@babylonjs/core 7.44.0 → 7.45.0

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 (203) hide show
  1. package/Debug/debugLayer.d.ts +4 -0
  2. package/Debug/debugLayer.js +9 -0
  3. package/Debug/debugLayer.js.map +1 -1
  4. package/Engines/Extensions/engine.renderTarget.js +2 -4
  5. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  6. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -4
  7. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  8. package/Engines/abstractEngine.d.ts +19 -1
  9. package/Engines/abstractEngine.js +48 -9
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/Engines/engine.d.ts +1 -1
  12. package/Engines/engine.js +2 -20
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/renderTargetWrapper.js +2 -2
  15. package/Engines/renderTargetWrapper.js.map +1 -1
  16. package/Engines/thinEngine.js +1 -5
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Engines/webgpuEngine.js +1 -0
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +16 -12
  21. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +63 -27
  22. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.d.ts +72 -0
  24. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +197 -0
  25. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -0
  26. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +4 -0
  27. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +9 -0
  28. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  30. package/FrameGraph/Node/Blocks/index.js +1 -0
  31. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  32. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
  33. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  34. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  35. package/FrameGraph/Node/nodeRenderGraph.d.ts +3 -2
  36. package/FrameGraph/Node/nodeRenderGraph.js +4 -3
  37. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  38. package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -4
  39. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  40. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +8 -0
  41. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -0
  42. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  43. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.d.ts +21 -0
  44. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js +31 -0
  45. package/FrameGraph/Node/nodeRenderGraphConnectionPointCustomObject.js.map +1 -0
  46. package/FrameGraph/Passes/pass.d.ts +1 -0
  47. package/FrameGraph/Passes/pass.js +4 -1
  48. package/FrameGraph/Passes/pass.js.map +1 -1
  49. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +81 -0
  50. package/FrameGraph/Tasks/Layers/baseLayerTask.js +304 -0
  51. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -0
  52. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +3 -40
  53. package/FrameGraph/Tasks/Layers/glowLayerTask.js +4 -158
  54. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  55. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +21 -0
  56. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +32 -0
  57. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -0
  58. package/FrameGraph/Tasks/Misc/executeTask.d.ts +2 -2
  59. package/FrameGraph/Tasks/Misc/executeTask.js +1 -0
  60. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  61. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  62. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  63. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  64. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  65. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +5 -4
  66. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  67. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +5 -4
  68. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  69. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +2 -4
  70. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  71. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -2
  72. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  73. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -2
  74. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -0
  75. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  76. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +2 -2
  77. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +1 -0
  78. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  79. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +2 -2
  80. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -0
  81. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  82. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  83. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  84. package/FrameGraph/frameGraph.d.ts +8 -2
  85. package/FrameGraph/frameGraph.js +31 -5
  86. package/FrameGraph/frameGraph.js.map +1 -1
  87. package/FrameGraph/frameGraphRenderContext.d.ts +10 -0
  88. package/FrameGraph/frameGraphRenderContext.js +14 -0
  89. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  90. package/FrameGraph/frameGraphTask.d.ts +3 -2
  91. package/FrameGraph/frameGraphTask.js +12 -2
  92. package/FrameGraph/frameGraphTask.js.map +1 -1
  93. package/FrameGraph/frameGraphTypes.d.ts +4 -0
  94. package/FrameGraph/frameGraphTypes.js.map +1 -1
  95. package/FrameGraph/index.d.ts +1 -0
  96. package/FrameGraph/index.js +1 -0
  97. package/FrameGraph/index.js.map +1 -1
  98. package/Helpers/environmentHelper.js +7 -6
  99. package/Helpers/environmentHelper.js.map +1 -1
  100. package/Layers/effectLayer.d.ts +1 -1
  101. package/Layers/effectLayer.js.map +1 -1
  102. package/Layers/glowLayer.d.ts +2 -14
  103. package/Layers/glowLayer.js +34 -36
  104. package/Layers/glowLayer.js.map +1 -1
  105. package/Layers/highlightLayer.d.ts +13 -74
  106. package/Layers/highlightLayer.js +123 -309
  107. package/Layers/highlightLayer.js.map +1 -1
  108. package/Layers/index.d.ts +1 -0
  109. package/Layers/index.js +1 -0
  110. package/Layers/index.js.map +1 -1
  111. package/Layers/thinEffectLayer.d.ts +55 -2
  112. package/Layers/thinEffectLayer.js +66 -0
  113. package/Layers/thinEffectLayer.js.map +1 -1
  114. package/Layers/thinGlowLayer.d.ts +3 -6
  115. package/Layers/thinGlowLayer.js +4 -1
  116. package/Layers/thinGlowLayer.js.map +1 -1
  117. package/Layers/thinHighlightLayer.d.ts +197 -0
  118. package/Layers/thinHighlightLayer.js +417 -0
  119. package/Layers/thinHighlightLayer.js.map +1 -0
  120. package/Materials/Node/nodeMaterial.js +2 -1
  121. package/Materials/Node/nodeMaterial.js.map +1 -1
  122. package/Materials/PBR/pbrBRDFConfiguration.d.ts +14 -0
  123. package/Materials/PBR/pbrBRDFConfiguration.js +19 -0
  124. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  125. package/Materials/effect.d.ts +5 -0
  126. package/Materials/effect.js +15 -0
  127. package/Materials/effect.js.map +1 -1
  128. package/Meshes/Compression/dracoCompression.d.ts +4 -2
  129. package/Meshes/Compression/dracoCompression.js +24 -11
  130. package/Meshes/Compression/dracoCompression.js.map +1 -1
  131. package/Meshes/Compression/dracoCompressionWorker.js +4 -4
  132. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  133. package/Meshes/Compression/dracoEncoder.d.ts +5 -1
  134. package/Meshes/Compression/dracoEncoder.js +23 -17
  135. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  136. package/Meshes/Compression/dracoEncoder.types.d.ts +4 -4
  137. package/Meshes/Compression/dracoEncoder.types.js.map +1 -1
  138. package/Meshes/Compression/meshoptCompression.js +17 -2
  139. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  140. package/Meshes/Compression/test/integration/draco.test.d.ts +1 -0
  141. package/Meshes/Compression/test/integration/draco.test.js +30 -0
  142. package/Meshes/Compression/test/integration/draco.test.js.map +1 -0
  143. package/Meshes/csg.js +4 -0
  144. package/Meshes/csg.js.map +1 -1
  145. package/Meshes/transformNode.d.ts +4 -1
  146. package/Meshes/transformNode.js +4 -1
  147. package/Meshes/transformNode.js.map +1 -1
  148. package/Misc/copyTextureToTexture.js +1 -1
  149. package/Misc/copyTextureToTexture.js.map +1 -1
  150. package/Misc/error.d.ts +6 -0
  151. package/Misc/error.js +10 -0
  152. package/Misc/error.js.map +1 -1
  153. package/Misc/screenshotTools.js +58 -5
  154. package/Misc/screenshotTools.js.map +1 -1
  155. package/Misc/tools.d.ts +21 -1
  156. package/Misc/tools.js +33 -0
  157. package/Misc/tools.js.map +1 -1
  158. package/Particles/particleHelper.js +2 -1
  159. package/Particles/particleHelper.js.map +1 -1
  160. package/Particles/particleSystemSet.d.ts +1 -0
  161. package/Particles/particleSystemSet.js +1 -0
  162. package/Particles/particleSystemSet.js.map +1 -1
  163. package/Particles/webgl2ParticleSystem.d.ts +1 -1
  164. package/Particles/webgl2ParticleSystem.js +1 -2
  165. package/Particles/webgl2ParticleSystem.js.map +1 -1
  166. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -1
  167. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  168. package/Rendering/depthRenderer.js +1 -1
  169. package/Rendering/depthRenderer.js.map +1 -1
  170. package/Rendering/objectRenderer.d.ts +5 -3
  171. package/Rendering/objectRenderer.js +5 -3
  172. package/Rendering/objectRenderer.js.map +1 -1
  173. package/Rendering/renderingManager.d.ts +4 -0
  174. package/Rendering/renderingManager.js +1 -0
  175. package/Rendering/renderingManager.js.map +1 -1
  176. package/Shaders/ShadersInclude/intersectionFunctions.d.ts +5 -0
  177. package/Shaders/ShadersInclude/intersectionFunctions.js +14 -0
  178. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -0
  179. package/Shaders/ShadersInclude/pbrBlockReflection.js +7 -1
  180. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  181. package/Shaders/background.fragment.d.ts +1 -0
  182. package/Shaders/background.fragment.js +3 -5
  183. package/Shaders/background.fragment.js.map +1 -1
  184. package/Shaders/gaussianSplatting.vertex.d.ts +1 -0
  185. package/Shaders/gaussianSplatting.vertex.js +3 -1
  186. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  187. package/ShadersWGSL/ShadersInclude/intersectionFunctions.d.ts +5 -0
  188. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +14 -0
  189. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -0
  190. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +7 -1
  191. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  192. package/ShadersWGSL/background.fragment.d.ts +1 -0
  193. package/ShadersWGSL/background.fragment.js +3 -5
  194. package/ShadersWGSL/background.fragment.js.map +1 -1
  195. package/ShadersWGSL/glowMapGeneration.fragment.js +1 -2
  196. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  197. package/ShadersWGSL/layer.fragment.js +1 -2
  198. package/ShadersWGSL/layer.fragment.js.map +1 -1
  199. package/XR/features/WebXRHandTracking.js +8 -7
  200. package/XR/features/WebXRHandTracking.js.map +1 -1
  201. package/package.json +1 -1
  202. package/types.d.ts +4 -0
  203. package/types.js.map +1 -1
@@ -246,6 +246,10 @@ export declare class DebugLayer {
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  * Hide the inspector and close its window.
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  */
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  hide(): void;
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+ /**
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+ * Get the number of opened panes in the inspector
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+ */
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+ get openedPanes(): any;
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  /**
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  * Update the scene in the inspector
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  */
@@ -167,6 +167,15 @@ export class DebugLayer {
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  this.BJSINSPECTOR.Inspector.Hide();
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  }
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  }
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+ /**
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+ * Get the number of opened panes in the inspector
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+ */
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+ get openedPanes() {
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+ if (this.BJSINSPECTOR) {
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+ return this.BJSINSPECTOR.Inspector._OpenedPane;
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+ }
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+ return 0;
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+ }
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  /**
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  * Update the scene in the inspector
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  */
@@ -1 +1 @@
1
- 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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n\r\n /**\r\n * Should the default font loading be skipped\r\n */\r\n skipDefaultFontLoading?: boolean;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport const enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/inspector/babylon.inspector.bundle.js`;\r\n\r\n /**\r\n * The default configuration of the inspector\r\n */\r\n public static Config: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n };\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n ...DebugLayer.Config,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /**\r\n * Get the inspector from bundle or global\r\n * @returns the inspector instance if found otherwise, null\r\n */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n public popupSceneExplorer() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupSceneExplorer();\r\n }\r\n }\r\n\r\n public popupInspector() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupInspector();\r\n }\r\n }\r\n\r\n public popupEmbed() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupEmbed();\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadBabylonScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
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{ Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n// declare INSPECTOR namespace for compilation issue\r\ndeclare let INSPECTOR: any;\r\ndeclare let BABYLON: any;\r\n// load the inspector using require, if not present in the global namespace.\r\n\r\n/**\r\n * Interface used to define scene explorer extensibility option\r\n */\r\nexport interface IExplorerExtensibilityOption {\r\n /**\r\n * Define the option label\r\n */\r\n label: string;\r\n /**\r\n * Defines the action to execute on click\r\n */\r\n action: (entity: any) => void;\r\n /**\r\n * Keep popup open after click\r\n */\r\n keepOpenAfterClick?: boolean;\r\n}\r\n\r\n/**\r\n * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer\r\n */\r\nexport interface IExplorerExtensibilityGroup {\r\n /**\r\n * Defines a predicate to test if a given type mut be extended\r\n */\r\n predicate: (entity: any) => boolean;\r\n /**\r\n * Gets the list of options added to a type\r\n */\r\n entries: IExplorerExtensibilityOption[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalChild {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the class name of the child node\r\n */\r\n getClassName(): string;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n inspectableCustomProperties: IInspectable[];\r\n}\r\n\r\n/**\r\n * Defines a new node that will be displayed as top level node in the explorer\r\n */\r\nexport interface IExplorerAdditionalNode {\r\n /**\r\n * Gets the name of the additional node\r\n */\r\n name: string;\r\n /**\r\n * Function used to return the list of child entries\r\n */\r\n getContent(): IExplorerAdditionalChild[];\r\n}\r\n\r\nexport type IInspectorContextMenuType = \"pipeline\" | \"node\" | \"materials\" | \"spriteManagers\" | \"particleSystems\";\r\n\r\n/**\r\n * Context menu item\r\n */\r\nexport interface IInspectorContextMenuItem {\r\n /**\r\n * Display label - menu item\r\n */\r\n label: string;\r\n /**\r\n * Callback function that will be called when the menu item is selected\r\n * @param entity the entity that is currently selected in the scene explorer\r\n */\r\n action: (entity?: unknown) => void;\r\n}\r\n\r\n/**\r\n * Interface used to define the options to use to create the Inspector\r\n */\r\nexport interface IInspectorOptions {\r\n /**\r\n * Display in overlay mode (default: false)\r\n */\r\n overlay?: boolean;\r\n /**\r\n * HTML element to use as root (the parent of the rendering canvas will be used as default value)\r\n */\r\n globalRoot?: HTMLElement;\r\n /**\r\n * Display the Scene explorer\r\n */\r\n showExplorer?: boolean;\r\n /**\r\n * Display the property inspector\r\n */\r\n showInspector?: boolean;\r\n /**\r\n * Display in embed mode (both panes on the right)\r\n */\r\n embedMode?: boolean;\r\n /**\r\n * let the Inspector handles resize of the canvas when panes are resized (default to true)\r\n */\r\n handleResize?: boolean;\r\n /**\r\n * Allow the panes to popup (default: true)\r\n */\r\n enablePopup?: boolean;\r\n /**\r\n * Allow the panes to be closed by users (default: true)\r\n */\r\n enableClose?: boolean;\r\n /**\r\n * Optional list of extensibility entries\r\n */\r\n explorerExtensibility?: IExplorerExtensibilityGroup[];\r\n /**\r\n * Optional list of additional top level nodes\r\n */\r\n additionalNodes?: IExplorerAdditionalNode[];\r\n /**\r\n * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).\r\n */\r\n inspectorURL?: string;\r\n /**\r\n * Optional initial tab (default to DebugLayerTab.Properties)\r\n */\r\n initialTab?: DebugLayerTab;\r\n /**\r\n * Optional camera to use to render the gizmos from the inspector (default to the scene.activeCamera or the latest from scene.activeCameras)\r\n */\r\n gizmoCamera?: Camera;\r\n /**\r\n * Context menu for inspector tools such as \"Post Process\", \"Nodes\", \"Materials\", etc.\r\n */\r\n contextMenu?: Partial<Record<IInspectorContextMenuType, IInspectorContextMenuItem[]>>;\r\n /**\r\n * List of context menu items that should be completely overridden by custom items from the contextMenu property.\r\n */\r\n contextMenuOverride?: IInspectorContextMenuType[];\r\n\r\n /**\r\n * Should the default font loading be skipped\r\n */\r\n skipDefaultFontLoading?: boolean;\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _debugLayer: DebugLayer;\r\n\r\n /**\r\n * Gets the debug layer (aka Inspector) associated with the scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\n debugLayer: DebugLayer;\r\n }\r\n}\r\nObject.defineProperty(Scene.prototype, \"debugLayer\", {\r\n get: function (this: Scene) {\r\n if (!this._debugLayer) {\r\n this._debugLayer = new DebugLayer(this);\r\n }\r\n return this._debugLayer;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Enum of inspector action tab\r\n */\r\nexport const enum DebugLayerTab {\r\n /**\r\n * Properties tag (default)\r\n */\r\n Properties = 0,\r\n /**\r\n * Debug tab\r\n */\r\n Debug = 1,\r\n /**\r\n * Statistics tab\r\n */\r\n Statistics = 2,\r\n /**\r\n * Tools tab\r\n */\r\n Tools = 3,\r\n /**\r\n * Settings tab\r\n */\r\n Settings = 4,\r\n}\r\n\r\n/**\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n */\r\nexport class DebugLayer {\r\n /**\r\n * Define the url to get the inspector script from.\r\n * By default it uses the babylonjs CDN.\r\n * @ignoreNaming\r\n */\r\n public static InspectorURL = `${Tools._DefaultCdnUrl}/v${AbstractEngine.Version}/inspector/babylon.inspector.bundle.js`;\r\n\r\n /**\r\n * The default configuration of the inspector\r\n */\r\n public static Config: IInspectorOptions = {\r\n overlay: false,\r\n showExplorer: true,\r\n showInspector: true,\r\n embedMode: false,\r\n handleResize: true,\r\n enablePopup: true,\r\n };\r\n\r\n private _scene: Scene;\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private BJSINSPECTOR = this._getGlobalInspector();\r\n\r\n private _onPropertyChangedObservable?: Observable<{ object: any; property: string; value: any; initialValue: any }>;\r\n /**\r\n * Observable triggered when a property is changed through the inspector.\r\n */\r\n public get onPropertyChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable;\r\n }\r\n\r\n if (!this._onPropertyChangedObservable) {\r\n this._onPropertyChangedObservable = new Observable<{ object: any; property: string; value: any; initialValue: any }>();\r\n }\r\n\r\n return this._onPropertyChangedObservable;\r\n }\r\n\r\n private _onSelectionChangedObservable?: Observable<any>;\r\n /**\r\n * Observable triggered when the selection is changed through the inspector.\r\n */\r\n public get onSelectionChangedObservable() {\r\n if (this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector) {\r\n return this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable;\r\n }\r\n\r\n if (!this._onSelectionChangedObservable) {\r\n this._onSelectionChangedObservable = new Observable<any>();\r\n }\r\n\r\n return this._onSelectionChangedObservable;\r\n }\r\n\r\n /**\r\n * Instantiates a new debug layer.\r\n * The debug layer (aka Inspector) is the go to tool in order to better understand\r\n * what is happening in your scene\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector\r\n * @param scene Defines the scene to inspect\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n this._scene.onDisposeObservable.add(() => {\r\n // Debug layer\r\n if (this._scene._debugLayer) {\r\n this._scene._debugLayer.hide();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates the inspector window.\r\n * @param config\r\n */\r\n private _createInspector(config?: Partial<IInspectorOptions>) {\r\n if (this.isVisible()) {\r\n return;\r\n }\r\n\r\n if (this._onPropertyChangedObservable) {\r\n for (const observer of this._onPropertyChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnPropertyChangedObservable.add(observer);\r\n }\r\n this._onPropertyChangedObservable.clear();\r\n this._onPropertyChangedObservable = undefined;\r\n }\r\n\r\n if (this._onSelectionChangedObservable) {\r\n for (const observer of this._onSelectionChangedObservable!.observers) {\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangedObservable.add(observer);\r\n }\r\n this._onSelectionChangedObservable.clear();\r\n this._onSelectionChangedObservable = undefined;\r\n }\r\n\r\n const userOptions: IInspectorOptions = {\r\n ...DebugLayer.Config,\r\n ...config,\r\n };\r\n\r\n this.BJSINSPECTOR = this.BJSINSPECTOR || this._getGlobalInspector();\r\n\r\n this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);\r\n }\r\n\r\n /**\r\n * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid\r\n * @param entity defines the entity to select\r\n * @param lineContainerTitles defines the specific blocks to highlight (could be a string or an array of strings)\r\n */\r\n public select(entity: any, lineContainerTitles?: string | string[]) {\r\n if (this.BJSINSPECTOR) {\r\n if (lineContainerTitles) {\r\n if (Object.prototype.toString.call(lineContainerTitles) == \"[object String]\") {\r\n this.BJSINSPECTOR.Inspector.MarkLineContainerTitleForHighlighting(lineContainerTitles);\r\n } else {\r\n this.BJSINSPECTOR.Inspector.MarkMultipleLineContainerTitlesForHighlighting(lineContainerTitles);\r\n }\r\n }\r\n this.BJSINSPECTOR.Inspector.OnSelectionChangeObservable.notifyObservers(entity);\r\n }\r\n }\r\n\r\n /**\r\n * Get the inspector from bundle or global\r\n * @returns the inspector instance if found otherwise, null\r\n */\r\n private _getGlobalInspector(): any {\r\n // UMD Global name detection from Webpack Bundle UMD Name.\r\n if (typeof INSPECTOR !== \"undefined\") {\r\n return INSPECTOR;\r\n }\r\n\r\n // In case of module let s check the global emitted from the Inspector entry point.\r\n if (typeof BABYLON !== \"undefined\" && typeof BABYLON.Inspector !== \"undefined\") {\r\n return BABYLON;\r\n }\r\n\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Get if the inspector is visible or not.\r\n * @returns true if visible otherwise, false\r\n */\r\n public isVisible(): boolean {\r\n return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;\r\n }\r\n\r\n /**\r\n * Hide the inspector and close its window.\r\n */\r\n public hide() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.Hide();\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of opened panes in the inspector\r\n */\r\n public get openedPanes() {\r\n if (this.BJSINSPECTOR) {\r\n return this.BJSINSPECTOR.Inspector._OpenedPane;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Update the scene in the inspector\r\n */\r\n public setAsActiveScene() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector._SetNewScene(this._scene);\r\n }\r\n }\r\n\r\n public popupSceneExplorer() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupSceneExplorer();\r\n }\r\n }\r\n\r\n public popupInspector() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupInspector();\r\n }\r\n }\r\n\r\n public popupEmbed() {\r\n if (this.BJSINSPECTOR) {\r\n this.BJSINSPECTOR.Inspector.PopupEmbed();\r\n }\r\n }\r\n\r\n /**\r\n * Launch the debugLayer.\r\n * @param config Define the configuration of the inspector\r\n * @returns a promise fulfilled when the debug layer is visible\r\n */\r\n public show(config?: IInspectorOptions): Promise<DebugLayer> {\r\n return new Promise((resolve) => {\r\n if (typeof this.BJSINSPECTOR == \"undefined\") {\r\n const inspectorUrl = config && config.inspectorURL ? config.inspectorURL : DebugLayer.InspectorURL;\r\n\r\n // Load inspector and add it to the DOM\r\n Tools.LoadBabylonScript(inspectorUrl, () => {\r\n this._createInspector(config);\r\n resolve(this);\r\n });\r\n } else {\r\n // Otherwise creates the inspector\r\n this._createInspector(config);\r\n resolve(this);\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { InternalTexture } from "../../Materials/Textures/internalTexture.js";
1
+ import { HasStencilAspect, InternalTexture } from "../../Materials/Textures/internalTexture.js";
2
2
  import { Logger } from "../../Misc/logger.js";
3
3
  import { ThinEngine } from "../thinEngine.js";
4
4
  import { WebGLRenderTargetWrapper } from "../WebGL/webGLRenderTargetWrapper.js";
@@ -99,9 +99,7 @@ ThinEngine.prototype._createDepthStencilTexture = function (size, options, rtWra
99
99
  else {
100
100
  internalTexture.format = internalOptions.generateStencil ? 13 : 16;
101
101
  }
102
- const hasStencil = internalTexture.format === 17 ||
103
- internalTexture.format === 13 ||
104
- internalTexture.format === 18;
102
+ const hasStencil = HasStencilAspect(internalTexture.format);
105
103
  const type = this._getWebGLTextureTypeFromDepthTextureFormat(internalTexture.format);
106
104
  const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;
107
105
  const internalFormat = this._getInternalFormatFromDepthTextureFormat(internalTexture.format, true, hasStencil);
@@ -1 +1 @@
1
- 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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../AbstractEngine/abstractEngine.texture\";\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 * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a 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 * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray && !texture.is3D) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (!colorAttachment) {\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = colorAttachment.samples;\r\n if (colorAttachment.samples > 1) {\r\n const msaaRenderBuffer = (colorAttachment._hardwareTexture as WebGLHardwareTexture).getMSAARenderBuffer(0);\r\n\r\n rtWrapper._MSAAFramebuffer = gl.createFramebuffer();\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer!);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderBuffer);\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: WebGLRenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n let target: number = gl.TEXTURE_2D;\r\n if (layers !== 0) {\r\n target = gl.TEXTURE_2D_ARRAY;\r\n } else if (depth !== 0) {\r\n target = gl.TEXTURE_3D;\r\n }\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(`Depth texture ${internalOptions.depthTextureFormat} format is not supported.`);\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n const type = this._getWebGLTextureTypeFromDepthTextureFormat(internalTexture.format);\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n const internalFormat = this._getInternalFormatFromDepthTextureFormat(internalTexture.format, true, hasStencil);\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else if (internalTexture.is3D) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n rtWrapper._generateStencilBuffer = hasStencil;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\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 rtWrapper.samples,\r\n internalTexture.format\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): 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 hardwareTexture = rtWrapper.texture?._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n\r\n if (rtWrapper.texture && 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(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\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 }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n if (rtWrapper.texture) {\r\n rtWrapper.texture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\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 return samples;\r\n};\r\n\r\nThinEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n) {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n\r\n const gl = this._gl;\r\n const target = this._getTextureTarget(internalTexture);\r\n const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.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 // TEXTURE_COMPARE_FUNC/MODE are only availble in WebGL2.\r\n if (this.webGLVersion > 1) {\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n } else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n }\r\n};\r\n"]}
1
+ 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nt":["import { HasStencilAspect, InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"../AbstractEngine/abstractEngine.texture\";\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 * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a 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 * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n let label: string | undefined = undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray && !texture.is3D) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper.label = label ?? \"RenderTargetWrapper\";\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (!colorAttachment) {\r\n this.updateRenderTargetTextureSampleCount(rtWrapper, samples);\r\n } else {\r\n rtWrapper._samples = colorAttachment.samples;\r\n if (colorAttachment.samples > 1) {\r\n const msaaRenderBuffer = (colorAttachment._hardwareTexture as WebGLHardwareTexture).getMSAARenderBuffer(0);\r\n\r\n rtWrapper._MSAAFramebuffer = gl.createFramebuffer();\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer!);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderBuffer);\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: WebGLRenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n let target: number = gl.TEXTURE_2D;\r\n if (layers !== 0) {\r\n target = gl.TEXTURE_2D_ARRAY;\r\n } else if (depth !== 0) {\r\n target = gl.TEXTURE_3D;\r\n }\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.label = options.label;\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction,\r\n internalOptions.samples\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(`Depth texture ${internalOptions.depthTextureFormat} format is not supported.`);\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil = HasStencilAspect(internalTexture.format);\r\n const type = this._getWebGLTextureTypeFromDepthTextureFormat(internalTexture.format);\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n const internalFormat = this._getInternalFormatFromDepthTextureFormat(internalTexture.format, true, hasStencil);\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else if (internalTexture.is3D) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, depth, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n rtWrapper._generateStencilBuffer = hasStencil;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\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 rtWrapper.samples,\r\n internalTexture.format\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): 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 hardwareTexture = rtWrapper.texture?._hardwareTexture as Nullable<WebGLHardwareTexture>;\r\n hardwareTexture?.releaseMSAARenderBuffers();\r\n\r\n if (rtWrapper.texture && 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(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(rtWrapper.texture.type, rtWrapper.texture.format, rtWrapper.texture._useSRGBBuffer),\r\n gl.COLOR_ATTACHMENT0,\r\n false\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 }\r\n\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer ?? rtWrapper._framebuffer);\r\n\r\n if (rtWrapper.texture) {\r\n rtWrapper.texture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\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 return samples;\r\n};\r\n\r\nThinEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n) {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n\r\n const gl = this._gl;\r\n const target = this._getTextureTarget(internalTexture);\r\n const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.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 // TEXTURE_COMPARE_FUNC/MODE are only availble in WebGL2.\r\n if (this.webGLVersion > 1) {\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Constants.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n } else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n }\r\n};\r\n"]}
@@ -1,4 +1,4 @@
1
- import { GetTypeForDepthTexture, InternalTexture } from "../../../Materials/Textures/internalTexture.js";
1
+ import { GetTypeForDepthTexture, HasStencilAspect, InternalTexture } from "../../../Materials/Textures/internalTexture.js";
2
2
 
3
3
  import { WebGPURenderTargetWrapper } from "../webgpuRenderTargetWrapper.js";
4
4
  import "../../AbstractEngine/abstractEngine.texture.js";
@@ -62,9 +62,7 @@ ThinWebGPUEngine.prototype._createDepthStencilTexture = function (size, options,
62
62
  depthTextureFormat: options.generateStencil ? 13 : 14,
63
63
  ...options,
64
64
  };
65
- const hasStencil = internalOptions.depthTextureFormat === 17 ||
66
- internalOptions.depthTextureFormat === 13 ||
67
- internalOptions.depthTextureFormat === 18;
65
+ const hasStencil = HasStencilAspect(internalOptions.depthTextureFormat);
68
66
  wrapper._depthStencilTextureWithStencil = hasStencil;
69
67
  const internalTexture = new InternalTexture(this, hasStencil ? 12 /* InternalTextureSource.DepthStencil */ : 14 /* InternalTextureSource.Depth */);
70
68
  internalTexture.label = options.label;
@@ -1 +1 @@
1
- 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{ GetTypeForDepthTexture, InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a 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 * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil =\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalOptions.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
1
+ 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{ GetTypeForDepthTexture, HasStencilAspect, InternalTexture, InternalTextureSource } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Constants } from \"../../constants\";\r\nimport type { RenderTargetWrapper } from \"../../renderTargetWrapper\";\r\nimport { WebGPURenderTargetWrapper } from \"../webgpuRenderTargetWrapper\";\r\n\r\nimport \"../../AbstractEngine/abstractEngine.texture\";\r\nimport { ThinWebGPUEngine } from \"core/Engines/thinWebGPUEngine\";\r\n\r\ndeclare module \"../../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Updates the sample count of a 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 * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n\r\n /** @internal */\r\n _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;\r\n }\r\n}\r\n\r\nThinWebGPUEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): WebGPURenderTargetWrapper {\r\n const rtWrapper = new WebGPURenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype.createRenderTargetTexture = function (size: TextureSize, options: boolean | RenderTargetCreationOptions): WebGPURenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGPURenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.creationFlags = options.creationFlags ?? 0;\r\n fullOptions.noColorAttachment = !!options.noColorAttachment;\r\n fullOptions.colorAttachment = options.colorAttachment;\r\n fullOptions.samples = options.samples;\r\n fullOptions.label = options.label;\r\n fullOptions.format = options.format;\r\n fullOptions.type = options.type;\r\n } else {\r\n fullOptions.generateMipMaps = <boolean>options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.creationFlags = 0;\r\n fullOptions.noColorAttachment = false;\r\n }\r\n\r\n const texture =\r\n fullOptions.colorAttachment || (fullOptions.noColorAttachment ? null : this._createInternalTexture(size, fullOptions, true, InternalTextureSource.RenderTarget));\r\n\r\n rtWrapper.label = fullOptions.label ?? \"RenderTargetWrapper\";\r\n rtWrapper._samples = fullOptions.colorAttachment?.samples ?? fullOptions.samples ?? 1;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n if (rtWrapper._generateDepthBuffer || rtWrapper._generateStencilBuffer) {\r\n rtWrapper.createDepthStencilTexture(\r\n 0,\r\n false, // force false as filtering is not supported for depth textures\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper.samples,\r\n fullOptions.generateStencilBuffer ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n fullOptions.label ? fullOptions.label + \"-DepthStencil\" : undefined\r\n );\r\n }\r\n\r\n if (texture && !fullOptions.colorAttachment) {\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = true;\r\n }\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(texture, undefined, undefined, undefined, fullOptions.creationFlags);\r\n\r\n if (options !== undefined && typeof options === \"object\" && options.createMipMaps && !fullOptions.generateMipMaps) {\r\n texture.generateMipMaps = false;\r\n }\r\n }\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinWebGPUEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, wrapper: WebGPURenderTargetWrapper): InternalTexture {\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n samples: 1,\r\n depthTextureFormat: options.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n ...options,\r\n };\r\n\r\n const hasStencil = HasStencilAspect(internalOptions.depthTextureFormat);\r\n\r\n wrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n const internalTexture = new InternalTexture(this, hasStencil ? InternalTextureSource.DepthStencil : InternalTextureSource.Depth);\r\n\r\n internalTexture.label = options.label;\r\n\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n internalTexture.type = GetTypeForDepthTexture(internalTexture.format);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.bilinearFiltering, internalOptions.comparisonFunction, internalOptions.samples);\r\n\r\n this._textureHelper.createGPUTextureForInternalTexture(internalTexture);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinWebGPUEngine.prototype._setupDepthStencilTexture = function (\r\n internalTexture: InternalTexture,\r\n size: TextureSize,\r\n bilinearFiltering: boolean,\r\n comparisonFunction: number,\r\n samples = 1\r\n): void {\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n const layers = (<{ width: number; height: number; depth?: number; layers?: number }>size).layers || 0;\r\n const depth = (<{ width: number; height: number; depth?: number; layers?: number }>size).depth || 0;\r\n\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.is2DArray = layers > 0;\r\n internalTexture.is3D = depth > 0;\r\n internalTexture.depth = layers || depth;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = samples;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture.samplingMode = bilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT; // the right type will be set later\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n internalTexture._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n internalTexture._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n};\r\n\r\nThinWebGPUEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number {\r\n if (!rtWrapper || !rtWrapper.texture || rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n this._textureHelper.createMSAATexture(rtWrapper.texture, samples);\r\n\r\n if (rtWrapper._depthStencilTexture) {\r\n this._textureHelper.createMSAATexture(rtWrapper._depthStencilTexture, samples);\r\n rtWrapper._depthStencilTexture.samples = samples;\r\n }\r\n\r\n rtWrapper._samples = samples;\r\n rtWrapper.texture.samples = samples;\r\n\r\n return samples;\r\n};\r\n"]}
@@ -510,8 +510,22 @@ export declare abstract class AbstractEngine {
510
510
  abstract get performanceMonitor(): PerformanceMonitor;
511
511
  /** @internal */
512
512
  _boundRenderFunction: any;
513
+ protected _maxFPS: number | undefined;
514
+ protected _minFrameTime: number;
515
+ protected _lastFrameTime: number;
516
+ /**
517
+ * Skip frame rendering but keep the frame heartbeat (begin/end frame).
518
+ * This is useful if you need all the plumbing but not the rendering work.
519
+ * (for instance when capturing a screenshot where you do not want to mix rendering to the screen and to the screenshot)
520
+ */
521
+ skipFrameRender: boolean;
522
+ /** Gets or sets max frame per second allowed. Will return undefined if not capped */
523
+ get maxFPS(): number | undefined;
524
+ set maxFPS(value: number | undefined);
525
+ protected _isOverFrameTime(timestamp?: number): boolean;
526
+ protected _processFrame(timestamp?: number): void;
513
527
  /** @internal */
514
- _renderLoop(): void;
528
+ _renderLoop(timestamp: number | undefined): void;
515
529
  /** @internal */
516
530
  _renderFrame(): void;
517
531
  /** @internal */
@@ -1301,6 +1315,10 @@ export declare abstract class AbstractEngine {
1301
1315
  * An event triggered when the engine is disposed.
1302
1316
  */
1303
1317
  readonly onDisposeObservable: Observable<AbstractEngine>;
1318
+ /**
1319
+ * An event triggered when a global cleanup of all effects is required
1320
+ */
1321
+ readonly onReleaseEffectsObservable: Observable<AbstractEngine>;
1304
1322
  /**
1305
1323
  * Dispose and release all associated resources
1306
1324
  */
@@ -361,20 +361,44 @@ export class AbstractEngine {
361
361
  this._frameId++;
362
362
  this.onEndFrameObservable.notifyObservers(this);
363
363
  }
364
- /** @internal */
365
- _renderLoop() {
366
- // Reset the frame handler before rendering a frame to determine if a new frame has been queued.
364
+ /** Gets or sets max frame per second allowed. Will return undefined if not capped */
365
+ get maxFPS() {
366
+ return this._maxFPS;
367
+ }
368
+ set maxFPS(value) {
369
+ this._maxFPS = value;
370
+ if (value === undefined) {
371
+ return;
372
+ }
373
+ if (value <= 0) {
374
+ this._minFrameTime = Number.MAX_VALUE;
375
+ return;
376
+ }
377
+ this._minFrameTime = 1000 / (value + 1); // We need to provide a bit of leeway to ensure we don't go under because of vbl sync
378
+ }
379
+ _isOverFrameTime(timestamp) {
380
+ if (!timestamp) {
381
+ return false;
382
+ }
383
+ const elapsedTime = timestamp - this._lastFrameTime;
384
+ if (this._maxFPS === undefined || elapsedTime >= this._minFrameTime) {
385
+ this._lastFrameTime = timestamp;
386
+ return false;
387
+ }
388
+ return true;
389
+ }
390
+ _processFrame(timestamp) {
367
391
  this._frameHandler = 0;
368
- if (!this._contextWasLost) {
392
+ if (!this._contextWasLost && !this._isOverFrameTime(timestamp)) {
369
393
  let shouldRender = true;
370
- if (this._isDisposed || (!this.renderEvenInBackground && this._windowIsBackground)) {
394
+ if (this.isDisposed || (!this.renderEvenInBackground && this._windowIsBackground)) {
371
395
  shouldRender = false;
372
396
  }
373
397
  if (shouldRender) {
374
398
  // Start new frame
375
399
  this.beginFrame();
376
400
  // Child canvases
377
- if (!this._renderViews()) {
401
+ if (!this.skipFrameRender && !this._renderViews()) {
378
402
  // Main frame
379
403
  this._renderFrame();
380
404
  }
@@ -382,6 +406,10 @@ export class AbstractEngine {
382
406
  this.endFrame();
383
407
  }
384
408
  }
409
+ }
410
+ /** @internal */
411
+ _renderLoop(timestamp) {
412
+ this._processFrame(timestamp);
385
413
  // The first condition prevents queuing another frame if we no longer have active render loops (e.g., if
386
414
  // `stopRenderLoop` is called mid frame). The second condition prevents queuing another frame if one has
387
415
  // already been queued (e.g., if `stopRenderLoop` and `runRenderLoop` is called mid frame).
@@ -741,13 +769,13 @@ export class AbstractEngine {
741
769
  */
742
770
  // Not mixed with Version for tooling purpose.
743
771
  static get NpmPackage() {
744
- return "babylonjs@7.44.0";
772
+ return "babylonjs@7.45.0";
745
773
  }
746
774
  /**
747
775
  * Returns the current version of the framework
748
776
  */
749
777
  static get Version() {
750
- return "7.44.0";
778
+ return "7.45.0";
751
779
  }
752
780
  /**
753
781
  * Gets the HTML canvas attached with the current webGL context
@@ -968,7 +996,14 @@ export class AbstractEngine {
968
996
  /** @internal */
969
997
  this._windowIsBackground = false;
970
998
  /** @internal */
971
- this._boundRenderFunction = () => this._renderLoop();
999
+ this._boundRenderFunction = (timestamp) => this._renderLoop(timestamp);
1000
+ this._lastFrameTime = 0;
1001
+ /**
1002
+ * Skip frame rendering but keep the frame heartbeat (begin/end frame).
1003
+ * This is useful if you need all the plumbing but not the rendering work.
1004
+ * (for instance when capturing a screenshot where you do not want to mix rendering to the screen and to the screenshot)
1005
+ */
1006
+ this.skipFrameRender = false;
972
1007
  /**
973
1008
  * Observable raised when the engine is about to compile a shader
974
1009
  */
@@ -1036,6 +1071,10 @@ export class AbstractEngine {
1036
1071
  * An event triggered when the engine is disposed.
1037
1072
  */
1038
1073
  this.onDisposeObservable = new Observable();
1074
+ /**
1075
+ * An event triggered when a global cleanup of all effects is required
1076
+ */
1077
+ this.onReleaseEffectsObservable = new Observable();
1039
1078
  EngineStore.Instances.push(this);
1040
1079
  this.startTime = PrecisionDate.Now;
1041
1080
  this._stencilStateComposer.stencilGlobal = this._stencilState;