@babylonjs/core 7.35.2 → 7.36.0

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Files changed (155) hide show
  1. package/Engines/Extensions/engine.multiRender.d.ts +11 -0
  2. package/Engines/Extensions/engine.multiRender.js +71 -32
  3. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  4. package/Engines/Extensions/engine.renderTarget.js +1 -13
  5. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  6. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -0
  7. package/Engines/WebGL/webGLRenderTargetWrapper.js +37 -7
  8. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  9. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +11 -0
  10. package/Engines/WebGPU/Extensions/engine.multiRender.js +30 -11
  11. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -5
  13. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  14. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -2
  15. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  16. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  17. package/Engines/WebGPU/webgpuHardwareTexture.js +5 -4
  18. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  20. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  21. package/Engines/abstractEngine.d.ts +11 -0
  22. package/Engines/abstractEngine.js +2 -2
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/renderTargetWrapper.d.ts +33 -1
  25. package/Engines/renderTargetWrapper.js +64 -4
  26. package/Engines/renderTargetWrapper.js.map +1 -1
  27. package/Engines/thinEngine.d.ts +13 -1
  28. package/Engines/thinEngine.js +112 -23
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Engines/thinWebGPUEngine.d.ts +2 -0
  31. package/Engines/thinWebGPUEngine.js +7 -0
  32. package/Engines/thinWebGPUEngine.js.map +1 -1
  33. package/Engines/webgpuEngine.d.ts +12 -3
  34. package/Engines/webgpuEngine.js +39 -9
  35. package/Engines/webgpuEngine.js.map +1 -1
  36. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +8 -0
  37. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +22 -1
  38. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/inputBlock.d.ts +4 -9
  40. package/FrameGraph/Node/Blocks/inputBlock.js +15 -25
  41. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  42. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -2
  43. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  44. package/FrameGraph/Passes/renderPass.d.ts +10 -10
  45. package/FrameGraph/Passes/renderPass.js +10 -10
  46. package/FrameGraph/Passes/renderPass.js.map +1 -1
  47. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +10 -5
  48. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +29 -14
  49. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  50. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -0
  51. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +11 -6
  53. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +30 -13
  54. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  55. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -6
  56. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  57. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +1 -1
  58. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -1
  59. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +3 -3
  60. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +33 -32
  61. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  62. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -2
  63. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +8 -12
  64. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  65. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +13 -18
  66. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  67. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +15 -2
  68. package/FrameGraph/Tasks/Texture/clearTextureTask.js +17 -4
  69. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  70. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +2 -2
  71. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  72. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -3
  73. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  74. package/FrameGraph/frameGraph.d.ts +11 -74
  75. package/FrameGraph/frameGraph.js +12 -126
  76. package/FrameGraph/frameGraph.js.map +1 -1
  77. package/FrameGraph/frameGraphRenderContext.d.ts +17 -8
  78. package/FrameGraph/frameGraphRenderContext.js +55 -43
  79. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  80. package/FrameGraph/frameGraphRenderTarget.d.ts +16 -0
  81. package/FrameGraph/frameGraphRenderTarget.js +67 -0
  82. package/FrameGraph/frameGraphRenderTarget.js.map +1 -0
  83. package/FrameGraph/frameGraphTask.d.ts +4 -3
  84. package/FrameGraph/frameGraphTask.js +41 -8
  85. package/FrameGraph/frameGraphTask.js.map +1 -1
  86. package/FrameGraph/frameGraphTextureManager.d.ts +130 -22
  87. package/FrameGraph/frameGraphTextureManager.js +312 -130
  88. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  89. package/FrameGraph/frameGraphTypes.d.ts +28 -13
  90. package/FrameGraph/frameGraphTypes.js.map +1 -1
  91. package/FrameGraph/index.d.ts +1 -0
  92. package/FrameGraph/index.js +1 -0
  93. package/FrameGraph/index.js.map +1 -1
  94. package/Materials/Node/Blocks/conditionalBlock.d.ts +2 -0
  95. package/Materials/Node/Blocks/conditionalBlock.js +13 -0
  96. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  97. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -4
  98. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  99. package/Materials/Textures/internalTexture.d.ts +20 -0
  100. package/Materials/Textures/internalTexture.js +48 -0
  101. package/Materials/Textures/internalTexture.js.map +1 -1
  102. package/Materials/Textures/multiRenderTarget.d.ts +5 -0
  103. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  104. package/Materials/Textures/textureCreationOptions.d.ts +6 -6
  105. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  106. package/Maths/math.color.d.ts +16 -0
  107. package/Maths/math.color.js +16 -0
  108. package/Maths/math.color.js.map +1 -1
  109. package/Maths/math.vector.d.ts +32 -0
  110. package/Maths/math.vector.js +32 -0
  111. package/Maths/math.vector.js.map +1 -1
  112. package/Meshes/Compression/dracoCompression.d.ts +3 -1
  113. package/Meshes/Compression/dracoCompression.js +5 -2
  114. package/Meshes/Compression/dracoCompression.js.map +1 -1
  115. package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +0 -1
  116. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +1 -9
  117. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  118. package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +0 -1
  119. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +1 -9
  120. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  121. package/Meshes/Node/Blocks/Matrices/rotationZBlock.d.ts +0 -1
  122. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js +1 -9
  123. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  124. package/Meshes/Node/Blocks/Set/latticeBlock.js +3 -1
  125. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  126. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  127. package/Meshes/Node/Blocks/conditionBlock.js +15 -0
  128. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  129. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +4 -4
  130. package/Meshes/Node/Blocks/geometryClampBlock.js +16 -25
  131. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  132. package/Meshes/Node/Blocks/geometryLerpBlock.js +2 -2
  133. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  134. package/Meshes/Node/Blocks/geometryNLerpBlock.js +2 -2
  135. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  136. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js +2 -2
  137. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  138. package/Meshes/Node/Blocks/geometryRotate2dBlock.js +2 -2
  139. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  140. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +3 -3
  141. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  142. package/Meshes/Node/Blocks/geometryStepBlock.js +2 -2
  143. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  144. package/Meshes/Node/nodeGeometry.js +1 -1
  145. package/Meshes/Node/nodeGeometry.js.map +1 -1
  146. package/Meshes/Node/nodeGeometryBlock.d.ts +3 -1
  147. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  148. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  149. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +10 -2
  150. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  151. package/Misc/observable.js +4 -2
  152. package/Misc/observable.js.map +1 -1
  153. package/ShadersWGSL/pbr.fragment.js +4 -3
  154. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  155. package/package.json +1 -1
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
@@ -71,6 +71,24 @@ export declare enum InternalTextureSource {
71
71
  */
72
72
  Depth = 14
73
73
  }
74
+ /**
75
+ * Checks if a given format is a depth texture format
76
+ * @param format Format to check
77
+ * @returns True if the format is a depth texture format
78
+ */
79
+ export declare function IsDepthTexture(format: number): boolean;
80
+ /**
81
+ * Gets the type of a depth texture for a given format
82
+ * @param format Format of the texture
83
+ * @returns The type of the depth texture
84
+ */
85
+ export declare function GetTypeForDepthTexture(format: number): number;
86
+ /**
87
+ * Checks if a given format has a stencil aspect
88
+ * @param format Format to check
89
+ * @returns True if the format has a stencil aspect
90
+ */
91
+ export declare function HasStencilAspect(format: number): boolean;
74
92
  /**
75
93
  * Class used to store data associated with WebGL texture data for the engine
76
94
  * This class should not be used directly
@@ -241,6 +259,8 @@ export declare class InternalTexture extends TextureSampler {
241
259
  _premulAlpha: boolean;
242
260
  /** @internal */
243
261
  _dynamicTextureSource: Nullable<ImageSource>;
262
+ /** @internal */
263
+ _autoMSAAManagement: boolean;
244
264
  private _engine;
245
265
  private _uniqueId;
246
266
  /** @internal */
@@ -1,5 +1,6 @@
1
1
  import { Observable } from "../../Misc/observable.js";
2
2
  import { TextureSampler } from "./textureSampler.js";
3
+
3
4
  /**
4
5
  * Defines the source of the internal texture
5
6
  */
@@ -66,6 +67,51 @@ export var InternalTextureSource;
66
67
  */
67
68
  InternalTextureSource[InternalTextureSource["Depth"] = 14] = "Depth";
68
69
  })(InternalTextureSource || (InternalTextureSource = {}));
70
+ /**
71
+ * Checks if a given format is a depth texture format
72
+ * @param format Format to check
73
+ * @returns True if the format is a depth texture format
74
+ */
75
+ export function IsDepthTexture(format) {
76
+ return (format === 13 ||
77
+ format === 14 ||
78
+ format === 15 ||
79
+ format === 16 ||
80
+ format === 17 ||
81
+ format === 18 ||
82
+ format === 19);
83
+ }
84
+ /**
85
+ * Gets the type of a depth texture for a given format
86
+ * @param format Format of the texture
87
+ * @returns The type of the depth texture
88
+ */
89
+ export function GetTypeForDepthTexture(format) {
90
+ switch (format) {
91
+ case 13:
92
+ case 17:
93
+ case 18:
94
+ case 14:
95
+ case 16:
96
+ return 1;
97
+ case 15:
98
+ return 5;
99
+ case 19:
100
+ return 0;
101
+ }
102
+ return 0;
103
+ }
104
+ /**
105
+ * Checks if a given format has a stencil aspect
106
+ * @param format Format to check
107
+ * @returns True if the format has a stencil aspect
108
+ */
109
+ export function HasStencilAspect(format) {
110
+ return (format === 13 ||
111
+ format === 17 ||
112
+ format === 18 ||
113
+ format === 19);
114
+ }
69
115
  /**
70
116
  * Class used to store data associated with WebGL texture data for the engine
71
117
  * This class should not be used directly
@@ -262,6 +308,8 @@ export class InternalTexture extends TextureSampler {
262
308
  this._premulAlpha = false;
263
309
  /** @internal */
264
310
  this._dynamicTextureSource = null;
311
+ /** @internal */
312
+ this._autoMSAAManagement = false;
265
313
  this._engine = engine;
266
314
  this._source = source;
267
315
  this._uniqueId = InternalTexture._Counter++;
@@ -1 +1 @@
1
- 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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public override get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public override set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Checks if a given format is a depth texture format\r\n * @param format Format to check\r\n * @returns True if the format is a depth texture format\r\n */\r\nexport function IsDepthTexture(format: number): boolean {\r\n return (\r\n format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n format === Constants.TEXTUREFORMAT_DEPTH16 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_STENCIL8\r\n );\r\n}\r\n\r\n/**\r\n * Gets the type of a depth texture for a given format\r\n * @param format Format of the texture\r\n * @returns The type of the depth texture\r\n */\r\nexport function GetTypeForDepthTexture(format: number): number {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return Constants.TEXTURETYPE_FLOAT;\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n}\r\n\r\n/**\r\n * Checks if a given format has a stencil aspect\r\n * @param format Format to check\r\n * @returns True if the format has a stencil aspect\r\n */\r\nexport function HasStencilAspect(format: number): boolean {\r\n return (\r\n format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_STENCIL8\r\n );\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public override get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public override set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n /** @internal */\r\n public _autoMSAAManagement = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -101,6 +101,11 @@ export interface IMultiRenderTargetOptions {
101
101
  * Label of the RenderTargetWrapper (used for debugging only)
102
102
  */
103
103
  label?: string;
104
+ /**
105
+ * Define if the textures should not be created by the MultiRenderTarget (default: false)
106
+ * If true, you will need to set the textures yourself by calling setTexture on the MultiRenderTarget.
107
+ */
108
+ dontCreateTextures?: boolean;
104
109
  }
105
110
  /**
106
111
  * A multi render target, like a render target provides the ability to render to a texture.