@babylonjs/core 7.42.0 → 7.44.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (317) hide show
  1. package/Actions/actionEvent.d.ts +4 -4
  2. package/Animations/animation.js +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Buffers/bufferUtils.d.ts +8 -1
  5. package/Buffers/bufferUtils.js +15 -0
  6. package/Buffers/bufferUtils.js.map +1 -1
  7. package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
  8. package/Culling/Helper/boundingInfoHelper.js +2 -9
  9. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  10. package/Culling/Helper/computeShaderBoundingHelper.js +3 -4
  11. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  12. package/Culling/Helper/transformFeedbackBoundingHelper.js +27 -64
  13. package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
  14. package/Engines/Extensions/engine.multiRender.js +3 -2
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -0
  17. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -0
  18. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureManager.js +6 -1
  20. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engine.d.ts +5 -2
  24. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  25. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +64 -0
  26. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +147 -0
  27. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -0
  28. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
  29. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
  30. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
  32. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
  33. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
  35. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
  36. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
  38. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
  39. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
  41. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
  44. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
  45. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
  47. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
  48. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
  50. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
  51. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
  52. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +0 -15
  53. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  54. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +4 -0
  55. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +9 -0
  56. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  57. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +1 -6
  58. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +0 -13
  59. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
  60. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +0 -1
  61. package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
  62. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  63. package/FrameGraph/Node/Blocks/index.js +2 -0
  64. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  65. package/FrameGraph/Node/nodeRenderGraphBlock.js +17 -0
  66. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  67. package/FrameGraph/Passes/renderPass.d.ts +0 -8
  68. package/FrameGraph/Passes/renderPass.js +0 -10
  69. package/FrameGraph/Passes/renderPass.js.map +1 -1
  70. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +57 -0
  71. package/FrameGraph/Tasks/Layers/glowLayerTask.js +173 -0
  72. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -0
  73. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  74. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +7 -0
  76. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  77. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +1 -1
  78. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +5 -5
  82. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +12 -4
  84. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
  86. package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
  87. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
  88. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +0 -8
  91. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +1 -17
  92. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  94. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -6
  96. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +20 -22
  97. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +7 -1
  99. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +21 -5
  100. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +4 -6
  102. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  103. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  104. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  105. package/FrameGraph/frameGraph.js +22 -11
  106. package/FrameGraph/frameGraph.js.map +1 -1
  107. package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
  108. package/FrameGraph/frameGraphRenderContext.js +2 -1
  109. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  110. package/FrameGraph/frameGraphTask.d.ts +11 -1
  111. package/FrameGraph/frameGraphTask.js +8 -0
  112. package/FrameGraph/frameGraphTask.js.map +1 -1
  113. package/FrameGraph/frameGraphTextureManager.d.ts +9 -3
  114. package/FrameGraph/frameGraphTextureManager.js +10 -4
  115. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  116. package/FrameGraph/index.d.ts +2 -0
  117. package/FrameGraph/index.js +2 -0
  118. package/FrameGraph/index.js.map +1 -1
  119. package/Gizmos/planeRotationGizmo.js +10 -0
  120. package/Gizmos/planeRotationGizmo.js.map +1 -1
  121. package/Inputs/scene.inputManager.js +2 -2
  122. package/Inputs/scene.inputManager.js.map +1 -1
  123. package/Layers/effectLayer.d.ts +32 -33
  124. package/Layers/effectLayer.js +144 -530
  125. package/Layers/effectLayer.js.map +1 -1
  126. package/Layers/glowLayer.d.ts +14 -41
  127. package/Layers/glowLayer.js +92 -178
  128. package/Layers/glowLayer.js.map +1 -1
  129. package/Layers/highlightLayer.d.ts +0 -1
  130. package/Layers/highlightLayer.js +0 -1
  131. package/Layers/highlightLayer.js.map +1 -1
  132. package/Layers/index.d.ts +2 -0
  133. package/Layers/index.js +2 -0
  134. package/Layers/index.js.map +1 -1
  135. package/Layers/thinEffectLayer.d.ts +230 -0
  136. package/Layers/thinEffectLayer.js +734 -0
  137. package/Layers/thinEffectLayer.js.map +1 -0
  138. package/Layers/thinGlowLayer.d.ts +141 -0
  139. package/Layers/thinGlowLayer.js +292 -0
  140. package/Layers/thinGlowLayer.js.map +1 -0
  141. package/Lights/Shadows/shadowGenerator.js +40 -19
  142. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  143. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
  144. package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
  145. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  146. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +17 -11
  147. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  148. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +29 -15
  149. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  150. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
  151. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
  152. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  153. package/Materials/Node/Blocks/Input/inputBlock.js +34 -2
  154. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
  156. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
  158. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +34 -24
  160. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  161. package/Materials/Node/nodeMaterial.d.ts +14 -2
  162. package/Materials/Node/nodeMaterial.js +19 -5
  163. package/Materials/Node/nodeMaterial.js.map +1 -1
  164. package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
  165. package/Materials/PBR/pbrBaseMaterial.js +6 -0
  166. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  167. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  168. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  169. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
  170. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
  171. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
  172. package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
  173. package/Materials/Textures/hdrCubeTexture.js +29 -3
  174. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  175. package/Materials/Textures/index.d.ts +4 -0
  176. package/Materials/Textures/index.js +4 -0
  177. package/Materials/Textures/index.js.map +1 -1
  178. package/Materials/Textures/renderTargetTexture.d.ts +12 -0
  179. package/Materials/Textures/renderTargetTexture.js +29 -8
  180. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  181. package/Materials/materialHelper.functions.d.ts +17 -1
  182. package/Materials/materialHelper.functions.js +76 -4
  183. package/Materials/materialHelper.functions.js.map +1 -1
  184. package/Materials/shaderMaterial.d.ts +5 -4
  185. package/Materials/shaderMaterial.js +28 -51
  186. package/Materials/shaderMaterial.js.map +1 -1
  187. package/Materials/standardMaterial.d.ts +6 -2
  188. package/Materials/standardMaterial.js +5 -2
  189. package/Materials/standardMaterial.js.map +1 -1
  190. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  191. package/Meshes/Builders/planeBuilder.js +2 -2
  192. package/Meshes/Builders/planeBuilder.js.map +1 -1
  193. package/Meshes/Compression/dracoCodec.d.ts +4 -4
  194. package/Meshes/Compression/dracoCodec.js.map +1 -1
  195. package/Meshes/Compression/dracoCompression.d.ts +1 -1
  196. package/Meshes/Compression/dracoCompression.js.map +1 -1
  197. package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
  198. package/Meshes/Compression/dracoCompressionWorker.js +128 -22
  199. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  200. package/Meshes/Compression/dracoDecoder.d.ts +4 -9
  201. package/Meshes/Compression/dracoDecoder.js +5 -5
  202. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  203. package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
  204. package/Meshes/Compression/dracoDecoder.types.js +2 -0
  205. package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
  206. package/Meshes/Compression/dracoEncoder.d.ts +91 -0
  207. package/Meshes/Compression/dracoEncoder.js +239 -0
  208. package/Meshes/Compression/dracoEncoder.js.map +1 -0
  209. package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
  210. package/Meshes/Compression/dracoEncoder.types.js +2 -0
  211. package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
  212. package/Meshes/Compression/index.d.ts +1 -0
  213. package/Meshes/Compression/index.js +1 -0
  214. package/Meshes/Compression/index.js.map +1 -1
  215. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
  216. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +308 -32
  217. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  218. package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -1
  219. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  220. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  221. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  222. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  223. package/Meshes/abstractMesh.d.ts +1 -2
  224. package/Meshes/abstractMesh.js +1 -2
  225. package/Meshes/abstractMesh.js.map +1 -1
  226. package/Meshes/linesMesh.js +2 -2
  227. package/Meshes/linesMesh.js.map +1 -1
  228. package/Meshes/mesh.d.ts +32 -5
  229. package/Meshes/mesh.js +56 -29
  230. package/Meshes/mesh.js.map +1 -1
  231. package/Meshes/subMesh.js +16 -3
  232. package/Meshes/subMesh.js.map +1 -1
  233. package/Meshes/transformNode.js +2 -0
  234. package/Meshes/transformNode.js.map +1 -1
  235. package/Misc/decorators.serialization.js +2 -0
  236. package/Misc/decorators.serialization.js.map +1 -1
  237. package/Misc/fileTools.js +14 -7
  238. package/Misc/fileTools.js.map +1 -1
  239. package/Misc/greasedLineTools.d.ts +1 -1
  240. package/Misc/logger.d.ts +2 -1
  241. package/Misc/logger.js +2 -1
  242. package/Misc/logger.js.map +1 -1
  243. package/Morph/morphTargetManager.d.ts +21 -0
  244. package/Morph/morphTargetManager.js +37 -2
  245. package/Morph/morphTargetManager.js.map +1 -1
  246. package/Particles/pointsCloudSystem.d.ts +3 -3
  247. package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
  248. package/PostProcesses/index.d.ts +1 -0
  249. package/PostProcesses/index.js +1 -0
  250. package/PostProcesses/index.js.map +1 -1
  251. package/PostProcesses/passPostProcess.d.ts +2 -3
  252. package/PostProcesses/passPostProcess.js +36 -48
  253. package/PostProcesses/passPostProcess.js.map +1 -1
  254. package/PostProcesses/thinPassPostProcess.d.ts +48 -0
  255. package/PostProcesses/thinPassPostProcess.js +113 -0
  256. package/PostProcesses/thinPassPostProcess.js.map +1 -0
  257. package/PostProcesses/volumetricLightScatteringPostProcess.js +15 -16
  258. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  259. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
  260. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  261. package/Rendering/depthRenderer.js +13 -15
  262. package/Rendering/depthRenderer.js.map +1 -1
  263. package/Rendering/geometryBufferRenderer.js +13 -15
  264. package/Rendering/geometryBufferRenderer.js.map +1 -1
  265. package/Rendering/iblCdfGenerator.d.ts +13 -5
  266. package/Rendering/iblCdfGenerator.js +67 -10
  267. package/Rendering/iblCdfGenerator.js.map +1 -1
  268. package/Rendering/objectRenderer.d.ts +9 -2
  269. package/Rendering/objectRenderer.js +44 -7
  270. package/Rendering/objectRenderer.js.map +1 -1
  271. package/Rendering/outlineRenderer.js +13 -15
  272. package/Rendering/outlineRenderer.js.map +1 -1
  273. package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
  274. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  275. package/Shaders/ShadersInclude/morphTargetsVertex.js +16 -4
  276. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  277. package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
  278. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  279. package/Shaders/gaussianSplatting.vertex.js +2 -1
  280. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  281. package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
  282. package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
  283. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
  284. package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
  285. package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
  286. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
  287. package/Shaders/pbr.fragment.js +1 -3
  288. package/Shaders/pbr.fragment.js.map +1 -1
  289. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +17 -5
  290. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  291. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
  292. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  293. package/ShadersWGSL/greasedLine.fragment.js +9 -3
  294. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  295. package/ShadersWGSL/greasedLine.vertex.js +12 -2
  296. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  297. package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
  298. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
  299. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
  300. package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
  301. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
  302. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
  303. package/ShadersWGSL/outline.fragment.js +1 -1
  304. package/ShadersWGSL/outline.fragment.js.map +1 -1
  305. package/ShadersWGSL/passCube.fragment.js +1 -1
  306. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  307. package/ShadersWGSL/pbr.fragment.js +1 -3
  308. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  309. package/XR/features/WebXRDepthSensing.d.ts +24 -2
  310. package/XR/features/WebXRDepthSensing.js +320 -26
  311. package/XR/features/WebXRDepthSensing.js.map +1 -1
  312. package/assetContainer.d.ts +43 -0
  313. package/assetContainer.js +67 -0
  314. package/assetContainer.js.map +1 -1
  315. package/package.json +1 -1
  316. package/scene.js +19 -8
  317. package/scene.js.map +1 -1
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat: number | undefined = undefined;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount ?? 1;\r\n samples = options.samples ?? samples;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n if (depthTextureFormat === undefined) {\r\n depthTextureFormat = generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n }\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension && !dontCreateTextures) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n rtWrapper._depthStencilTexture = depthTexture;\r\n rtWrapper._depthStencilTextureWithStencil = useStencilTexture;\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n depthTexture.label = rtWrapper.label + \"-DepthStencil\";\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);\r\n } else if (samples > 1) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n\r\n if (textureCount > 0 && initializeBuffers) {\r\n this._bindUnboundFramebuffer(framebuffer);\r\n gl.drawBuffers(attachments);\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < rtWrapper._attachments!.length; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n};\r\n\r\nThinEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper._MSAAFramebuffer || !rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n let bufferBits = rtWrapper.resolveMSAAColors ? gl.COLOR_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateDepthBuffer && rtWrapper.resolveMSAADepth ? gl.DEPTH_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateStencilBuffer && rtWrapper.resolveMSAAStencil ? gl.STENCIL_BUFFER_BIT : 0;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, bufferBits, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n gl.bindFramebuffer(this._gl.FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n};\r\n"]}
1
+ 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Generates mipmaps for the texture of the (multi) render target\r\n * @param texture The render target containing the textures to generate the mipmaps for\r\n */\r\n generateMipMapsMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Resolves the MSAA textures of the (multi) render target into their non-MSAA version.\r\n * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\r\n * @param texture The render target texture containing the MSAA textures to resolve\r\n */\r\n resolveMultiFramebuffer(texture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n if (!rtWrapper.disableAutomaticMSAAResolve) {\r\n this.resolveMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (!disableGenerateMipMaps) {\r\n this.generateMipMapsMultiFramebuffer(rtWrapper);\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat: number | undefined = undefined;\r\n let textureCount = 1;\r\n let samples = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n let labels: string[] = [];\r\n let dontCreateTextures = false;\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount ?? 1;\r\n samples = options.samples ?? samples;\r\n types = options.types || types;\r\n samplingModes = options.samplingModes || samplingModes;\r\n useSRGBBuffers = options.useSRGBBuffers || useSRGBBuffers;\r\n formats = options.formats || formats;\r\n targets = options.targetTypes || targets;\r\n faceIndex = options.faceIndex || faceIndex;\r\n layerIndex = options.layerIndex || layerIndex;\r\n layers = options.layerCounts || layers;\r\n labels = options.labels || labels;\r\n dontCreateTextures = options.dontCreateTextures ?? false;\r\n\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n if (depthTextureFormat === undefined) {\r\n depthTextureFormat = generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;\r\n }\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const currentFramebuffer = this._currentFramebuffer;\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number }>size).height ?? <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthTexture || generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateDepthTexture ? useStencilTexture : generateStencilBuffer;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(rtWrapper._generateStencilBuffer, rtWrapper._generateDepthBuffer, width, height, 1, depthTextureFormat);\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1 || dontCreateTextures) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n texture.label = labels[i] ?? rtWrapper.label + \"-Texture\" + i;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension && !dontCreateTextures) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, depthTexture, true);\r\n\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n\r\n rtWrapper._depthStencilTexture = depthTexture;\r\n rtWrapper._depthStencilTextureWithStencil = useStencilTexture;\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n depthTexture.label = rtWrapper.label + \"-DepthStencil\";\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n if (!dontCreateTextures) {\r\n this.updateMultipleRenderTargetTextureSampleCount(rtWrapper, samples, initializeBuffers);\r\n } else if (samples > 1) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n\r\n if (textureCount > 0 && initializeBuffers) {\r\n this._bindUnboundFramebuffer(framebuffer);\r\n gl.drawBuffers(attachments);\r\n this._bindUnboundFramebuffer(currentFramebuffer);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const count = rtWrapper._attachments!.length; // We do it this way instead of rtWrapper.textures.length to avoid taking into account the depth/stencil texture, in case it has been created\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n }\r\n\r\n if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n const depthFormat = rtWrapper._depthStencilTexture ? rtWrapper._depthStencilTexture.format : undefined;\r\n\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.width,\r\n rtWrapper.height,\r\n samples,\r\n depthFormat\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper._samples = samples;\r\n\r\n return samples;\r\n};\r\n\r\nThinEngine.prototype.generateMipMapsMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n for (let i = 0; i < rtWrapper._attachments!.length; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n};\r\n\r\nThinEngine.prototype.resolveMultiFramebuffer = function (texture: RenderTargetWrapper): void {\r\n const rtWrapper = texture as WebGLRenderTargetWrapper;\r\n const gl = this._gl;\r\n\r\n if (!rtWrapper._MSAAFramebuffer || !rtWrapper.isMulti) {\r\n return;\r\n }\r\n\r\n let bufferBits = rtWrapper.resolveMSAAColors ? gl.COLOR_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateDepthBuffer && rtWrapper.resolveMSAADepth ? gl.DEPTH_BUFFER_BIT : 0;\r\n bufferBits |= rtWrapper._generateStencilBuffer && rtWrapper.resolveMSAAStencil ? gl.STENCIL_BUFFER_BIT : 0;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, bufferBits, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n gl.bindFramebuffer(this._gl.FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n};\r\n"]}
@@ -5,6 +5,7 @@ import type { DataBuffer } from "../../Buffers/dataBuffer";
5
5
  import type { Nullable } from "../../types";
6
6
  /** @internal */
7
7
  export declare abstract class WebGPUCacheRenderPipeline {
8
+ static LogErrorIfNoVertexBuffer: boolean;
8
9
  static NumCacheHitWithoutHash: number;
9
10
  static NumCacheHitWithHash: number;
10
11
  static NumCacheMiss: number;
@@ -6,6 +6,7 @@ import { VertexBuffer } from "../../Buffers/buffer.js";
6
6
  import { WebGPUTextureHelper } from "./webgpuTextureHelper.js";
7
7
  import { renderableTextureFormatToIndex } from "./webgpuTextureManager.js";
8
8
  import { checkNonFloatVertexBuffers } from "../../Buffers/buffer.nonFloatVertexBuffers.js";
9
+ import { Logger } from "../../Misc/logger.js";
9
10
  var StatePosition;
10
11
  (function (StatePosition) {
11
12
  StatePosition[StatePosition["StencilReadMask"] = 0] = "StencilReadMask";
@@ -611,6 +612,9 @@ export class WebGPUCacheRenderPipeline {
611
612
  // In WebGL it's valid to not bind a vertex buffer to an attribute, but it's not valid in WebGPU
612
613
  // So we must bind a dummy buffer when we are not given one for a specific attribute
613
614
  vertexBuffer = this._emptyVertexBuffer;
615
+ if (WebGPUCacheRenderPipeline.LogErrorIfNoVertexBuffer) {
616
+ Logger.Error(`No vertex buffer is provided for the "${attributes[index]}" attribute. A default empty vertex buffer will be used, but this may generate errors in some browsers.`);
617
+ }
614
618
  }
615
619
  const buffer = vertexBuffer.effectiveBuffer?.underlyingResource;
616
620
  // We optimize usage of GPUVertexBufferLayout: we will create a single GPUVertexBufferLayout for all the attributes which follow each other and which use the same GPU buffer
@@ -847,6 +851,7 @@ export class WebGPUCacheRenderPipeline {
847
851
  });
848
852
  }
849
853
  }
854
+ WebGPUCacheRenderPipeline.LogErrorIfNoVertexBuffer = false;
850
855
  WebGPUCacheRenderPipeline.NumCacheHitWithoutHash = 0;
851
856
  WebGPUCacheRenderPipeline.NumCacheHitWithHash = 0;
852
857
  WebGPUCacheRenderPipeline.NumCacheMiss = 0;