@ -696,15 +704,21 @@ export class RenderTargetTexture extends Texture {
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scene.resetCachedMaterial();
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}
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}
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const particleSystems = this.particleSystemList || scene.particleSystems;
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for (const particleSystem of particleSystems) {
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if (!particleSystem.isReady()) {
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returnValue = false;
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}
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this.onAfterUnbindObservable.notifyObservers(this);
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715
|
engine.currentRenderPassId = currentRenderPassId;
|
|
716
|
+
scene.activeCamera = sceneCamera;
|
|
702
717
|
if (sceneCamera) {
|
|
703
|
-
scene.activeCamera = sceneCamera;
|
|
704
718
|
if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
|
|
705
|
-
scene.setTransformMatrix(
|
|
719
|
+
scene.setTransformMatrix(sceneCamera.getViewMatrix(), sceneCamera.getProjectionMatrix(true));
|
|
706
720
|
}
|
|
707
|
-
engine.setViewport(
|
|
721
|
+
engine.setViewport(sceneCamera.viewport);
|
|
708
722
|
}
|
|
709
723
|
scene.resetCachedMaterial();
|
|
710
724
|
return returnValue;
|
|
@@ -736,16 +750,17 @@ export class RenderTargetTexture extends Texture {
|
|
|
736
750
|
this.resetRefreshCounter();
|
|
737
751
|
continue;
|
|
738
752
|
}
|
|
739
|
-
if (!mesh._internalAbstractMeshDataInfo._currentLODIsUpToDate &&
|
|
740
|
-
mesh._internalAbstractMeshDataInfo._currentLOD = scene.customLODSelector
|
|
741
|
-
? scene.customLODSelector(mesh, this.activeCamera || scene.activeCamera)
|
|
742
|
-
: mesh.getLOD(this.activeCamera || scene.activeCamera);
|
|
753
|
+
if (!mesh._internalAbstractMeshDataInfo._currentLODIsUpToDate && camera) {
|
|
754
|
+
mesh._internalAbstractMeshDataInfo._currentLOD = scene.customLODSelector ? scene.customLODSelector(mesh, camera) : mesh.getLOD(camera);
|
|
743
755
|
mesh._internalAbstractMeshDataInfo._currentLODIsUpToDate = true;
|
|
744
756
|
}
|
|
745
757
|
if (!mesh._internalAbstractMeshDataInfo._currentLOD) {
|
|
746
758
|
continue;
|
|
747
759
|
}
|
|
748
760
|
let meshToRender = mesh._internalAbstractMeshDataInfo._currentLOD;
|
|
761
|
+
if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {
|
|
762
|
+
meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard
|
|
763
|
+
}
|
|
749
764
|
meshToRender._preActivateForIntermediateRendering(sceneRenderId);
|
|
750
765
|
let isMasked;
|
|
751
766
|
if (checkLayerMask && camera) {
|
|
@@ -768,6 +783,7 @@ export class RenderTargetTexture extends Texture {
|
|
|
768
783
|
}
|
|
769
784
|
}
|
|
770
785
|
meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;
|
|
786
|
+
scene._prepareSkeleton(meshToRender);
|
|
771
787
|
for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {
|
|
772
788
|
const subMesh = meshToRender.subMeshes[subIndex];
|
|
773
789
|
this._renderingManager.dispatch(subMesh, meshToRender);
|
|
@@ -777,8 +793,9 @@ export class RenderTargetTexture extends Texture {
|
|
|
777
793
|
}
|
|
778
794
|
}
|
|
779
795
|
}
|
|
780
|
-
|
|
781
|
-
|
|
796
|
+
const particleSystems = this.particleSystemList || scene.particleSystems;
|
|
797
|
+
for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {
|
|
798
|
+
const particleSystem = particleSystems[particleIndex];
|
|
782
799
|
const emitter = particleSystem.emitter;
|
|
783
800
|
if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {
|
|
784
801
|
continue;
|
|
@@ -830,7 +847,7 @@ export class RenderTargetTexture extends Texture {
|
|
|
830
847
|
const engine = scene.getEngine();
|
|
831
848
|
// Bind
|
|
832
849
|
this._prepareFrame(scene, faceIndex, layer, useCameraPostProcess);
|
|
833
|
-
engine.
|
|
850
|
+
engine._debugPushGroup?.(`render to face #${faceIndex} layer #${layer}`, 2);
|
|
834
851
|
if (this.is2DArray || this.is3D) {
|
|
835
852
|
engine.currentRenderPassId = this._renderPassIds[layer];
|
|
836
853
|
this.onBeforeRenderObservable.notifyObservers(layer);
|
|
@@ -927,6 +944,7 @@ export class RenderTargetTexture extends Texture {
|
|
|
927
944
|
}
|
|
928
945
|
}
|
|
929
946
|
}
|
|
947
|
+
engine._debugPopGroup?.(2);
|
|
930
948
|
// Unbind
|
|
931
949
|
this._unbindFrameBuffer(engine, faceIndex);
|
|
932
950
|
if (this._texture && this.isCube && faceIndex === 5) {
|