@babylonjs/core 7.8.0 → 7.8.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +5 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.states.d.ts +1 -0
- package/Engines/AbstractEngine/abstractEngine.states.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
- package/Engines/{Extensions/engine.views.d.ts → AbstractEngine/abstractEngine.views.d.ts} +1 -2
- package/Engines/{Extensions/engine.views.js → AbstractEngine/abstractEngine.views.js} +10 -10
- package/Engines/AbstractEngine/abstractEngine.views.js.map +1 -0
- package/Engines/AbstractEngine/index.d.ts +1 -0
- package/Engines/AbstractEngine/index.js +1 -0
- package/Engines/AbstractEngine/index.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +10 -4
- package/Engines/Extensions/engine.cubeTexture.js +10 -0
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +22 -0
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +88 -0
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -0
- package/Engines/Extensions/engine.rawTexture.d.ts +2 -63
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +5 -11
- package/Engines/Extensions/engine.renderTarget.js +37 -0
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.d.ts +2 -2
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetTexture.d.ts +14 -0
- package/Engines/Extensions/engine.renderTargetTexture.js +16 -0
- package/Engines/Extensions/engine.renderTargetTexture.js.map +1 -0
- package/Engines/Extensions/engine.videoTexture.d.ts +2 -2
- package/Engines/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/Extensions/index.d.ts +2 -1
- package/Engines/Extensions/index.js +2 -1
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.d.ts +3 -27
- package/Engines/WebGPU/Extensions/engine.alpha.js +1 -0
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +10 -4
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -0
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -50
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +3 -11
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -0
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.d.ts +14 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +10 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -0
- package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +4 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.d.ts +13 -351
- package/Engines/abstractEngine.js +90 -5
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +11 -30
- package/Engines/engine.js +0 -69
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +4 -7
- package/Engines/nativeEngine.js +3 -8
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +7 -18
- package/Engines/thinEngine.js +4 -146
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -26
- package/Engines/webgpuEngine.js +3 -51
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +14 -7
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +19 -11
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +47 -20
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +3 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +2 -0
- package/Materials/Node/nodeMaterialBuildState.js +7 -0
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js +2 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/ddsTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -0
- package/Materials/Textures/baseTexture.js +1 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -1
- package/Materials/Textures/cubeTexture.js +3 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +11 -0
- package/Materials/Textures/renderTargetTexture.js +10 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.d.ts +8 -23
- package/Materials/effect.js +2 -25
- package/Materials/effect.js.map +1 -1
- package/Misc/dds.d.ts +2 -22
- package/Misc/dds.js +0 -95
- package/Misc/dds.js.map +1 -1
- package/Misc/minMaxReducer.d.ts +1 -0
- package/Misc/minMaxReducer.js +1 -0
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +1 -0
- package/Misc/screenshotTools.js +1 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +6 -0
- package/Morph/morphTargetManager.js +13 -0
- package/Morph/morphTargetManager.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +11 -1
- package/Physics/v2/Plugins/havokPlugin.js +25 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +3 -3
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +6 -0
- package/Physics/v2/physicsBody.js +7 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +37 -2
- package/PostProcesses/postProcess.js +34 -0
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +1 -0
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +1 -0
- package/Rendering/geometryBufferRenderer.js +1 -0
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +1 -0
- package/Rendering/prePassRenderer.js +1 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpFragment.js +61 -0
- package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +40 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +69 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +27 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -0
- package/package.json +1 -1
- package/Engines/Extensions/engine.views.js.map +0 -1
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@@ -98,4 +98,14 @@ ThinEngine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipm
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}
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}, !!useSRGBBuffer);
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};
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+
ThinEngine.prototype.generateMipMapsForCubemap = function (texture, unbind = true) {
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if (texture.generateMipMaps) {
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const gl = this._gl;
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this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
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gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
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if (unbind) {
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this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
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}
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}
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};
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//# sourceMappingURL=engine.cubeTexture.js.map
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@@ -1 +1 @@
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1
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-
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { GetExponentOfTwo } from \"../../Misc/tools.functions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.isCube = true;\r\n\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"Depth cube texture is not supported by WebGL 1.\");\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 const gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n // Create the depth/stencil buffer\r\n for (let face = 0; face < 6; face++) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void {\r\n const gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (loadMipmap && this.getCaps().textureMaxLevel && maxLevel !== undefined && maxLevel > 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAX_LEVEL, maxLevel);\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n};\r\n\r\nThinEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n (texture: InternalTexture) => this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true),\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const width = this.needPOTTextures ? GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;\r\n const height = width;\r\n\r\n const faces = [\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,\r\n ];\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? this._glSRGBExtensionValues.SRGB8_ALPHA8 : gl.RGBA;\r\n let texelFormat = format ? this._getInternalFormat(format) : gl.RGBA;\r\n\r\n if (texture._useSRGBBuffer && this.webGLVersion === 1) {\r\n texelFormat = internalFormat;\r\n }\r\n\r\n for (let index = 0; index < faces.length; index++) {\r\n if (imgs[index].width !== width || imgs[index].height !== height) {\r\n this._prepareWorkingCanvas();\r\n\r\n if (!this._workingCanvas || !this._workingContext) {\r\n Logger.Warn(\"Cannot create canvas to resize texture.\");\r\n return;\r\n }\r\n this._workingCanvas.width = width;\r\n this._workingCanvas.height = height;\r\n\r\n this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, this._workingCanvas as TexImageSource);\r\n } else {\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, imgs[index]);\r\n }\r\n }\r\n\r\n if (!noMipmap) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n"]}
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|
+
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport type { DepthTextureCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { GetExponentOfTwo } from \"../../Misc/tools.functions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * @internal\r\n */\r\n _setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;\r\n /**\r\n * Creates a depth stencil cube texture.\r\n * This is only available in WebGL 2.\r\n * @param size The size of face edge in the cube texture.\r\n * @param options The options defining the cube texture.\r\n * @returns The cube texture\r\n */\r\n _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean | undefined,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n loaderOptions: any,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number\r\n ): InternalTexture;\r\n\r\n /** @internal */\r\n createCubeTextureBase(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n format: number | undefined,\r\n forcedExtension: any,\r\n createPolynomials: boolean,\r\n lodScale: number,\r\n lodOffset: number,\r\n fallback: Nullable<InternalTexture>,\r\n beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>,\r\n imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>,\r\n useSRGBBuffer: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.\r\n */\r\n generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createDepthStencilCubeTexture = function (size: number, options: DepthTextureCreationOptions): InternalTexture {\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n internalTexture.isCube = true;\r\n\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"Depth cube texture is not supported by WebGL 1.\");\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 const gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n\r\n // Create the depth/stencil buffer\r\n for (let face = 0; face < 6; face++) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype._setCubeMapTextureParams = function (texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void {\r\n const gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n texture.samplingMode = loadMipmap ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (loadMipmap && this.getCaps().textureMaxLevel && maxLevel !== undefined && maxLevel > 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAX_LEVEL, maxLevel);\r\n texture._maxLodLevel = maxLevel;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n};\r\n\r\nThinEngine.prototype.createCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n\r\n return this.createCubeTextureBase(\r\n rootUrl,\r\n scene,\r\n files,\r\n !!noMipmap,\r\n onLoad,\r\n onError,\r\n format,\r\n forcedExtension,\r\n createPolynomials,\r\n lodScale,\r\n lodOffset,\r\n fallback,\r\n (texture: InternalTexture) => this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true),\r\n (texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => {\r\n const width = this.needPOTTextures ? GetExponentOfTwo(imgs[0].width, this._caps.maxCubemapTextureSize) : imgs[0].width;\r\n const height = width;\r\n\r\n const faces = [\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\r\n gl.TEXTURE_CUBE_MAP_NEGATIVE_Z,\r\n ];\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const internalFormat = format ? this._getInternalFormat(format, texture._useSRGBBuffer) : texture._useSRGBBuffer ? this._glSRGBExtensionValues.SRGB8_ALPHA8 : gl.RGBA;\r\n let texelFormat = format ? this._getInternalFormat(format) : gl.RGBA;\r\n\r\n if (texture._useSRGBBuffer && this.webGLVersion === 1) {\r\n texelFormat = internalFormat;\r\n }\r\n\r\n for (let index = 0; index < faces.length; index++) {\r\n if (imgs[index].width !== width || imgs[index].height !== height) {\r\n this._prepareWorkingCanvas();\r\n\r\n if (!this._workingCanvas || !this._workingContext) {\r\n Logger.Warn(\"Cannot create canvas to resize texture.\");\r\n return;\r\n }\r\n this._workingCanvas.width = width;\r\n this._workingCanvas.height = height;\r\n\r\n this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, this._workingCanvas as TexImageSource);\r\n } else {\r\n gl.texImage2D(faces[index], 0, internalFormat, texelFormat, gl.UNSIGNED_BYTE, imgs[index]);\r\n }\r\n }\r\n\r\n if (!noMipmap) {\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n this._setCubeMapTextureParams(texture, !noMipmap);\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n !!useSRGBBuffer\r\n );\r\n};\r\n\r\nThinEngine.prototype.generateMipMapsForCubemap = function (texture: InternalTexture, unbind = true) {\r\n if (texture.generateMipMaps) {\r\n const gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n if (unbind) {\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n }\r\n};\r\n"]}
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@@ -1,7 +1,7 @@
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1
1
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import type { DataBuffer } from "../../Buffers/dataBuffer";
|
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2
2
|
import type { IndicesArray, DataArray } from "../../types";
|
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3
|
-
declare module "../../Engines/
|
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4
|
-
interface
|
|
3
|
+
declare module "../../Engines/abstractEngine" {
|
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4
|
+
interface AbstractEngine {
|
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5
5
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/**
|
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6
6
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* Update a dynamic index buffer
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7
7
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* @param indexBuffer defines the target index buffer
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"engine.dynamicBuffer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.dynamicBuffer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAyBtD,6DAA6D;AAC7D,UAAU,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAA4B,WAAuB,EAAE,OAAqB,EAAE,SAAiB,CAAC;IAC1I,qBAAqB;IACrB,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,oBAAoB,CAAC,GAAG,IAAI,CAAC;IAC/D,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;IAElC,IAAI,IAAqB,CAAC;IAC1B,IAAI,WAAW,CAAC,QAAQ,EAAE;QACtB,sEAAsE;QACtE,IAAI,GAAG,OAAO,YAAY,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,OAAO,CAAC,CAAC;KAC9E;SAAM;QACH,sEAAsE;QACtE,IAAI,GAAG,OAAO,YAAY,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,OAAO,CAAC,CAAC;KAC9E;IAED,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,oBAAoB,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;IAEhF,IAAI,CAAC,wBAAwB,EAAE,CAAC;AACpC,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAA4B,YAAwB,EAAE,IAAe,EAAE,UAAmB,EAAE,UAAmB;IAC5J,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;IAEnC,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,UAAU,GAAG,CAAC,CAAC;KAClB;IAED,MAAM,UAAU,GAAI,IAAoB,CAAC,UAAU,IAAK,IAAiB,CAAC,MAAM,CAAC;IAEjF,IAAI,UAAU,KAAK,SAAS,IAAI,CAAC,UAAU,IAAI,UAAU,IAAI,UAAU,KAAK,CAAC,CAAC,EAAE;QAC5E,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC;SACrF;aAAM;YACH,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,CAAC,CAAC;SACnE;KACJ;SAAM;QACH,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,UAAU,EAAE,UAAU,GAAG,UAAU,CAAC,CAAC,CAAC;SAC1H;aAAM;YACH,IAAI,IAAI,YAAY,WAAW,EAAE;gBAC7B,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;aACvD;iBAAM;gBACH,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,GAAG,UAAU,EAAE,UAAU,CAAC,CAAC;aAChF;YAED,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;SAC1D;KACJ;IAED,IAAI,CAAC,yBAAyB,EAAE,CAAC;AACrC,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { IndicesArray, DataArray } from \"../../types\";\r\n\r\ndeclare module \"../../Engines/
|
|
1
|
+
{"version":3,"file":"engine.dynamicBuffer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.dynamicBuffer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAyBtD,6DAA6D;AAC7D,UAAU,CAAC,SAAS,CAAC,wBAAwB,GAAG,UAA4B,WAAuB,EAAE,OAAqB,EAAE,SAAiB,CAAC;IAC1I,qBAAqB;IACrB,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,oBAAoB,CAAC,GAAG,IAAI,CAAC;IAC/D,IAAI,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;IAElC,IAAI,IAAqB,CAAC;IAC1B,IAAI,WAAW,CAAC,QAAQ,EAAE;QACtB,sEAAsE;QACtE,IAAI,GAAG,OAAO,YAAY,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,OAAO,CAAC,CAAC;KAC9E;SAAM;QACH,sEAAsE;QACtE,IAAI,GAAG,OAAO,YAAY,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC,OAAO,CAAC,CAAC;KAC9E;IAED,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,oBAAoB,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,YAAY,CAAC,CAAC;IAEhF,IAAI,CAAC,wBAAwB,EAAE,CAAC;AACpC,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAA4B,YAAwB,EAAE,IAAe,EAAE,UAAmB,EAAE,UAAmB;IAC5J,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;IAEnC,IAAI,UAAU,KAAK,SAAS,EAAE;QAC1B,UAAU,GAAG,CAAC,CAAC;KAClB;IAED,MAAM,UAAU,GAAI,IAAoB,CAAC,UAAU,IAAK,IAAiB,CAAC,MAAM,CAAC;IAEjF,IAAI,UAAU,KAAK,SAAS,IAAI,CAAC,UAAU,IAAI,UAAU,IAAI,UAAU,KAAK,CAAC,CAAC,EAAE;QAC5E,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC;SACrF;aAAM;YACH,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,UAAU,EAAE,IAAI,CAAC,CAAC;SACnE;KACJ;SAAM;QACH,IAAI,IAAI,YAAY,KAAK,EAAE;YACvB,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC,QAAQ,CAAC,UAAU,EAAE,UAAU,GAAG,UAAU,CAAC,CAAC,CAAC;SAC1H;aAAM;YACH,IAAI,IAAI,YAAY,WAAW,EAAE;gBAC7B,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,EAAE,UAAU,EAAE,UAAU,CAAC,CAAC;aACvD;iBAAM;gBACH,IAAI,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,GAAG,UAAU,EAAE,UAAU,CAAC,CAAC;aAChF;YAED,IAAI,CAAC,GAAG,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;SAC1D;KACJ;IAED,IAAI,CAAC,yBAAyB,EAAE,CAAC;AACrC,CAAC,CAAC","sourcesContent":["import { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\nimport type { IndicesArray, DataArray } from \"../../types\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;\r\n\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data\r\n * @param byteLength the byte length of the data\r\n */\r\n updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;\r\n }\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/no-unused-vars\r\nThinEngine.prototype.updateDynamicIndexBuffer = function (this: ThinEngine, indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {\r\n // Force cache update\r\n this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;\r\n this.bindIndexBuffer(indexBuffer);\r\n\r\n let view: ArrayBufferView;\r\n if (indexBuffer.is32Bits) {\r\n // anything else than Uint32Array needs to be converted to Uint32Array\r\n view = indices instanceof Uint32Array ? indices : new Uint32Array(indices);\r\n } else {\r\n // anything else than Uint16Array needs to be converted to Uint16Array\r\n view = indices instanceof Uint16Array ? indices : new Uint16Array(indices);\r\n }\r\n\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, view, this._gl.DYNAMIC_DRAW);\r\n\r\n this._resetIndexBufferBinding();\r\n};\r\n\r\nThinEngine.prototype.updateDynamicVertexBuffer = function (this: ThinEngine, vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void {\r\n this.bindArrayBuffer(vertexBuffer);\r\n\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n\r\n const dataLength = (data as ArrayBuffer).byteLength || (data as number[]).length;\r\n\r\n if (byteLength === undefined || (byteLength >= dataLength && byteOffset === 0)) {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));\r\n } else {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);\r\n }\r\n } else {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));\r\n } else {\r\n if (data instanceof ArrayBuffer) {\r\n data = new Uint8Array(data, byteOffset, byteLength);\r\n } else {\r\n data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);\r\n }\r\n\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n }\r\n\r\n this._resetVertexBufferBinding();\r\n};\r\n"]}
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@@ -1,8 +1,8 @@
|
|
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1
1
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import { InternalTexture } from "../../Materials/Textures/internalTexture";
|
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2
2
|
import type { ImageSource, Nullable } from "../../types";
|
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3
3
|
import type { ICanvas } from "../ICanvas";
|
|
4
|
-
declare module "../../Engines/
|
|
5
|
-
interface
|
|
4
|
+
declare module "../../Engines/abstractEngine" {
|
|
5
|
+
interface AbstractEngine {
|
|
6
6
|
/**
|
|
7
7
|
* Creates a dynamic texture
|
|
8
8
|
* @param width defines the width of the texture
|
|
@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"engine.dynamicTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.dynamicTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,sCAAkC;AAC7D,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,0CAA0C,CAAC;AAsClG,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG,UAAU,KAAa,EAAE,MAAc,EAAE,eAAwB,EAAE,YAAoB;IAC/H,MAAM,OAAO,GAAG,IAAI,eAAe,CAAC,IAAI,EAAE,qBAAqB,CAAC,OAAO,CAAC,CAAC;IACzE,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;IAC1B,OAAO,CAAC,UAAU,GAAG,MAAM,CAAC;IAE5B,IAAI,eAAe,EAAE;QACjB,KAAK,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,gBAAgB,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1F,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,gBAAgB,CAAC,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;KAChG;IAED,6BAA6B;IAC7B,OAAO,CAAC,KAAK,GAAG,KAAK,CAAC;IACtB,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;IACxB,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC;IACxB,OAAO,CAAC,eAAe,GAAG,eAAe,CAAC;IAC1C,OAAO,CAAC,YAAY,GAAG,YAAY,CAAC;IAEpC,IAAI,CAAC,yBAAyB,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAEtD,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAE1C,OAAO,OAAO,CAAC;AACnB,CAAC,CAAC;AAEF,UAAU,CAAC,SAAS,CAAC,oBAAoB,GAAG,UACxC,OAAkC,EAClC,MAAmB,EACnB,OAAiB,EACjB,cAAuB,KAAK,EAC5B,MAAe,EACf,mBAA4B,KAAK;AACjC,6DAA6D;AAC7D,uBAAgC,KAAK;IAErC,IAAI,CAAC,OAAO,EAAE;QACV,OAAO;KACV;IAED,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC;IACpB,MAAM,MAAM,GAAG,EAAE,CAAC,UAAU,CAAC;IAE7B,MAAM,kBAAkB,GAAG,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,gBAAgB,CAAC,CAAC;IAE9F,IAAI,CAAC,YAAY,CAAC,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;IAErE,IAAI,WAAW,EAAE;QACb,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,8BAA8B,EAAE,CAAC,CAAC,CAAC;KACxD;IAED,MAAM,WAAW,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC5D,MAAM,QAAQ,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;IAC3E,MAAM,cAAc,GAAG,IAAI,CAAC,iCAAiC,CAAC,OAAO,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IAEtF,EAAE,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,MAAwB,CAAC,CAAC;IAE1F,IAAI,OAAO,CAAC,eAAe,EAAE;QACzB,EAAE,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;KAC7B;IAED,IAAI,CAAC,kBAAkB,EAAE;QACrB,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;KAC3C;IAED,IAAI,WAAW,EAAE;QACb,EAAE,CAAC,WAAW,CAAC,EAAE,CAAC,8BAA8B,EAAE,CAAC,CAAC,CAAC;KACxD;IAED,IAAI,MAAM,EAAE;QACR,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;KAC3B;IAED,OAAO,CAAC,qBAAqB,GAAG,MAAM,CAAC;IACvC,OAAO,CAAC,YAAY,GAAG,WAAW,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,OAAO,IAAI,KAAK,CAAC;IACnC,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;AAC3B,CAAC,CAAC","sourcesContent":["import { GetExponentOfTwo } from \"core/Misc/tools.functions\";\r\nimport { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { ImageSource, Nullable } from \"../../types\";\r\nimport type { ICanvas } from \"../ICanvas\";\r\n\r\ndeclare module \"../../Engines/
|
|
1
|
+
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GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateDynamicTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n source: ImageSource,\r\n invertY?: boolean,\r\n premulAlpha: boolean = false,\r\n format?: number,\r\n forceBindTexture: boolean = false,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n allowGPUOptimization: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n const gl = this._gl;\r\n const target = gl.TEXTURE_2D;\r\n\r\n const wasPreviouslyBound = this._bindTextureDirectly(target, texture, true, forceBindTexture);\r\n\r\n this._unpackFlipY(invertY === undefined ? texture.invertY : invertY);\r\n\r\n if (premulAlpha) {\r\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(texture.type);\r\n const glformat = this._getInternalFormat(format ? format : texture.format);\r\n const internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, glformat);\r\n\r\n gl.texImage2D(target, 0, internalFormat, glformat, textureType, source as TexImageSource);\r\n\r\n if (texture.generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n if (!wasPreviouslyBound) {\r\n this._bindTextureDirectly(target, null);\r\n }\r\n\r\n if (premulAlpha) {\r\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n\r\n if (format) {\r\n texture.format = format;\r\n }\r\n\r\n texture._dynamicTextureSource = source;\r\n texture._premulAlpha = premulAlpha;\r\n texture.invertY = invertY || false;\r\n texture.isReady = true;\r\n};\r\n"]}
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@@ -2,8 +2,8 @@ import type { IMultiRenderTargetOptions } from "../../Materials/Textures/multiRe
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2
2
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import type { Nullable } from "../../types";
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3
3
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import type { RenderTargetWrapper } from "../renderTargetWrapper";
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4
4
|
import type { TextureSize } from "../../Materials/Textures/textureCreationOptions";
|
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5
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-
declare module "../../Engines/
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6
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-
interface
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5
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+
declare module "../../Engines/abstractEngine" {
|
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6
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+
interface AbstractEngine {
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7
7
|
/**
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8
8
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* Unbind a list of render target textures from the webGL context
|
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9
9
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* This is used only when drawBuffer extension or webGL2 are active
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@@ -1 +1 @@
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1
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-
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\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 count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\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 const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\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 if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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1
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+
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { IMultiRenderTargetOptions } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Unbind a list of render target textures from the webGL context\r\n * This is used only when drawBuffer extension or webGL2 are active\r\n * @param rtWrapper defines the render target wrapper to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n unBindMultiColorAttachmentFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;\r\n\r\n /**\r\n * Create a multi render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multiple-render-target\r\n * @param size defines the size of the texture\r\n * @param options defines the creation options\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns a new render target wrapper ready to render textures\r\n */\r\n createMultipleRenderTarget(size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers?: boolean): RenderTargetWrapper;\r\n\r\n /**\r\n * Update the sample count for a given multiple render target texture\r\n * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @param initializeBuffers if set to true, the engine will make an initializing call of drawBuffers\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateMultipleRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number, initializeBuffers?: boolean): number;\r\n\r\n /**\r\n * Select a subsets of attachments to draw to.\r\n * @param attachments gl attachments\r\n */\r\n bindAttachments(attachments: number[]): void;\r\n\r\n /**\r\n * Creates a layout object to draw/clear on specific textures in a MRT\r\n * @param textureStatus textureStatus[i] indicates if the i-th is active\r\n * @returns A layout to be fed to the engine, calling `bindAttachments`.\r\n */\r\n buildTextureLayout(textureStatus: boolean[]): number[];\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is the canvas frame buffer\r\n */\r\n restoreSingleAttachment(): void;\r\n\r\n /**\r\n * Restores the webgl state to only draw on the main color attachment\r\n * when the frame buffer associated is not the canvas frame buffer\r\n */\r\n restoreSingleAttachmentForRenderTarget(): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.restoreSingleAttachment = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.BACK]);\r\n};\r\n\r\nThinEngine.prototype.restoreSingleAttachmentForRenderTarget = function (): void {\r\n const gl = this._gl;\r\n\r\n this.bindAttachments([gl.COLOR_ATTACHMENT0]);\r\n};\r\n\r\nThinEngine.prototype.buildTextureLayout = function (textureStatus: boolean[]): number[] {\r\n const gl = this._gl;\r\n\r\n const result = [];\r\n\r\n for (let i = 0; i < textureStatus.length; i++) {\r\n if (textureStatus[i]) {\r\n result.push((<any>gl)[\"COLOR_ATTACHMENT\" + i]);\r\n } else {\r\n result.push(gl.NONE);\r\n }\r\n }\r\n\r\n return result;\r\n};\r\n\r\nThinEngine.prototype.bindAttachments = function (attachments: number[]): void {\r\n const gl = this._gl;\r\n\r\n gl.drawBuffers(attachments);\r\n};\r\n\r\nThinEngine.prototype.unBindMultiColorAttachmentFramebuffer = function (\r\n rtWrapper: WebGLRenderTargetWrapper,\r\n disableGenerateMipMaps: boolean = false,\r\n onBeforeUnbind?: () => void\r\n): void {\r\n this._currentRenderTarget = null;\r\n\r\n // If MSAA, we need to bitblt back to main texture\r\n const gl = this._gl;\r\n\r\n const attachments = rtWrapper._attachments!;\r\n const count = attachments.length;\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, rtWrapper._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, rtWrapper._framebuffer);\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n\r\n for (let j = 0; j < count; j++) {\r\n attachments[j] = gl.NONE;\r\n }\r\n\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n gl.readBuffer(attachments[i]);\r\n gl.drawBuffers(attachments);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n attachments[i] = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n if (texture?.generateMipMaps && !disableGenerateMipMaps && !texture?.isCube && !texture?.is3D) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n }\r\n\r\n if (onBeforeUnbind) {\r\n if (rtWrapper._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n};\r\n\r\nThinEngine.prototype.createMultipleRenderTarget = function (size: TextureSize, options: IMultiRenderTargetOptions, initializeBuffers: boolean = true): RenderTargetWrapper {\r\n let generateMipMaps = false;\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let generateDepthTexture = false;\r\n let depthTextureFormat = Constants.TEXTUREFORMAT_DEPTH16;\r\n let textureCount = 1;\r\n\r\n const defaultType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n const defaultSamplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n const defaultUseSRGBBuffer = false;\r\n const defaultFormat = Constants.TEXTUREFORMAT_RGBA;\r\n const defaultTarget = Constants.TEXTURE_2D;\r\n\r\n let types: number[] = [];\r\n let samplingModes: number[] = [];\r\n let useSRGBBuffers: boolean[] = [];\r\n let formats: number[] = [];\r\n let targets: number[] = [];\r\n let faceIndex: number[] = [];\r\n let layerIndex: number[] = [];\r\n let layers: number[] = [];\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(true, false, size) as WebGLRenderTargetWrapper;\r\n\r\n if (options !== undefined) {\r\n generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;\r\n generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;\r\n textureCount = options.textureCount || 1;\r\n\r\n if (options.types) {\r\n types = options.types;\r\n }\r\n if (options.samplingModes) {\r\n samplingModes = options.samplingModes;\r\n }\r\n if (options.useSRGBBuffers) {\r\n useSRGBBuffers = options.useSRGBBuffers;\r\n }\r\n if (options.formats) {\r\n formats = options.formats;\r\n }\r\n if (options.targetTypes) {\r\n targets = options.targetTypes;\r\n }\r\n if (options.faceIndex) {\r\n faceIndex = options.faceIndex;\r\n }\r\n if (options.layerIndex) {\r\n layerIndex = options.layerIndex;\r\n }\r\n if (options.layerCounts) {\r\n layers = options.layerCounts;\r\n }\r\n if (\r\n this.webGLVersion > 1 &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8)\r\n ) {\r\n depthTextureFormat = options.depthTextureFormat;\r\n }\r\n }\r\n\r\n rtWrapper.label = options?.label ?? \"MultiRenderTargetWrapper\";\r\n\r\n const gl = this._gl;\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number }>size).height || <number>size;\r\n\r\n const textures: InternalTexture[] = [];\r\n const attachments: number[] = [];\r\n\r\n const useStencilTexture =\r\n this.webGLVersion > 1 &&\r\n generateDepthTexture &&\r\n (options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n options.depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8);\r\n const depthStencilBuffer = this._setupFramebufferDepthAttachments(!useStencilTexture && generateStencilBuffer, !generateDepthTexture && generateDepthBuffer, width, height);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._depthStencilBuffer = depthStencilBuffer;\r\n rtWrapper._generateDepthBuffer = !generateDepthTexture && generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = !useStencilTexture && generateStencilBuffer;\r\n rtWrapper._attachments = attachments;\r\n\r\n for (let i = 0; i < textureCount; i++) {\r\n let samplingMode = samplingModes[i] || defaultSamplingMode;\r\n let type = types[i] || defaultType;\r\n let useSRGBBuffer = useSRGBBuffers[i] || defaultUseSRGBBuffer;\r\n const format = formats[i] || defaultFormat;\r\n\r\n const target = targets[i] || defaultTarget;\r\n const layerCount = layers[i] ?? 1;\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n\r\n useSRGBBuffer = useSRGBBuffer && this._caps.supportSRGBBuffers && (this.webGLVersion > 1 || this.isWebGPU);\r\n\r\n const isWebGL2 = this.webGLVersion > 1;\r\n const attachment = (<any>gl)[isWebGL2 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n attachments.push(attachment);\r\n\r\n if (target === -1) {\r\n continue;\r\n }\r\n\r\n const texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);\r\n textures[i] = texture;\r\n\r\n gl.activeTexture((<any>gl)[\"TEXTURE\" + i]);\r\n gl.bindTexture(target, texture._hardwareTexture!.underlyingResource);\r\n\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n const internalSizedFormat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n const internalFormat = this._getInternalFormat(format);\r\n const webGLTextureType = this._getWebGLTextureType(type);\r\n\r\n if (isWebGL2 && (target === Constants.TEXTURE_2D_ARRAY || target === Constants.TEXTURE_3D)) {\r\n if (target === Constants.TEXTURE_2D_ARRAY) {\r\n texture.is2DArray = true;\r\n } else {\r\n texture.is3D = true;\r\n }\r\n\r\n texture.baseDepth = texture.depth = layerCount;\r\n\r\n gl.texImage3D(target, 0, internalSizedFormat, width, height, layerCount, 0, internalFormat, webGLTextureType, null);\r\n } else if (target === Constants.TEXTURE_CUBE_MAP) {\r\n // We have to generate all faces to complete the framebuffer\r\n for (let i = 0; i < 6; i++) {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n texture.isCube = true;\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalSizedFormat, width, height, 0, internalFormat, webGLTextureType, null);\r\n }\r\n\r\n if (generateMipMaps) {\r\n gl.generateMipmap(target);\r\n }\r\n\r\n // Unbind\r\n this._bindTextureDirectly(target, null);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.format = format;\r\n\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n if (generateDepthTexture && this._caps.depthTextureExtension) {\r\n // Depth texture\r\n const depthTexture = new InternalTexture(this, InternalTextureSource.Depth);\r\n\r\n let depthTextureType = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n let glDepthTextureInternalFormat: GLenum = gl.DEPTH_COMPONENT16;\r\n let glDepthTextureFormat: GLenum = gl.DEPTH_COMPONENT;\r\n let glDepthTextureType: GLenum = gl.UNSIGNED_SHORT;\r\n let glDepthTextureAttachment: GLenum = gl.DEPTH_ATTACHMENT;\r\n if (this.webGLVersion < 2) {\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT;\r\n } else {\r\n if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n depthTextureType = Constants.TEXTURETYPE_FLOAT;\r\n glDepthTextureType = gl.FLOAT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n glDepthTextureInternalFormat = gl.DEPTH32F_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n glDepthTextureType = gl.UNSIGNED_INT;\r\n glDepthTextureInternalFormat = gl.DEPTH_COMPONENT24;\r\n glDepthTextureAttachment = gl.DEPTH_ATTACHMENT;\r\n } else if (depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 || depthTextureFormat === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8) {\r\n depthTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n glDepthTextureType = gl.UNSIGNED_INT_24_8;\r\n glDepthTextureInternalFormat = gl.DEPTH24_STENCIL8;\r\n glDepthTextureFormat = gl.DEPTH_STENCIL;\r\n glDepthTextureAttachment = gl.DEPTH_STENCIL_ATTACHMENT;\r\n }\r\n }\r\n\r\n gl.activeTexture(gl.TEXTURE0);\r\n gl.bindTexture(gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, glDepthTextureInternalFormat, width, height, 0, glDepthTextureFormat, glDepthTextureType, null);\r\n\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, glDepthTextureAttachment, gl.TEXTURE_2D, depthTexture._hardwareTexture!.underlyingResource, 0);\r\n\r\n depthTexture.baseWidth = width;\r\n depthTexture.baseHeight = height;\r\n depthTexture.width = width;\r\n depthTexture.height = height;\r\n depthTexture.isReady = true;\r\n depthTexture.samples = 1;\r\n depthTexture.generateMipMaps = generateMipMaps;\r\n depthTexture.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n depthTexture.format = depthTextureFormat;\r\n depthTexture.type = depthTextureType;\r\n\r\n textures[textureCount] = depthTexture;\r\n this._internalTexturesCache.push(depthTexture);\r\n }\r\n rtWrapper.setTextures(textures);\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n rtWrapper.setLayerAndFaceIndices(layerIndex, faceIndex);\r\n\r\n this.resetTextureCache();\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.updateMultipleRenderTargetTextureSampleCount = function (\r\n rtWrapper: Nullable<WebGLRenderTargetWrapper>,\r\n samples: number,\r\n initializeBuffers: boolean = true\r\n): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\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 count = rtWrapper._attachments!.length;\r\n\r\n if (count === 0) {\r\n return 1;\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 const useDepthStencil = !!rtWrapper._depthStencilBuffer;\r\n if (useDepthStencil) {\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 if (samples > 1 && typeof gl.renderbufferStorageMultisample === \"function\") {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(framebuffer);\r\n\r\n const attachments = [];\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n\r\n hardwareTexture.releaseMSAARenderBuffers();\r\n }\r\n\r\n for (let i = 0; i < count; i++) {\r\n const texture = rtWrapper.textures![i];\r\n const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture;\r\n const attachment = (<any>gl)[this.webGLVersion > 1 ? \"COLOR_ATTACHMENT\" + i : \"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n texture.width,\r\n texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBABufferInternalSizedFormat(texture.type, texture.format, texture._useSRGBBuffer),\r\n attachment\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);\r\n texture.samples = samples;\r\n\r\n attachments.push(attachment);\r\n }\r\n if (initializeBuffers) {\r\n gl.drawBuffers(attachments);\r\n }\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n if (useDepthStencil) {\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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@@ -0,0 +1,22 @@
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1
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import { InternalTexture } from "../../Materials/Textures/internalTexture";
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import type { Nullable } from "../../types";
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import type { Scene } from "../../scene";
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import "../../Engines/Extensions/engine.cubeTexture";
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declare module "../../Engines/abstractEngine" {
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interface AbstractEngine {
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7
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/**
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8
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+
* Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
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9
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* @param rootUrl defines the url where the file to load is located
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* @param scene defines the current scene
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* @param lodScale defines scale to apply to the mip map selection
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* @param lodOffset defines offset to apply to the mip map selection
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* @param onLoad defines an optional callback raised when the texture is loaded
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* @param onError defines an optional callback raised if there is an issue to load the texture
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* @param format defines the format of the data
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* @param forcedExtension defines the extension to use to pick the right loader
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* @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
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* @returns the cube texture as an InternalTexture
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*/
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createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
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}
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}
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@@ -0,0 +1,88 @@
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import { ThinEngine } from "../../Engines/thinEngine.js";
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2
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import { InternalTexture, InternalTextureSource } from "../../Materials/Textures/internalTexture.js";
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3
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import { Logger } from "../../Misc/logger.js";
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5
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import { SphericalPolynomial } from "../../Maths/sphericalPolynomial.js";
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6
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import { BaseTexture } from "../../Materials/Textures/baseTexture.js";
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7
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import { Scalar } from "../../Maths/math.scalar.js";
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8
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import { DDSTools } from "../../Misc/dds.js";
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9
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import "../../Engines/Extensions/engine.cubeTexture.js";
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+
ThinEngine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad = null, onError = null, format, forcedExtension = null, createPolynomials = true) {
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11
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+
const callback = (loadData) => {
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12
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+
if (!loadData) {
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+
if (onLoad) {
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+
onLoad(null);
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}
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return;
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}
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const texture = loadData.texture;
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if (!createPolynomials) {
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+
texture._sphericalPolynomial = new SphericalPolynomial();
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}
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|
22
|
+
else if (loadData.info.sphericalPolynomial) {
|
|
23
|
+
texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
|
|
24
|
+
}
|
|
25
|
+
texture._source = InternalTextureSource.CubePrefiltered;
|
|
26
|
+
if (this.getCaps().textureLOD) {
|
|
27
|
+
// Do not add extra process if texture lod is supported.
|
|
28
|
+
if (onLoad) {
|
|
29
|
+
onLoad(texture);
|
|
30
|
+
}
|
|
31
|
+
return;
|
|
32
|
+
}
|
|
33
|
+
const mipSlices = 3;
|
|
34
|
+
const gl = this._gl;
|
|
35
|
+
const width = loadData.width;
|
|
36
|
+
if (!width) {
|
|
37
|
+
return;
|
|
38
|
+
}
|
|
39
|
+
const textures = [];
|
|
40
|
+
for (let i = 0; i < mipSlices; i++) {
|
|
41
|
+
//compute LOD from even spacing in smoothness (matching shader calculation)
|
|
42
|
+
const smoothness = i / (mipSlices - 1);
|
|
43
|
+
const roughness = 1 - smoothness;
|
|
44
|
+
const minLODIndex = lodOffset; // roughness = 0
|
|
45
|
+
const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
|
|
46
|
+
const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
|
|
47
|
+
const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
|
|
48
|
+
const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);
|
|
49
|
+
glTextureFromLod.type = texture.type;
|
|
50
|
+
glTextureFromLod.format = texture.format;
|
|
51
|
+
glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));
|
|
52
|
+
glTextureFromLod.height = glTextureFromLod.width;
|
|
53
|
+
glTextureFromLod.isCube = true;
|
|
54
|
+
glTextureFromLod._cachedWrapU = 0;
|
|
55
|
+
glTextureFromLod._cachedWrapV = 0;
|
|
56
|
+
this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
|
|
57
|
+
glTextureFromLod.samplingMode = 2;
|
|
58
|
+
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
|
|
59
|
+
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
|
60
|
+
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
61
|
+
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
62
|
+
if (loadData.isDDS) {
|
|
63
|
+
const info = loadData.info;
|
|
64
|
+
const data = loadData.data;
|
|
65
|
+
this._unpackFlipY(info.isCompressed);
|
|
66
|
+
DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);
|
|
67
|
+
}
|
|
68
|
+
else {
|
|
69
|
+
Logger.Warn("DDS is the only prefiltered cube map supported so far.");
|
|
70
|
+
}
|
|
71
|
+
this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
|
|
72
|
+
// Wrap in a base texture for easy binding.
|
|
73
|
+
const lodTexture = new BaseTexture(scene);
|
|
74
|
+
lodTexture._isCube = true;
|
|
75
|
+
lodTexture._texture = glTextureFromLod;
|
|
76
|
+
glTextureFromLod.isReady = true;
|
|
77
|
+
textures.push(lodTexture);
|
|
78
|
+
}
|
|
79
|
+
texture._lodTextureHigh = textures[2];
|
|
80
|
+
texture._lodTextureMid = textures[1];
|
|
81
|
+
texture._lodTextureLow = textures[0];
|
|
82
|
+
if (onLoad) {
|
|
83
|
+
onLoad(texture);
|
|
84
|
+
}
|
|
85
|
+
};
|
|
86
|
+
return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
|
|
87
|
+
};
|
|
88
|
+
//# sourceMappingURL=engine.prefilteredCubeTexture.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport { SphericalPolynomial } from \"core/Maths/sphericalPolynomial\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport type { DDSInfo } from \"core/Misc/dds\";\r\nimport { DDSTools } from \"core/Misc/dds\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)\r\n * @param rootUrl defines the url where the file to load is located\r\n * @param scene defines the current scene\r\n * @param lodScale defines scale to apply to the mip map selection\r\n * @param lodOffset defines offset to apply to the mip map selection\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createPrefilteredCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>,\r\n onError?: Nullable<(message?: string, exception?: any) => void>,\r\n format?: number,\r\n forcedExtension?: any,\r\n createPolynomials?: boolean\r\n ): InternalTexture;\r\n }\r\n}\r\n\r\nThinEngine.prototype.createPrefilteredCubeTexture = function (\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n lodScale: number,\r\n lodOffset: number,\r\n onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = true\r\n): InternalTexture {\r\n const callback = (loadData: any) => {\r\n if (!loadData) {\r\n if (onLoad) {\r\n onLoad(null);\r\n }\r\n return;\r\n }\r\n\r\n const texture = loadData.texture as InternalTexture;\r\n if (!createPolynomials) {\r\n texture._sphericalPolynomial = new SphericalPolynomial();\r\n } else if (loadData.info.sphericalPolynomial) {\r\n texture._sphericalPolynomial = loadData.info.sphericalPolynomial;\r\n }\r\n texture._source = InternalTextureSource.CubePrefiltered;\r\n\r\n if (this.getCaps().textureLOD) {\r\n // Do not add extra process if texture lod is supported.\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n return;\r\n }\r\n\r\n const mipSlices = 3;\r\n\r\n const gl = this._gl;\r\n const width = loadData.width;\r\n if (!width) {\r\n return;\r\n }\r\n\r\n const textures: BaseTexture[] = [];\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = lodOffset; // roughness = 0\r\n const maxLODIndex = Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);\r\n glTextureFromLod.type = texture.type;\r\n glTextureFromLod.format = texture.format;\r\n glTextureFromLod.width = Math.pow(2, Math.max(Scalar.Log2(width) - mipmapIndex, 0));\r\n glTextureFromLod.height = glTextureFromLod.width;\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod._cachedWrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n glTextureFromLod._cachedWrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);\r\n\r\n glTextureFromLod.samplingMode = Constants.TEXTURE_LINEAR_LINEAR;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n\r\n if (loadData.isDDS) {\r\n const info: DDSInfo = loadData.info;\r\n const data: any = loadData.data;\r\n this._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(this, glTextureFromLod, data, info, true, 6, mipmapIndex);\r\n } else {\r\n Logger.Warn(\"DDS is the only prefiltered cube map supported so far.\");\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(scene);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n\r\n glTextureFromLod.isReady = true;\r\n textures.push(lodTexture);\r\n }\r\n\r\n texture._lodTextureHigh = textures[2];\r\n texture._lodTextureMid = textures[1];\r\n texture._lodTextureLow = textures[0];\r\n\r\n if (onLoad) {\r\n onLoad(texture);\r\n }\r\n };\r\n\r\n return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);\r\n};\r\n"]}
|