@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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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead\r\n */\r\n createMipMaps?: boolean;\r\n /**\r\n * Define if the texture needs to create mip maps after render (default: false).\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers (render textures) we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers (render textures) we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required (default: true)\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required (default: false)\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer (default: false)\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers (render textures). You can set it to 0 if you don't need any color attachment. (default: 1)\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one (default: true)\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating (default: Constants.TEXTURETYPE_UNSIGNED_BYTE). types[] is prioritized over defaultType if provided.\r\n */\r\n defaultType?: number;\r\n /**\r\n * Defines sample count (1 by default)\r\n */\r\n samples?: number;\r\n /**\r\n * Defines if we should draw into all attachments or the first one only by default (default: false)\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n /**\r\n * Define the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n */\r\n creationFlags?: number[];\r\n /**\r\n * Define the names of the textures (used for debugging purpose)\r\n */\r\n labels?: string[];\r\n /**\r\n * Label of the RenderTargetWrapper (used for debugging only)\r\n */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers (render textures) are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count \\> 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n const samples = options && options.samples ? options.samples : 1;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n samples,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n labels: textureNames,\r\n label: name,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _rebuild(fromContextLost = false, forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1 || fromContextLost) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public override set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public override resize(size: any) {\r\n this._processSizeParameter(size);\r\n this._rebuild(false, undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n this._multiRenderTargetOptions.labels = textureNames;\r\n\r\n this._rebuild(false, true, textureNames);\r\n }\r\n\r\n protected override _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures if set to true, internal textures won't be disposed (default: false).\r\n */\r\n public override dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers (render textures).\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead\r\n */\r\n createMipMaps?: boolean;\r\n /**\r\n * Define if the texture needs to create mip maps after render (default: false).\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers (render textures) we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers (render textures) we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required (default: true)\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required (default: false)\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer (default: false)\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers (render textures). You can set it to 0 if you don't need any color attachment. (default: 1)\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one (default: true)\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating (default: Constants.TEXTURETYPE_UNSIGNED_BYTE). types[] is prioritized over defaultType if provided.\r\n */\r\n defaultType?: number;\r\n /**\r\n * Defines sample count (1 by default)\r\n */\r\n samples?: number;\r\n /**\r\n * Defines if we should draw into all attachments or the first one only by default (default: false)\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n /**\r\n * Define the creation flags of the textures (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n */\r\n creationFlags?: number[];\r\n /**\r\n * Define the names of the textures (used for debugging purpose)\r\n */\r\n labels?: string[];\r\n /**\r\n * Label of the RenderTargetWrapper (used for debugging only)\r\n */\r\n label?: string;\r\n /**\r\n * Define if the textures should not be created by the MultiRenderTarget (default: false)\r\n * If true, you will need to set the textures yourself by calling setTexture on the MultiRenderTarget.\r\n */\r\n dontCreateTextures?: boolean;\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers (render textures) are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public override set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count \\> 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n const samples = options && options.samples ? options.samples : 1;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n samples,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n labels: textureNames,\r\n label: name,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _rebuild(fromContextLost = false, forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1 || fromContextLost) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public override set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public override resize(size: any) {\r\n this._processSizeParameter(size);\r\n this._rebuild(false, undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n this._multiRenderTargetOptions.labels = textureNames;\r\n\r\n this._rebuild(false, true, textureNames);\r\n }\r\n\r\n protected override _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures if set to true, internal textures won't be disposed (default: false).\r\n */\r\n public override dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers (render textures).\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
@@ -3,13 +3,9 @@ import type { InternalTexture } from "./internalTexture";
3
3
  * Define options used to create an internal texture
4
4
  */
5
5
  export interface InternalTextureCreationOptions {
6
- /**
7
- * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead
8
- */
6
+ /** Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead */
9
7
  createMipMaps?: boolean;
10
- /**
11
- * Specifies if mipmaps must be generated
12
- */
8
+ /** Specifies if mipmaps must be generated */
13
9
  generateMipMaps?: boolean;
14
10
  /** Defines texture type (unsigned byte by default) */
15
11
  type?: number;
@@ -25,6 +21,10 @@ export interface InternalTextureCreationOptions {
25
21
  useSRGBBuffer?: boolean;
26
22
  /** Label of the texture (used for debugging only) */
27
23
  label?: string;
24
+ /** If the MSAA texture must be created right away (default: false) */
25
+ createMSAATexture?: boolean;
26
+ /** Comparison function. Used only for depth textures (default: 0) */
27
+ comparisonFunction?: number;
28
28
  }
29
29
  /**
30
30
  * Define options used to create a render target texture
@@ -1 +1 @@
1
- {"version":3,"file":"textureCreationOptions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/textureCreationOptions.ts"],"names":[],"mappings":"AAqEA;;;;GAIG;AACH,MAAM,UAAU,mBAAmB,CAAC,IAAiB;IACjD,+CAA+C;IAC/C,OAAQ,IAA0B,CAAC,KAAK,KAAK,SAAS,CAAC;AAC3D,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,4BAA4B,CAAC,IAAiB;IAC1D,IAAI,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;QAC5B,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;IACtD,CAAC;IACD,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACzC,CAAC","sourcesContent":["import type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Define options used to create an internal texture\r\n */\r\nexport interface InternalTextureCreationOptions {\r\n /**\r\n * Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead\r\n */\r\n createMipMaps?: boolean;\r\n /**\r\n * Specifies if mipmaps must be generated\r\n */\r\n generateMipMaps?: boolean;\r\n /** Defines texture type (unsigned byte by default) */\r\n type?: number;\r\n /** Defines sampling mode (trilinear by default) */\r\n samplingMode?: number;\r\n /** Defines format (RGBA by default) */\r\n format?: number;\r\n /** Defines sample count (1 by default) */\r\n samples?: number;\r\n /** Texture creation flags */\r\n creationFlags?: number;\r\n /** Creates the RTT in sRGB space */\r\n useSRGBBuffer?: boolean;\r\n /** Label of the texture (used for debugging only) */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * Define options used to create a render target texture\r\n */\r\nexport interface RenderTargetCreationOptions extends InternalTextureCreationOptions {\r\n /** Specifies whether or not a depth should be allocated in the texture (true by default) */\r\n generateDepthBuffer?: boolean;\r\n /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/\r\n generateStencilBuffer?: boolean;\r\n /** Specifies that no color target should be bound to the render target (useful if you only want to write to the depth buffer, for eg) */\r\n noColorAttachment?: boolean;\r\n /** Specifies the internal texture to use directly instead of creating one (ignores `noColorAttachment` flag when set) **/\r\n colorAttachment?: InternalTexture;\r\n}\r\n\r\n/**\r\n * Define options used to create a depth texture\r\n */\r\nexport interface DepthTextureCreationOptions {\r\n /** Specifies whether or not a stencil should be allocated in the texture. Not used if depthTextureFormat is supplied, in which case stencil creation will depend on this value. */\r\n generateStencil?: boolean;\r\n /** Specifies whether or not bilinear filtering is enable on the texture */\r\n bilinearFiltering?: boolean;\r\n /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */\r\n comparisonFunction?: number;\r\n /** Specifies if the created texture is a cube texture */\r\n isCube?: boolean;\r\n /** Specifies the sample count of the depth/stencil texture texture */\r\n samples?: number;\r\n /** Specifies the depth texture format to use */\r\n depthTextureFormat?: number;\r\n /** Label of the texture (used for debugging only) */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n */\r\nexport type TextureSize = number | { width: number; height: number; depth?: number; layers?: number };\r\n\r\n/**\r\n * Check if a TextureSize is an object\r\n * @param size The TextureSize to check\r\n * @returns True if the TextureSize is an object\r\n */\r\nexport function textureSizeIsObject(size: TextureSize): size is { width: number; height: number } {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n return (size as { width: number }).width !== undefined;\r\n}\r\n\r\n/**\r\n * Get the width/height dimensions from a TextureSize\r\n * @param size The TextureSize to get the dimensions from\r\n * @returns The width and height as an object\r\n */\r\nexport function getDimensionsFromTextureSize(size: TextureSize): { width: number; height: number } {\r\n if (textureSizeIsObject(size)) {\r\n return { width: size.width, height: size.height };\r\n }\r\n return { width: size, height: size };\r\n}\r\n"]}
1
+ {"version":3,"file":"textureCreationOptions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/textureCreationOptions.ts"],"names":[],"mappings":"AAqEA;;;;GAIG;AACH,MAAM,UAAU,mBAAmB,CAAC,IAAiB;IACjD,+CAA+C;IAC/C,OAAQ,IAA0B,CAAC,KAAK,KAAK,SAAS,CAAC;AAC3D,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,4BAA4B,CAAC,IAAiB;IAC1D,IAAI,mBAAmB,CAAC,IAAI,CAAC,EAAE,CAAC;QAC5B,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC;IACtD,CAAC;IACD,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;AACzC,CAAC","sourcesContent":["import type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Define options used to create an internal texture\r\n */\r\nexport interface InternalTextureCreationOptions {\r\n /** Specifies if mipmaps must be created. If undefined, the value from generateMipMaps is taken instead */\r\n createMipMaps?: boolean;\r\n /** Specifies if mipmaps must be generated */\r\n generateMipMaps?: boolean;\r\n /** Defines texture type (unsigned byte by default) */\r\n type?: number;\r\n /** Defines sampling mode (trilinear by default) */\r\n samplingMode?: number;\r\n /** Defines format (RGBA by default) */\r\n format?: number;\r\n /** Defines sample count (1 by default) */\r\n samples?: number;\r\n /** Texture creation flags */\r\n creationFlags?: number;\r\n /** Creates the RTT in sRGB space */\r\n useSRGBBuffer?: boolean;\r\n /** Label of the texture (used for debugging only) */\r\n label?: string;\r\n /** If the MSAA texture must be created right away (default: false) */\r\n createMSAATexture?: boolean;\r\n /** Comparison function. Used only for depth textures (default: 0) */\r\n comparisonFunction?: number;\r\n}\r\n\r\n/**\r\n * Define options used to create a render target texture\r\n */\r\nexport interface RenderTargetCreationOptions extends InternalTextureCreationOptions {\r\n /** Specifies whether or not a depth should be allocated in the texture (true by default) */\r\n generateDepthBuffer?: boolean;\r\n /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/\r\n generateStencilBuffer?: boolean;\r\n /** Specifies that no color target should be bound to the render target (useful if you only want to write to the depth buffer, for eg) */\r\n noColorAttachment?: boolean;\r\n /** Specifies the internal texture to use directly instead of creating one (ignores `noColorAttachment` flag when set) **/\r\n colorAttachment?: InternalTexture;\r\n}\r\n\r\n/**\r\n * Define options used to create a depth texture\r\n */\r\nexport interface DepthTextureCreationOptions {\r\n /** Specifies whether or not a stencil should be allocated in the texture. Not used if depthTextureFormat is supplied, in which case stencil creation will depend on this value. */\r\n generateStencil?: boolean;\r\n /** Specifies whether or not bilinear filtering is enable on the texture */\r\n bilinearFiltering?: boolean;\r\n /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */\r\n comparisonFunction?: number;\r\n /** Specifies if the created texture is a cube texture */\r\n isCube?: boolean;\r\n /** Specifies the sample count of the depth/stencil texture texture */\r\n samples?: number;\r\n /** Specifies the depth texture format to use */\r\n depthTextureFormat?: number;\r\n /** Label of the texture (used for debugging only) */\r\n label?: string;\r\n}\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n */\r\nexport type TextureSize = number | { width: number; height: number; depth?: number; layers?: number };\r\n\r\n/**\r\n * Check if a TextureSize is an object\r\n * @param size The TextureSize to check\r\n * @returns True if the TextureSize is an object\r\n */\r\nexport function textureSizeIsObject(size: TextureSize): size is { width: number; height: number } {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n return (size as { width: number }).width !== undefined;\r\n}\r\n\r\n/**\r\n * Get the width/height dimensions from a TextureSize\r\n * @param size The TextureSize to get the dimensions from\r\n * @returns The width and height as an object\r\n */\r\nexport function getDimensionsFromTextureSize(size: TextureSize): { width: number; height: number } {\r\n if (textureSizeIsObject(size)) {\r\n return { width: size.width, height: size.height };\r\n }\r\n return { width: size, height: size };\r\n}\r\n"]}
@@ -17,6 +17,14 @@ export declare class Color3 implements Tensor<Tuple<number, 3>, IColor3Like>, IC
17
17
  * [0] Defines the blue component (between 0 and 1, default is 0)
18
18
  */
19
19
  b: number;
20
+ /**
21
+ * If the first color is flagged with integers (as everything is 0,0,0), V8 stores all of the properties as integers internally because it doesn't know any better yet.
22
+ * If subsequent colors are created with non-integer values, V8 determines that it would be best to represent these properties as doubles instead of integers,
23
+ * and henceforth it will use floating-point representation for all color instances that it creates.
24
+ * But the original color instances are unchanged and has a "deprecated map".
25
+ * If we keep using the color instances from step 1, it will now be a poison pill which will mess up optimizations in any code it touches.
26
+ */
27
+ static _V8PerformanceHack: DeepImmutable<Color3>;
20
28
  /**
21
29
  * @see Tensor.dimension
22
30
  */
@@ -573,6 +581,14 @@ export declare class Color4 implements Tensor<Tuple<number, 4>, IColor4Like>, IC
573
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  * [1] Defines the alpha component (between 0 and 1, default is 1)
574
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  */
575
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  a: number;
584
+ /**
585
+ * If the first color is flagged with integers (as everything is 0,0,0,0), V8 stores all of the properties as integers internally because it doesn't know any better yet.
586
+ * If subsequent colors are created with non-integer values, V8 determines that it would be best to represent these properties as doubles instead of integers,
587
+ * and henceforth it will use floating-point representation for all color instances that it creates.
588
+ * But the original color instances are unchanged and has a "deprecated map".
589
+ * If we keep using the color instances from step 1, it will now be a poison pill which will mess up optimizations in any code it touches.
590
+ */
591
+ static _V8PerformanceHack: DeepImmutable<Color4>;
576
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  /**
577
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  * @see Tensor.dimension
578
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  */
@@ -891,6 +891,14 @@ export class Color3 {
891
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  return new Color3(Math.random(), Math.random(), Math.random());
892
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  }
893
893
  }
894
+ /**
895
+ * If the first color is flagged with integers (as everything is 0,0,0), V8 stores all of the properties as integers internally because it doesn't know any better yet.
896
+ * If subsequent colors are created with non-integer values, V8 determines that it would be best to represent these properties as doubles instead of integers,
897
+ * and henceforth it will use floating-point representation for all color instances that it creates.
898
+ * But the original color instances are unchanged and has a "deprecated map".
899
+ * If we keep using the color instances from step 1, it will now be a poison pill which will mess up optimizations in any code it touches.
900
+ */
901
+ Color3._V8PerformanceHack = new Color3(0.5, 0.5, 0.5);
894
902
  // Statics
895
903
  Color3._BlackReadOnly = Color3.Black();
896
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  Object.defineProperties(Color3.prototype, {
@@ -1673,6 +1681,14 @@ export class Color4 {
1673
1681
  return colors;
1674
1682
  }
1675
1683
  }
1684
+ /**
1685
+ * If the first color is flagged with integers (as everything is 0,0,0,0), V8 stores all of the properties as integers internally because it doesn't know any better yet.
1686
+ * If subsequent colors are created with non-integer values, V8 determines that it would be best to represent these properties as doubles instead of integers,
1687
+ * and henceforth it will use floating-point representation for all color instances that it creates.
1688
+ * But the original color instances are unchanged and has a "deprecated map".
1689
+ * If we keep using the color instances from step 1, it will now be a poison pill which will mess up optimizations in any code it touches.
1690
+ */
1691
+ Color4._V8PerformanceHack = new Color4(0.5, 0.5, 0.5, 0.5);
1676
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  Object.defineProperties(Color4.prototype, {
1677
1693
  dimension: { value: [4] },
1678
1694
  rank: { value: 1 },