@babylonjs/core 7.32.0 → 7.32.2

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
@@ -1,8 +1,20 @@
1
1
  import type { Nullable } from "../../types";
2
2
  import type { Scene } from "../../scene";
3
+ import type { ITextureCreationOptions } from "../../Materials/Textures/texture";
3
4
  import { Texture } from "../../Materials/Textures/texture";
4
- import type { ICanvasRenderingContext } from "../../Engines/ICanvas";
5
+ import type { ICanvas, ICanvasRenderingContext } from "../../Engines/ICanvas";
5
6
  import "../../Engines/Extensions/engine.dynamicTexture";
7
+ /**
8
+ * Interface defining options used to create a dynamic texture
9
+ */
10
+ export interface IDynamicTextureOptions extends ITextureCreationOptions {
11
+ /** defines the width of the texture (default: 0) */
12
+ width?: number;
13
+ /** defines the height of the texture (default: 0) */
14
+ height?: number;
15
+ /** defines the hosting scene (default: null) */
16
+ scene?: Nullable<Scene>;
17
+ }
6
18
  /**
7
19
  * A class extending Texture allowing drawing on a texture
8
20
  * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture
@@ -12,6 +24,16 @@ export declare class DynamicTexture extends Texture {
12
24
  private _canvas;
13
25
  private _ownCanvas;
14
26
  private _context;
27
+ /**
28
+ * Creates a DynamicTexture
29
+ * @param name defines the name of the texture
30
+ * @param canvasOrSize provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
31
+ * @param options The options to be used when constructing the dynamic texture
32
+ */
33
+ constructor(name: string, canvasOrSize: ICanvas | {
34
+ width: number;
35
+ height: number;
36
+ } | number, options?: IDynamicTextureOptions);
15
37
  /**
16
38
  * Creates a DynamicTexture
17
39
  * @param name defines the name of the texture
@@ -22,7 +44,15 @@ export declare class DynamicTexture extends Texture {
22
44
  * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
23
45
  * @param invertY defines if the texture needs to be inverted on the y axis during loading
24
46
  */
25
- constructor(name: string, options: any, scene?: Nullable<Scene>, generateMipMaps?: boolean, samplingMode?: number, format?: number, invertY?: boolean);
47
+ constructor(name: string, options: ICanvas | {
48
+ width: number;
49
+ height: number;
50
+ } | number, scene?: Nullable<Scene>, generateMipMaps?: boolean, samplingMode?: number, format?: number, invertY?: boolean);
51
+ /** @internal */
52
+ constructor(name: string, canvasOrSize: ICanvas | {
53
+ width: number;
54
+ height: number;
55
+ } | number, sceneOrOptions?: Nullable<Scene> | IDynamicTextureOptions, generateMipMaps?: boolean, samplingMode?: number, format?: number, invertY?: boolean);
26
56
  /**
27
57
  * Get the current class name of the texture useful for serialization or dynamic coding.
28
58
  * @returns "DynamicTexture"
@@ -7,18 +7,12 @@ import "../../Engines/Extensions/engine.dynamicTexture.js";
7
7
  * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture
8
8
  */
9
9
  export class DynamicTexture extends Texture {
10
- /**
11
- * Creates a DynamicTexture
12
- * @param name defines the name of the texture
13
- * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
14
- * @param scene defines the scene where you want the texture
15
- * @param generateMipMaps defines the use of MinMaps or not (default is false)
16
- * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
17
- * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
18
- * @param invertY defines if the texture needs to be inverted on the y axis during loading
19
- */
20
- constructor(name, options, scene = null, generateMipMaps = false, samplingMode = 3, format = 5, invertY) {
21
- super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);
10
+ /** @internal */
11
+ constructor(name, canvasOrSize, sceneOrOptions, generateMipMaps = false, samplingMode = 3, format = 5, invertY) {
12
+ const isScene = !sceneOrOptions || sceneOrOptions._isScene;
13
+ const scene = isScene ? sceneOrOptions : sceneOrOptions?.scene;
14
+ const noMipmap = isScene ? !generateMipMaps : sceneOrOptions;
15
+ super(null, scene, noMipmap, invertY, samplingMode, undefined, undefined, undefined, undefined, format);
22
16
  this.name = name;
23
17
  this.wrapU = Texture.CLAMP_ADDRESSMODE;
24
18
  this.wrapV = Texture.CLAMP_ADDRESSMODE;
@@ -27,19 +21,20 @@ export class DynamicTexture extends Texture {
27
21
  if (!engine) {
28
22
  return;
29
23
  }
30
- if (options.getContext) {
31
- this._canvas = options;
24
+ if (canvasOrSize.getContext) {
25
+ this._canvas = canvasOrSize;
32
26
  this._ownCanvas = false;
33
- this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
27
+ this._texture = engine.createDynamicTexture(this._canvas.width, this._canvas.height, generateMipMaps, samplingMode);
34
28
  }
35
29
  else {
36
30
  this._canvas = engine.createCanvas(1, 1);
37
31
  this._ownCanvas = true;
38
- if (options.width || options.width === 0) {
39
- this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
32
+ const optionsAsSize = canvasOrSize;
33
+ if (optionsAsSize.width || optionsAsSize.width === 0) {
34
+ this._texture = engine.createDynamicTexture(optionsAsSize.width, optionsAsSize.height, generateMipMaps, samplingMode);
40
35
  }
41
36
  else {
42
- this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
37
+ this._texture = engine.createDynamicTexture(canvasOrSize, canvasOrSize, generateMipMaps, samplingMode);
43
38
  }
44
39
  }
45
40
  const textureSize = this.getSize();
@@ -1 +1 @@
1
- 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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public override get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public override scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove?.();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public override clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public override serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport type { ITextureCreationOptions } from \"../../Materials/Textures/texture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\n\r\n/**\r\n * Interface defining options used to create a dynamic texture\r\n */\r\nexport interface IDynamicTextureOptions extends ITextureCreationOptions {\r\n /** defines the width of the texture (default: 0) */\r\n width?: number;\r\n /** defines the height of the texture (default: 0) */\r\n height?: number;\r\n /** defines the hosting scene (default: null) */\r\n scene?: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param canvasOrSize provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param options The options to be used when constructing the dynamic texture\r\n */\r\n constructor(name: string, canvasOrSize: ICanvas | { width: number; height: number } | number, options?: IDynamicTextureOptions);\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n constructor(\r\n name: string,\r\n options: ICanvas | { width: number; height: number } | number,\r\n scene?: Nullable<Scene>,\r\n generateMipMaps?: boolean,\r\n samplingMode?: number,\r\n format?: number,\r\n invertY?: boolean\r\n );\r\n\r\n /** @internal */\r\n constructor(\r\n name: string,\r\n canvasOrSize: ICanvas | { width: number; height: number } | number,\r\n sceneOrOptions?: Nullable<Scene> | IDynamicTextureOptions,\r\n generateMipMaps?: boolean,\r\n samplingMode?: number,\r\n format?: number,\r\n invertY?: boolean\r\n );\r\n\r\n /** @internal */\r\n constructor(\r\n name: string,\r\n canvasOrSize: ICanvas | { width: number; height: number } | number,\r\n sceneOrOptions?: Nullable<Scene> | IDynamicTextureOptions,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n const isScene = !sceneOrOptions || (sceneOrOptions as Scene)._isScene;\r\n const scene = isScene ? (sceneOrOptions as Scene) : (sceneOrOptions as IDynamicTextureOptions)?.scene;\r\n const noMipmap = isScene ? !generateMipMaps : (sceneOrOptions as IDynamicTextureOptions);\r\n\r\n super(null, scene, noMipmap, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if ((canvasOrSize as ICanvas).getContext) {\r\n this._canvas = canvasOrSize as ICanvas;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(this._canvas.width, this._canvas.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n const optionsAsSize = canvasOrSize as ISize;\r\n if (optionsAsSize.width || optionsAsSize.width === 0) {\r\n this._texture = engine.createDynamicTexture(optionsAsSize.width, optionsAsSize.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(canvasOrSize as number, canvasOrSize as number, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public override get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public override scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove?.();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public override clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public override serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
@@ -26,6 +26,7 @@ export * from "./thinTexture";
26
26
  export * from "./thinRenderTargetTexture";
27
27
  export * from "./videoTexture";
28
28
  export * from "./ktx2decoderTypes";
29
+ export * from "./textureCreationOptions";
29
30
  export * from "../../ShadersWGSL/procedural.vertex";
30
31
  export * from "../../Shaders/procedural.vertex";
31
32
  export * from "../../Shaders/hdrFiltering.vertex";
@@ -28,6 +28,7 @@ export * from "./thinTexture.js";
28
28
  export * from "./thinRenderTargetTexture.js";
29
29
  export * from "./videoTexture.js";
30
30
  export * from "./ktx2decoderTypes.js";
31
+ export * from "./textureCreationOptions.js";
31
32
  // Shaders for procedural textures
32
33
  export * from "../../ShadersWGSL/procedural.vertex.js";
33
34
  export * from "../../Shaders/procedural.vertex.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,eAAe,CAAC;AAC9B,yCAAyC;AACzC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AAEnC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./baseTexture\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,eAAe,CAAC;AAC9B,yCAAyC;AACzC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC;AACtC,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,eAAe,CAAC;AAC9B,cAAc,2BAA2B,CAAC;AAC1C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,0BAA0B,CAAC;AAEzC,kCAAkC;AAClC,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAEhD,gBAAgB;AAChB,cAAc,mCAAmC,CAAC;AAClD,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./baseTexture\";\r\n// eslint-disable-next-line import/export\r\nexport * from \"./baseTexture.polynomial\";\r\nexport * from \"./colorGradingTexture\";\r\nexport * from \"./cubeTexture\";\r\nexport * from \"./dynamicTexture\";\r\nexport * from \"./equiRectangularCubeTexture\";\r\nexport * from \"./externalTexture\";\r\nexport * from \"./Filtering/hdrFiltering\";\r\nexport * from \"./hdrCubeTexture\";\r\nexport * from \"./htmlElementTexture\";\r\nexport * from \"./internalTexture\";\r\nexport * from \"./Loaders/index\";\r\nexport * from \"./mirrorTexture\";\r\nexport * from \"./multiRenderTarget\";\r\nexport * from \"./Packer/index\";\r\nexport * from \"./Procedurals/index\";\r\nexport * from \"./rawCubeTexture\";\r\nexport * from \"./rawTexture\";\r\nexport * from \"./rawTexture2DArray\";\r\nexport * from \"./rawTexture3D\";\r\nexport * from \"./refractionTexture\";\r\nexport * from \"./renderTargetTexture\";\r\nexport * from \"./textureSampler\";\r\nexport * from \"./texture\";\r\nexport * from \"./thinTexture\";\r\nexport * from \"./thinRenderTargetTexture\";\r\nexport * from \"./videoTexture\";\r\nexport * from \"./ktx2decoderTypes\";\r\nexport * from \"./textureCreationOptions\";\r\n\r\n// Shaders for procedural textures\r\nexport * from \"../../ShadersWGSL/procedural.vertex\";\r\nexport * from \"../../Shaders/procedural.vertex\";\r\n\r\n// HDR filtering\r\nexport * from \"../../Shaders/hdrFiltering.vertex\";\r\nexport * from \"../../Shaders/hdrFiltering.fragment\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.vertex\";\r\nexport * from \"../../ShadersWGSL/hdrFiltering.fragment\";\r\n"]}
@@ -136,12 +136,6 @@ export class MirrorTexture extends RenderTargetTexture {
136
136
  if (engine.supportsUniformBuffers) {
137
137
  this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name "${name}")`);
138
138
  }
139
- this.onBeforeBindObservable.add(() => {
140
- engine._debugPushGroup?.(`mirror generation for ${name}`, 1);
141
- });
142
- this.onAfterUnbindObservable.add(() => {
143
- engine._debugPopGroup?.(1);
144
- });
145
139
  let saveClipPlane;
146
140
  this.onBeforeRenderObservable.add(() => {
147
141
  if (this._sceneUBO) {
@@ -1 +1 @@
1
- {"version":3,"file":"mirrorTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/mirrorTexture.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAEnF,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C;;;;;;GAMG;AACH,MAAM,OAAO,aAAc,SAAQ,mBAAmB;IAQlD;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;YAC3B,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAED;;;OAGG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAEO,sBAAsB;QAC1B,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE5C,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC3D,MAAM,EAAE,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC7D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IACrD,CAAC;IAEkB,eAAe;QAC9B,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE;gBAC3B,IAAI,CAAC,qBAAqB,EAAE,CAAC;aAChC;SACJ;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;SACjC;IACL,CAAC;IAEO,iBAAiB;QACrB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,CAAC,KAAK,CAAC,4BAA4B,CAAC,SAAS,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAC9H,CAAC;IAgBD;;;;;;;;;;;;;;OAcG;IACH,YACI,IAAY,EACZ,IAAoE,EACpE,KAAa,EACb,eAAyB,EACzB,OAAe,SAAS,CAAC,wBAAwB,EACjD,YAAY,GAAG,OAAO,CAAC,qBAAqB,EAC5C,mBAAmB,GAAG,IAAI;QAE1B,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE,mBAAmB,CAAC,CAAC;QAjJpG;;;;WAIG;QACI,gBAAW,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAwGnC,qBAAgB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QACjC,kBAAa,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAI9B,wBAAmB,GAAG,CAAC,CAAC;QACxB,iBAAY,GAAG,CAAC,CAAC;QACjB,iBAAY,GAAG,CAAC,CAAC;QACjB,eAAU,GAAG,GAAG,CAAC;QA8BrB,KAAK,GAAU,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE/B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAEjC,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,oCAAoC,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,sBAAsB,EAAE;YAC/B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,wBAAwB,CAAC,mCAAmC,IAAI,IAAI,CAAC,CAAC;SAChG;QAED,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;YACjC,MAAM,CAAC,eAAe,EAAE,CAAC,yBAAyB,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClC,MAAM,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,aAA8B,CAAC;QAEnC,IAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,IAAI,CAAC,gBAAgB,GAAG,KAAM,CAAC,qBAAqB,EAAE,CAAC;gBACvD,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBAC7C,KAAM,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;aACjD;YAED,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAC7D,IAAI,CAAC,aAAa,CAAC,aAAa,CAAC,KAAM,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEhF,KAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,gBAAgB,EAAE,KAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAE/E,aAAa,GAAG,KAAM,CAAC,SAAS,CAAC;YACjC,KAAM,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC;YAEpC,KAAM,CAAC,uBAAuB,GAAG,OAAO,CAAC,oBAAoB,CAAU,KAAM,CAAC,YAAa,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACpI,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACvD;YACD,KAAM,CAAC,qBAAqB,EAAE,CAAC;YAC/B,KAAM,CAAC,uBAAuB,GAAG,IAAI,CAAC;YAEtC,KAAM,CAAC,SAAS,GAAG,aAAa,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,qBAAqB;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAE9B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE;YACxC,MAAM,MAAM,GAAW,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;YAEpD,MAAM,WAAW,GACb,MAAM,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,sBAAsB,CAAC;YAEzJ,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAC7B,iBAAiB,EACjB,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,EACnB,IAAI,CAAC,YAAY,EACjB,IAAI,CAAC,UAAU,EACf,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,WAAW,C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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected override _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
1
+ 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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected override _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
@@ -9,7 +9,11 @@ import type { InternalTexture } from "./internalTexture";
9
9
  */
10
10
  export interface IMultiRenderTargetOptions {
11
11
  /**
12
- * Define if the texture needs to create mip maps after render.
12
+ * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead
13
+ */
14
+ createMipMaps?: boolean;
15
+ /**
16
+ * Define if the texture needs to create mip maps after render (default: false).
13
17
  */
14
18
  generateMipMaps?: boolean;
15
19
  /**
@@ -25,15 +29,15 @@ export interface IMultiRenderTargetOptions {
25
29
  */
26
30
  useSRGBBuffers?: boolean[];
27
31
  /**
28
- * Define if a depth buffer is required
32
+ * Define if a depth buffer is required (default: true)
29
33
  */
30
34
  generateDepthBuffer?: boolean;
31
35
  /**
32
- * Define if a stencil buffer is required
36
+ * Define if a stencil buffer is required (default: false)
33
37
  */
34
38
  generateStencilBuffer?: boolean;
35
39
  /**
36
- * Define if a depth texture is required instead of a depth buffer
40
+ * Define if a depth texture is required instead of a depth buffer (default: false)
37
41
  */
38
42
  generateDepthTexture?: boolean;
39
43
  /**
@@ -45,19 +49,23 @@ export interface IMultiRenderTargetOptions {
45
49
  */
46
50
  depthTextureFormat?: number;
47
51
  /**
48
- * Define the number of desired draw buffers (render textures)
52
+ * 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)
49
53
  */
50
54
  textureCount?: number;
51
55
  /**
52
- * Define if aspect ratio should be adapted to the texture or stay the scene one
56
+ * Define if aspect ratio should be adapted to the texture or stay the scene one (default: true)
53
57
  */
54
58
  doNotChangeAspectRatio?: boolean;
55
59
  /**
56
- * Define the default type of the buffers we are creating
60
+ * Define the default type of the buffers we are creating (default: Constants.TEXTURETYPE_UNSIGNED_BYTE). types[] is prioritized over defaultType if provided.
57
61
  */
58
62
  defaultType?: number;
59
63
  /**
60
- * Define the default type of the buffers we are creating
64
+ * Defines sample count (1 by default)
65
+ */
66
+ samples?: number;
67
+ /**
68
+ * Defines if we should draw into all attachments or the first one only by default (default: false)
61
69
  */
62
70
  drawOnlyOnFirstAttachmentByDefault?: boolean;
63
71
  /**
@@ -81,6 +89,10 @@ export interface IMultiRenderTargetOptions {
81
89
  * 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)
82
90
  */
83
91
  layerCounts?: number[];
92
+ /**
93
+ * Define the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
94
+ */
95
+ creationFlags?: number[];
84
96
  /**
85
97
  * Define the names of the textures (used for debugging purpose)
86
98
  */
@@ -91,6 +91,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
91
91
  this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);
92
92
  const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
93
93
  const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
94
+ const samples = options && options.samples ? options.samples : 1;
94
95
  this._multiRenderTargetOptions = {
95
96
  samplingModes: samplingModes,
96
97
  generateMipMaps: generateMipMaps,
@@ -101,6 +102,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
101
102
  types: types,
102
103
  textureCount: count,
103
104
  useSRGBBuffers: useSRGBBuffers,
105
+ samples,
104
106
  formats: formats,
105
107
  targetTypes: targetTypes,
106
108
  faceIndex: faceIndex,