@babylonjs/core 8.1.1 → 8.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1506) hide show
  1. package/Actions/abstractActionManager.d.ts +4 -4
  2. package/Actions/action.d.ts +9 -9
  3. package/Actions/actionEvent.d.ts +5 -5
  4. package/Actions/actionManager.d.ts +6 -6
  5. package/Actions/condition.d.ts +1 -1
  6. package/Actions/directActions.d.ts +3 -3
  7. package/Actions/directAudioActions.d.ts +3 -3
  8. package/Actions/index.d.ts +8 -8
  9. package/Actions/interpolateValueAction.d.ts +3 -3
  10. package/Animations/animatable.core.d.ts +2 -2
  11. package/Animations/animatable.d.ts +8 -8
  12. package/Animations/animatable.interface.d.ts +2 -2
  13. package/Animations/animation.d.ts +13 -13
  14. package/Animations/animationGroup.d.ts +8 -8
  15. package/Animations/animationKey.d.ts +1 -1
  16. package/Animations/index.d.ts +12 -12
  17. package/Animations/pathCursor.d.ts +2 -2
  18. package/Animations/runtimeAnimation.d.ts +4 -4
  19. package/Audio/Interfaces/IAudioEngine.d.ts +4 -4
  20. package/Audio/analyser.d.ts +2 -2
  21. package/Audio/audioEngine.d.ts +4 -4
  22. package/Audio/audioSceneComponent.d.ts +8 -8
  23. package/Audio/index.d.ts +8 -8
  24. package/Audio/sound.d.ts +6 -6
  25. package/Audio/soundTrack.d.ts +4 -4
  26. package/Audio/weightedsound.d.ts +1 -1
  27. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +5 -5
  28. package/AudioV2/abstractAudio/abstractAudioNode.d.ts +2 -2
  29. package/AudioV2/abstractAudio/abstractSound.d.ts +12 -12
  30. package/AudioV2/abstractAudio/abstractSound.js +1 -1
  31. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  32. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +4 -4
  33. package/AudioV2/abstractAudio/audioBus.d.ts +7 -7
  34. package/AudioV2/abstractAudio/audioEngineV2.d.ts +8 -8
  35. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +5 -5
  36. package/AudioV2/abstractAudio/index.d.ts +10 -10
  37. package/AudioV2/abstractAudio/mainAudioBus.d.ts +3 -3
  38. package/AudioV2/abstractAudio/mainAudioOut.d.ts +2 -2
  39. package/AudioV2/abstractAudio/staticSound.d.ts +5 -5
  40. package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +1 -1
  41. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +3 -3
  42. package/AudioV2/abstractAudio/streamingSound.d.ts +4 -4
  43. package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +4 -4
  44. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +3 -3
  45. package/AudioV2/abstractAudio/subNodes/abstractAudioSubNode.d.ts +2 -2
  46. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +6 -6
  47. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +9 -9
  48. package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.d.ts +6 -6
  49. package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.d.ts +4 -4
  50. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +4 -4
  51. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +4 -4
  52. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +3 -3
  53. package/AudioV2/abstractAudio/subProperties/index.d.ts +4 -4
  54. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -6
  55. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +6 -6
  56. package/AudioV2/abstractAudio/subProperties/stereoAudio.d.ts +2 -2
  57. package/AudioV2/index.d.ts +4 -4
  58. package/AudioV2/webAudio/index.d.ts +5 -5
  59. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -4
  60. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -3
  61. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -3
  62. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +4 -4
  63. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +7 -7
  64. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +7 -7
  65. package/AudioV2/webAudio/subProperties/spatialWebAudio.d.ts +2 -2
  66. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.d.ts +2 -2
  67. package/AudioV2/webAudio/webAudioBus.d.ts +7 -7
  68. package/AudioV2/webAudio/webAudioEngine.d.ts +11 -11
  69. package/AudioV2/webAudio/webAudioMainBus.d.ts +6 -6
  70. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -3
  71. package/AudioV2/webAudio/webAudioNode.d.ts +4 -4
  72. package/AudioV2/webAudio/webAudioStaticSound.d.ts +13 -13
  73. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +10 -10
  74. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +1 -1
  75. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +5 -5
  76. package/BakedVertexAnimation/index.d.ts +2 -2
  77. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +4 -4
  78. package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -3
  79. package/Behaviors/Cameras/bouncingBehavior.d.ts +3 -3
  80. package/Behaviors/Cameras/framingBehavior.d.ts +7 -7
  81. package/Behaviors/Cameras/index.d.ts +3 -3
  82. package/Behaviors/Meshes/attachToBoxBehavior.d.ts +3 -3
  83. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -9
  84. package/Behaviors/Meshes/fadeInOutBehavior.d.ts +2 -2
  85. package/Behaviors/Meshes/followBehavior.d.ts +4 -4
  86. package/Behaviors/Meshes/handConstraintBehavior.d.ts +4 -4
  87. package/Behaviors/Meshes/index.d.ts +9 -9
  88. package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +2 -2
  89. package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -8
  90. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -4
  91. package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -5
  92. package/Behaviors/behavior.d.ts +1 -1
  93. package/Behaviors/index.d.ts +3 -3
  94. package/Bones/bone.d.ts +8 -8
  95. package/Bones/boneIKController.d.ts +4 -4
  96. package/Bones/boneLookController.d.ts +4 -4
  97. package/Bones/index.d.ts +4 -4
  98. package/Bones/skeleton.d.ts +13 -13
  99. package/Buffers/buffer.align.d.ts +2 -2
  100. package/Buffers/buffer.d.ts +3 -3
  101. package/Buffers/buffer.nonFloatVertexBuffers.d.ts +3 -3
  102. package/Buffers/bufferUtils.d.ts +1 -1
  103. package/Buffers/index.d.ts +5 -5
  104. package/Buffers/storageBuffer.d.ts +2 -2
  105. package/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +3 -3
  106. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +5 -5
  107. package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +4 -4
  108. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +2 -2
  109. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +4 -4
  110. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -5
  111. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +3 -3
  112. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +2 -2
  113. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
  114. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +2 -2
  115. package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +2 -2
  116. package/Cameras/Inputs/followCameraPointersInput.d.ts +4 -4
  117. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +5 -5
  118. package/Cameras/Inputs/freeCameraGamepadInput.d.ts +4 -4
  119. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +2 -2
  120. package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -3
  121. package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +4 -4
  122. package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
  123. package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +4 -4
  124. package/Cameras/Inputs/index.d.ts +19 -19
  125. package/Cameras/RigModes/index.d.ts +3 -3
  126. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -1
  127. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  128. package/Cameras/RigModes/vrRigMode.d.ts +1 -1
  129. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +3 -3
  130. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +3 -3
  131. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +3 -3
  132. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +3 -3
  133. package/Cameras/Stereoscopic/index.d.ts +9 -9
  134. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +3 -3
  135. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +3 -3
  136. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +3 -3
  137. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +5 -5
  138. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +3 -3
  139. package/Cameras/VR/index.d.ts +5 -5
  140. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  141. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +5 -5
  142. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +4 -4
  143. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +5 -5
  144. package/Cameras/VR/vrExperienceHelper.d.ts +15 -15
  145. package/Cameras/arcRotateCamera.d.ts +12 -12
  146. package/Cameras/arcRotateCameraInputsManager.d.ts +2 -2
  147. package/Cameras/camera.d.ts +16 -16
  148. package/Cameras/cameraInputsManager.d.ts +2 -2
  149. package/Cameras/deviceOrientationCamera.d.ts +5 -5
  150. package/Cameras/flyCamera.d.ts +6 -6
  151. package/Cameras/flyCameraInputsManager.d.ts +2 -2
  152. package/Cameras/followCamera.d.ts +6 -6
  153. package/Cameras/followCameraInputsManager.d.ts +2 -2
  154. package/Cameras/freeCamera.d.ts +5 -5
  155. package/Cameras/freeCameraInputsManager.d.ts +5 -5
  156. package/Cameras/gamepadCamera.d.ts +3 -3
  157. package/Cameras/index.d.ts +20 -20
  158. package/Cameras/targetCamera.d.ts +4 -4
  159. package/Cameras/touchCamera.d.ts +3 -3
  160. package/Cameras/universalCamera.d.ts +4 -4
  161. package/Cameras/virtualJoysticksCamera.d.ts +4 -4
  162. package/Collisions/collider.d.ts +4 -4
  163. package/Collisions/collisionCoordinator.d.ts +5 -5
  164. package/Collisions/index.d.ts +10 -10
  165. package/Collisions/intersectionInfo.d.ts +1 -1
  166. package/Collisions/meshCollisionData.d.ts +5 -5
  167. package/Collisions/pickingInfo.d.ts +6 -6
  168. package/Compat/index.d.ts +1 -1
  169. package/Compute/computeEffect.d.ts +4 -4
  170. package/Compute/computeShader.d.ts +8 -8
  171. package/Compute/index.d.ts +2 -2
  172. package/Culling/Helper/computeShaderBoundingHelper.d.ts +2 -2
  173. package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +3 -3
  174. package/Culling/Octrees/index.d.ts +3 -3
  175. package/Culling/Octrees/octree.d.ts +7 -7
  176. package/Culling/Octrees/octreeBlock.d.ts +4 -4
  177. package/Culling/Octrees/octreeSceneComponent.d.ts +9 -9
  178. package/Culling/boundingBox.d.ts +6 -6
  179. package/Culling/boundingInfo.d.ts +7 -7
  180. package/Culling/boundingSphere.d.ts +3 -3
  181. package/Culling/index.d.ts +8 -8
  182. package/Culling/ray.core.d.ts +4 -4
  183. package/Culling/ray.core.js +1 -1
  184. package/Culling/ray.core.js.map +1 -1
  185. package/Culling/ray.d.ts +1 -1
  186. package/Debug/ISkeletonViewer.d.ts +2 -2
  187. package/Debug/axesViewer.d.ts +4 -4
  188. package/Debug/boneAxesViewer.d.ts +6 -6
  189. package/Debug/debugLayer.d.ts +4 -4
  190. package/Debug/debugLayer.js +8 -1
  191. package/Debug/debugLayer.js.map +1 -1
  192. package/Debug/directionalLightFrustumViewer.d.ts +3 -3
  193. package/Debug/index.d.ts +8 -8
  194. package/Debug/physicsViewer.d.ts +11 -11
  195. package/Debug/rayHelper.d.ts +6 -6
  196. package/Debug/skeletonViewer.d.ts +9 -9
  197. package/Decorators/nodeDecorator.d.ts +2 -2
  198. package/DeviceInput/InputDevices/deviceSource.d.ts +5 -5
  199. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +8 -8
  200. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  201. package/DeviceInput/eventFactory.d.ts +4 -4
  202. package/DeviceInput/index.d.ts +4 -4
  203. package/DeviceInput/inputInterfaces.d.ts +2 -2
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +8 -8
  205. package/DeviceInput/nativeDeviceInputSystem.d.ts +3 -3
  206. package/DeviceInput/webDeviceInputSystem.d.ts +4 -4
  207. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +1 -1
  208. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +4 -4
  209. package/Engines/AbstractEngine/abstractEngine.dom.d.ts +3 -3
  210. package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +2 -2
  211. package/Engines/AbstractEngine/abstractEngine.query.d.ts +3 -3
  212. package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +1 -1
  213. package/Engines/AbstractEngine/abstractEngine.states.d.ts +3 -3
  214. package/Engines/AbstractEngine/abstractEngine.texture.d.ts +4 -4
  215. package/Engines/AbstractEngine/abstractEngine.timeQuery.d.ts +3 -3
  216. package/Engines/AbstractEngine/abstractEngine.views.d.ts +4 -4
  217. package/Engines/AbstractEngine/index.d.ts +10 -10
  218. package/Engines/Extensions/engine.alpha.d.ts +1 -1
  219. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  220. package/Engines/Extensions/engine.cubeTexture.d.ts +5 -5
  221. package/Engines/Extensions/engine.debugging.d.ts +1 -1
  222. package/Engines/Extensions/engine.dynamicBuffer.d.ts +3 -3
  223. package/Engines/Extensions/engine.dynamicTexture.d.ts +4 -4
  224. package/Engines/Extensions/engine.multiRender.d.ts +5 -5
  225. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  226. package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +4 -4
  227. package/Engines/Extensions/engine.query.d.ts +7 -7
  228. package/Engines/Extensions/engine.rawTexture.d.ts +4 -4
  229. package/Engines/Extensions/engine.readTexture.d.ts +4 -4
  230. package/Engines/Extensions/engine.renderTarget.d.ts +6 -6
  231. package/Engines/Extensions/engine.renderTargetCube.d.ts +3 -3
  232. package/Engines/Extensions/engine.renderTargetTexture.d.ts +3 -3
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.transformFeedback.d.ts +3 -3
  235. package/Engines/Extensions/engine.uniformBuffer.d.ts +4 -4
  236. package/Engines/Extensions/engine.videoTexture.d.ts +4 -4
  237. package/Engines/Extensions/engine.views.d.ts +1 -1
  238. package/Engines/Extensions/index.d.ts +20 -20
  239. package/Engines/IPipelineContext.d.ts +4 -4
  240. package/Engines/Native/index.d.ts +2 -2
  241. package/Engines/Native/nativeDataStream.d.ts +1 -1
  242. package/Engines/Native/nativeHardwareTexture.d.ts +3 -3
  243. package/Engines/Native/nativeInterfaces.d.ts +6 -6
  244. package/Engines/Native/nativePipelineContext.d.ts +8 -8
  245. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -5
  246. package/Engines/Native/nativeShaderProcessingContext.d.ts +1 -1
  247. package/Engines/Native/nativeShaderProcessors.d.ts +4 -4
  248. package/Engines/Native/validatedNativeDataStream.d.ts +2 -2
  249. package/Engines/Processors/Expressions/Operators/index.d.ts +4 -4
  250. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  251. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  252. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +2 -6
  253. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  254. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/index.d.ts +2 -2
  257. package/Engines/Processors/iShaderProcessor.d.ts +8 -4
  258. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  259. package/Engines/Processors/index.d.ts +9 -9
  260. package/Engines/Processors/shaderCodeConditionNode.d.ts +5 -3
  261. package/Engines/Processors/shaderCodeConditionNode.js +2 -2
  262. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  263. package/Engines/Processors/shaderCodeNode.d.ts +4 -2
  264. package/Engines/Processors/shaderCodeNode.js +3 -2
  265. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  266. package/Engines/Processors/shaderCodeTestNode.d.ts +2 -2
  267. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  268. package/Engines/Processors/shaderProcessor.d.ts +6 -6
  269. package/Engines/Processors/shaderProcessor.js +16 -14
  270. package/Engines/Processors/shaderProcessor.js.map +1 -1
  271. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +2 -2
  272. package/Engines/WebGL/webGLHardwareTexture.d.ts +2 -2
  273. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -6
  274. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +5 -5
  275. package/Engines/WebGL/webGLShaderProcessors.d.ts +4 -4
  276. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +2 -2
  277. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +7 -7
  278. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +5 -5
  279. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +4 -4
  280. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +5 -5
  281. package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +4 -4
  283. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +3 -3
  284. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +6 -6
  285. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +3 -3
  286. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.d.ts +3 -3
  287. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +4 -4
  288. package/Engines/WebGPU/Extensions/index.d.ts +13 -13
  289. package/Engines/WebGPU/webgpuBufferManager.d.ts +4 -4
  290. package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +5 -5
  292. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +5 -5
  293. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +2 -2
  294. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  295. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -2
  296. package/Engines/WebGPU/webgpuClearQuad.d.ts +7 -7
  297. package/Engines/WebGPU/webgpuComputeContext.d.ts +3 -3
  298. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +3 -3
  299. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +3 -3
  300. package/Engines/WebGPU/webgpuDrawContext.d.ts +4 -4
  301. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  302. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -3
  303. package/Engines/WebGPU/webgpuMaterialContext.d.ts +5 -5
  304. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +2 -2
  305. package/Engines/WebGPU/webgpuPerfCounter.d.ts +1 -1
  306. package/Engines/WebGPU/webgpuPipelineContext.d.ts +8 -8
  307. package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -3
  308. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +4 -4
  309. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +2 -2
  310. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +4 -4
  311. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +5 -5
  312. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +22 -18
  313. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +64 -21
  314. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  315. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +2 -2
  316. package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +2 -2
  317. package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -2
  318. package/Engines/WebGPU/webgpuTextureManager.d.ts +6 -6
  319. package/Engines/WebGPU/webgpuTimestampQuery.d.ts +4 -4
  320. package/Engines/abstractEngine.d.ts +41 -41
  321. package/Engines/abstractEngine.js +2 -2
  322. package/Engines/abstractEngine.js.map +1 -1
  323. package/Engines/engine.common.d.ts +3 -3
  324. package/Engines/engine.d.ts +30 -30
  325. package/Engines/engineFactory.d.ts +1 -1
  326. package/Engines/engineStore.d.ts +4 -4
  327. package/Engines/index.d.ts +39 -39
  328. package/Engines/nativeEngine.d.ts +27 -27
  329. package/Engines/nullEngine.d.ts +13 -13
  330. package/Engines/renderTargetWrapper.d.ts +4 -4
  331. package/Engines/shaderStore.d.ts +1 -1
  332. package/Engines/thinEngine.d.ts +27 -27
  333. package/Engines/thinEngine.functions.d.ts +5 -5
  334. package/Engines/thinWebGPUEngine.d.ts +8 -8
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  1308. package/Shaders/copyTextureToTexture.fragment.d.ts +1 -1
  1309. package/Shaders/default.fragment.d.ts +28 -28
  1310. package/Shaders/default.vertex.d.ts +33 -33
  1311. package/Shaders/depth.fragment.d.ts +3 -3
  1312. package/Shaders/depth.vertex.d.ts +14 -14
  1313. package/Shaders/extractHighlights.fragment.d.ts +1 -1
  1314. package/Shaders/gaussianSplatting.fragment.d.ts +5 -5
  1315. package/Shaders/gaussianSplatting.vertex.d.ts +10 -10
  1316. package/Shaders/gaussianSplatting.vertex.js +2 -2
  1317. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  1318. package/Shaders/geometry.fragment.d.ts +7 -7
  1319. package/Shaders/geometry.vertex.d.ts +15 -15
  1320. package/Shaders/glowMapGeneration.fragment.d.ts +3 -3
  1321. package/Shaders/glowMapGeneration.vertex.d.ts +12 -12
  1322. package/Shaders/gpuRenderParticles.fragment.d.ts +9 -9
  1323. package/Shaders/gpuRenderParticles.vertex.d.ts +6 -6
  1324. package/Shaders/gpuTransform.vertex.d.ts +8 -8
  1325. package/Shaders/grain.fragment.d.ts +1 -1
  1326. package/Shaders/greasedLine.vertex.d.ts +2 -2
  1327. package/Shaders/hdrFiltering.fragment.d.ts +4 -4
  1328. package/Shaders/hdrIrradianceFiltering.fragment.d.ts +4 -4
  1329. package/Shaders/iblCdfy.fragment.d.ts +1 -1
  1330. package/Shaders/iblIcdf.fragment.d.ts +1 -1
  1331. package/Shaders/iblScaledLuminance.fragment.d.ts +1 -1
  1332. package/Shaders/iblVoxelGrid.vertex.d.ts +10 -10
  1333. package/Shaders/imageProcessing.fragment.d.ts +3 -3
  1334. package/Shaders/kernelBlur.fragment.d.ts +4 -4
  1335. package/Shaders/kernelBlur.vertex.d.ts +2 -2
  1336. package/Shaders/layer.fragment.d.ts +1 -1
  1337. package/Shaders/line.fragment.d.ts +4 -4
  1338. package/Shaders/line.vertex.d.ts +8 -8
  1339. package/Shaders/meshUVSpaceRenderer.vertex.d.ts +10 -10
  1340. package/Shaders/outline.fragment.d.ts +4 -4
  1341. package/Shaders/outline.vertex.d.ts +14 -14
  1342. package/Shaders/particles.fragment.d.ts +9 -9
  1343. package/Shaders/particles.vertex.d.ts +6 -6
  1344. package/Shaders/pbr.fragment.d.ts +58 -58
  1345. package/Shaders/pbr.vertex.d.ts +33 -33
  1346. package/Shaders/picking.vertex.d.ts +10 -10
  1347. package/Shaders/rgbdDecode.fragment.d.ts +1 -1
  1348. package/Shaders/rgbdEncode.fragment.d.ts +1 -1
  1349. package/Shaders/screenSpaceReflection2.fragment.d.ts +3 -3
  1350. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.d.ts +3 -3
  1351. package/Shaders/shadowMap.fragment.d.ts +4 -4
  1352. package/Shaders/shadowMap.vertex.d.ts +17 -17
  1353. package/Shaders/spriteMap.fragment.d.ts +4 -4
  1354. package/Shaders/spriteMap.vertex.d.ts +3 -3
  1355. package/Shaders/sprites.fragment.d.ts +5 -5
  1356. package/Shaders/sprites.vertex.d.ts +3 -3
  1357. package/Shaders/standard.fragment.d.ts +1 -1
  1358. package/Shaders/subSurfaceScattering.fragment.d.ts +4 -4
  1359. package/Shaders/velocity.vertex.d.ts +2 -2
  1360. package/Shaders/volumetricLightScatteringPass.vertex.d.ts +10 -10
  1361. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.d.ts +1 -1
  1362. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +1 -1
  1363. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.d.ts +2 -2
  1364. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +11 -2
  1365. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  1366. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +2 -2
  1367. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.d.ts +2 -2
  1368. package/ShadersWGSL/ShadersInclude/lightFragment.js +10 -7
  1369. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  1370. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -1
  1371. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -1
  1372. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  1373. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +1 -1
  1374. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
  1375. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  1376. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  1377. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  1378. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
  1379. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  1380. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +2 -2
  1381. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  1382. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +24 -8
  1383. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  1384. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -1
  1385. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.d.ts +1 -1
  1386. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +2 -2
  1387. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.d.ts +2 -2
  1388. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.d.ts +2 -2
  1389. package/ShadersWGSL/background.fragment.d.ts +16 -16
  1390. package/ShadersWGSL/background.vertex.d.ts +16 -16
  1391. package/ShadersWGSL/color.fragment.d.ts +4 -4
  1392. package/ShadersWGSL/color.vertex.d.ts +11 -11
  1393. package/ShadersWGSL/copyTextureToTexture.fragment.d.ts +1 -1
  1394. package/ShadersWGSL/default.fragment.d.ts +26 -26
  1395. package/ShadersWGSL/default.vertex.d.ts +31 -31
  1396. package/ShadersWGSL/depth.fragment.d.ts +3 -3
  1397. package/ShadersWGSL/depth.vertex.d.ts +12 -12
  1398. package/ShadersWGSL/extractHighlights.fragment.d.ts +1 -1
  1399. package/ShadersWGSL/gaussianSplatting.fragment.d.ts +5 -5
  1400. package/ShadersWGSL/gaussianSplatting.vertex.d.ts +10 -9
  1401. package/ShadersWGSL/gaussianSplatting.vertex.js +6 -3
  1402. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  1403. package/ShadersWGSL/geometry.fragment.d.ts +6 -6
  1404. package/ShadersWGSL/geometry.vertex.d.ts +14 -14
  1405. package/ShadersWGSL/glowMapGeneration.fragment.d.ts +3 -3
  1406. package/ShadersWGSL/glowMapGeneration.vertex.d.ts +12 -12
  1407. package/ShadersWGSL/grain.fragment.d.ts +1 -1
  1408. package/ShadersWGSL/greasedLine.vertex.d.ts +4 -4
  1409. package/ShadersWGSL/hdrFiltering.fragment.d.ts +4 -4
  1410. package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +4 -4
  1411. package/ShadersWGSL/iblIcdf.fragment.d.ts +1 -1
  1412. package/ShadersWGSL/iblScaledLuminance.fragment.d.ts +1 -1
  1413. package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +10 -10
  1414. package/ShadersWGSL/imageProcessing.fragment.d.ts +3 -3
  1415. package/ShadersWGSL/kernelBlur.fragment.d.ts +4 -4
  1416. package/ShadersWGSL/kernelBlur.vertex.d.ts +2 -2
  1417. package/ShadersWGSL/layer.fragment.d.ts +1 -1
  1418. package/ShadersWGSL/line.fragment.d.ts +4 -4
  1419. package/ShadersWGSL/line.vertex.d.ts +8 -8
  1420. package/ShadersWGSL/meshUVSpaceRenderer.vertex.d.ts +10 -10
  1421. package/ShadersWGSL/outline.fragment.d.ts +4 -4
  1422. package/ShadersWGSL/outline.vertex.d.ts +14 -14
  1423. package/ShadersWGSL/particles.fragment.d.ts +9 -9
  1424. package/ShadersWGSL/particles.vertex.d.ts +6 -6
  1425. package/ShadersWGSL/pbr.fragment.d.ts +56 -56
  1426. package/ShadersWGSL/pbr.vertex.d.ts +31 -31
  1427. package/ShadersWGSL/picking.vertex.d.ts +10 -10
  1428. package/ShadersWGSL/rgbdDecode.fragment.d.ts +1 -1
  1429. package/ShadersWGSL/rgbdEncode.fragment.d.ts +1 -1
  1430. package/ShadersWGSL/screenSpaceReflection2.fragment.d.ts +3 -3
  1431. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.d.ts +3 -3
  1432. package/ShadersWGSL/shadowMap.fragment.d.ts +4 -4
  1433. package/ShadersWGSL/shadowMap.vertex.d.ts +17 -17
  1434. package/ShadersWGSL/sprites.fragment.d.ts +5 -5
  1435. package/ShadersWGSL/sprites.vertex.d.ts +3 -3
  1436. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +4 -4
  1437. package/Sprites/index.d.ts +10 -10
  1438. package/Sprites/sprite.d.ts +9 -9
  1439. package/Sprites/spriteManager.d.ts +9 -9
  1440. package/Sprites/spriteMap.d.ts +7 -7
  1441. package/Sprites/spritePackedManager.d.ts +3 -3
  1442. package/Sprites/spriteRenderer.d.ts +8 -8
  1443. package/Sprites/spriteSceneComponent.d.ts +10 -10
  1444. package/Sprites/thinSprite.d.ts +2 -2
  1445. package/States/alphaCullingState.d.ts +1 -1
  1446. package/States/depthCullingState.d.ts +1 -1
  1447. package/States/index.d.ts +4 -4
  1448. package/States/stencilState.d.ts +1 -1
  1449. package/States/stencilStateComposer.d.ts +1 -1
  1450. package/XR/features/Layers/WebXRProjectionLayer.d.ts +1 -1
  1451. package/XR/features/WebXRAbstractFeature.d.ts +4 -4
  1452. package/XR/features/WebXRAnchorSystem.d.ts +6 -6
  1453. package/XR/features/WebXRBackgroundRemover.d.ts +4 -4
  1454. package/XR/features/WebXRControllerMovement.d.ts +9 -9
  1455. package/XR/features/WebXRControllerPhysics.d.ts +6 -6
  1456. package/XR/features/WebXRControllerPointerSelection.d.ts +10 -10
  1457. package/XR/features/WebXRControllerTeleportation.d.ts +12 -12
  1458. package/XR/features/WebXRDOMOverlay.d.ts +3 -3
  1459. package/XR/features/WebXRDepthSensing.d.ts +6 -6
  1460. package/XR/features/WebXREyeTracking.d.ts +5 -5
  1461. package/XR/features/WebXRFeaturePointSystem.d.ts +4 -4
  1462. package/XR/features/WebXRHandTracking.d.ts +11 -11
  1463. package/XR/features/WebXRHitTest.d.ts +5 -5
  1464. package/XR/features/WebXRHitTestLegacy.d.ts +6 -6
  1465. package/XR/features/WebXRImageTracking.d.ts +5 -5
  1466. package/XR/features/WebXRLayers.d.ts +8 -8
  1467. package/XR/features/WebXRLightEstimation.d.ts +9 -9
  1468. package/XR/features/WebXRMeshDetector.d.ts +6 -6
  1469. package/XR/features/WebXRNearInteraction.d.ts +13 -13
  1470. package/XR/features/WebXRPlaneDetector.d.ts +5 -5
  1471. package/XR/features/WebXRRawCameraAccess.d.ts +4 -4
  1472. package/XR/features/WebXRSpaceWarp.d.ts +10 -10
  1473. package/XR/features/WebXRWalkingLocomotion.d.ts +4 -4
  1474. package/XR/features/index.d.ts +23 -23
  1475. package/XR/index.d.ts +14 -14
  1476. package/XR/motionController/index.d.ts +9 -9
  1477. package/XR/motionController/webXRAbstractMotionController.d.ts +5 -5
  1478. package/XR/motionController/webXRControllerComponent.d.ts +3 -3
  1479. package/XR/motionController/webXRGenericHandController.d.ts +4 -4
  1480. package/XR/motionController/webXRGenericMotionController.d.ts +4 -4
  1481. package/XR/motionController/webXRHTCViveMotionController.d.ts +4 -4
  1482. package/XR/motionController/webXRMicrosoftMixedRealityController.d.ts +4 -4
  1483. package/XR/motionController/webXRMotionControllerManager.d.ts +2 -2
  1484. package/XR/motionController/webXROculusTouchMotionController.d.ts +4 -4
  1485. package/XR/motionController/webXRProfiledMotionController.d.ts +4 -4
  1486. package/XR/native/index.d.ts +2 -2
  1487. package/XR/native/nativeXRRenderTarget.d.ts +7 -7
  1488. package/XR/webXRCamera.d.ts +7 -7
  1489. package/XR/webXRDefaultExperience.d.ts +16 -16
  1490. package/XR/webXREnterExitUI.d.ts +5 -5
  1491. package/XR/webXRExperienceHelper.d.ts +7 -7
  1492. package/XR/webXRFeaturesManager.d.ts +2 -2
  1493. package/XR/webXRInput.d.ts +6 -6
  1494. package/XR/webXRInputSource.d.ts +7 -7
  1495. package/XR/webXRLayerWrapper.d.ts +3 -3
  1496. package/XR/webXRManagedOutputCanvas.d.ts +5 -5
  1497. package/XR/webXRRenderTargetTextureProvider.d.ts +5 -5
  1498. package/XR/webXRSessionManager.d.ts +9 -9
  1499. package/XR/webXRTypes.d.ts +2 -2
  1500. package/XR/webXRWebGLLayer.d.ts +6 -6
  1501. package/assetContainer.d.ts +27 -27
  1502. package/index.d.ts +49 -49
  1503. package/node.d.ts +15 -15
  1504. package/package.json +1 -1
  1505. package/scene.d.ts +62 -62
  1506. package/sceneComponent.d.ts +12 -12
@@ -1,86 +1,86 @@
1
- export * from "./boundingBoxRenderer";
2
- export * from "./depthRenderer";
3
- export * from "./depthRendererSceneComponent";
4
- export * from "./depthPeelingRenderer";
5
- export * from "./depthPeelingSceneComponent";
6
- export * from "./edgesRenderer";
7
- export * from "./geometryBufferRenderer";
8
- export * from "./geometryBufferRendererSceneComponent";
9
- export * from "./iblCdfGenerator";
10
- export * from "./iblCdfGeneratorSceneComponent";
11
- export * from "./IBLShadows/iblShadowsRenderPipeline";
12
- export * from "./prePassRenderer";
13
- export * from "./prePassRendererSceneComponent";
14
- export * from "./subSurfaceSceneComponent";
15
- export * from "./outlineRenderer";
16
- export * from "./renderingGroup";
17
- export * from "./renderingManager";
18
- export * from "./utilityLayerRenderer";
19
- export * from "./fluidRenderer/index";
20
- export * from "./reflectiveShadowMap";
21
- export * from "./objectRenderer";
22
- export * from "./GlobalIllumination/index";
23
- export * from "../Shaders/depth.fragment";
24
- export * from "../Shaders/depth.vertex";
25
- export * from "../ShadersWGSL/depth.fragment";
26
- export * from "../ShadersWGSL/depth.vertex";
27
- export * from "../Shaders/geometry.fragment";
28
- export * from "../Shaders/geometry.vertex";
29
- export * from "../ShadersWGSL/geometry.fragment";
30
- export * from "../ShadersWGSL/geometry.vertex";
31
- export * from "../Shaders/boundingBoxRenderer.fragment";
32
- export * from "../Shaders/boundingBoxRenderer.vertex";
33
- export * from "../ShadersWGSL/boundingBoxRenderer.fragment";
34
- export * from "../ShadersWGSL/boundingBoxRenderer.vertex";
35
- export * from "../Shaders/line.fragment";
36
- export * from "../Shaders/line.vertex";
37
- export * from "../ShadersWGSL/line.fragment";
38
- export * from "../ShadersWGSL/line.vertex";
39
- export * from "../Shaders/outline.fragment";
40
- export * from "../Shaders/outline.vertex";
41
- export * from "../ShadersWGSL/outline.fragment";
42
- export * from "../ShadersWGSL/outline.vertex";
43
- export * from "../Shaders/copyTexture3DLayerToTexture.fragment";
44
- export * from "../ShadersWGSL/copyTexture3DLayerToTexture.fragment";
45
- export * from "../Shaders/iblShadowVoxelTracing.fragment";
46
- export * from "../ShadersWGSL/iblShadowVoxelTracing.fragment";
47
- export * from "../Shaders/iblShadowDebug.fragment";
48
- export * from "../ShadersWGSL/iblShadowDebug.fragment";
49
- export * from "../ShadersWGSL/iblShadowSpatialBlur.fragment";
50
- export * from "../Shaders/iblShadowSpatialBlur.fragment";
51
- export * from "../ShadersWGSL/iblShadowAccumulation.fragment";
52
- export * from "../Shaders/iblShadowAccumulation.fragment";
53
- export * from "../Shaders/iblShadowsCombine.fragment";
54
- export * from "../ShadersWGSL/iblShadowsCombine.fragment";
55
- export * from "../ShadersWGSL/iblCombineVoxelGrids.fragment";
56
- export * from "../Shaders/iblCombineVoxelGrids.fragment";
57
- export * from "../Shaders/iblGenerateVoxelMip.fragment";
58
- export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment";
59
- export * from "../Shaders/iblShadowGBufferDebug.fragment";
60
- export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment";
61
- export * from "../ShadersWGSL/iblCdfx.fragment";
62
- export * from "../Shaders/iblCdfx.fragment";
63
- export * from "../ShadersWGSL/iblCdfy.fragment";
64
- export * from "../Shaders/iblCdfy.fragment";
65
- export * from "../ShadersWGSL/iblIcdf.fragment";
66
- export * from "../Shaders/iblIcdf.fragment";
67
- export * from "../ShadersWGSL/iblCdfDebug.fragment";
68
- export * from "../Shaders/iblCdfDebug.fragment";
69
- export * from "../ShadersWGSL/iblScaledLuminance.fragment";
70
- export * from "../Shaders/iblScaledLuminance.fragment";
71
- export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment";
72
- export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment";
73
- export * from "../Shaders/iblVoxelGrid.fragment";
74
- export * from "../Shaders/iblVoxelGrid.vertex";
75
- export * from "../ShadersWGSL/iblVoxelGrid.fragment";
76
- export * from "../ShadersWGSL/iblVoxelGrid.vertex";
77
- export * from "../Shaders/iblVoxelGrid3dDebug.fragment";
78
- export * from "../ShadersWGSL/iblVoxelGrid3dDebug.fragment";
79
- export * from "../Shaders/iblVoxelSlabDebug.vertex";
80
- export * from "../Shaders/iblVoxelSlabDebug.fragment";
81
- export * from "../ShadersWGSL/iblVoxelSlabDebug.vertex";
82
- export * from "../ShadersWGSL/iblVoxelSlabDebug.fragment";
83
- export * from "../Shaders/oitBackBlend.fragment";
84
- export * from "../Shaders/oitFinal.fragment";
85
- export * from "../ShadersWGSL/oitBackBlend.fragment";
86
- export * from "../ShadersWGSL/oitFinal.fragment";
1
+ export * from "./boundingBoxRenderer.js";
2
+ export * from "./depthRenderer.js";
3
+ export * from "./depthRendererSceneComponent.js";
4
+ export * from "./depthPeelingRenderer.js";
5
+ export * from "./depthPeelingSceneComponent.js";
6
+ export * from "./edgesRenderer.js";
7
+ export * from "./geometryBufferRenderer.js";
8
+ export * from "./geometryBufferRendererSceneComponent.js";
9
+ export * from "./iblCdfGenerator.js";
10
+ export * from "./iblCdfGeneratorSceneComponent.js";
11
+ export * from "./IBLShadows/iblShadowsRenderPipeline.js";
12
+ export * from "./prePassRenderer.js";
13
+ export * from "./prePassRendererSceneComponent.js";
14
+ export * from "./subSurfaceSceneComponent.js";
15
+ export * from "./outlineRenderer.js";
16
+ export * from "./renderingGroup.js";
17
+ export * from "./renderingManager.js";
18
+ export * from "./utilityLayerRenderer.js";
19
+ export * from "./fluidRenderer/index.js";
20
+ export * from "./reflectiveShadowMap.js";
21
+ export * from "./objectRenderer.js";
22
+ export * from "./GlobalIllumination/index.js";
23
+ export * from "../Shaders/depth.fragment.js";
24
+ export * from "../Shaders/depth.vertex.js";
25
+ export * from "../ShadersWGSL/depth.fragment.js";
26
+ export * from "../ShadersWGSL/depth.vertex.js";
27
+ export * from "../Shaders/geometry.fragment.js";
28
+ export * from "../Shaders/geometry.vertex.js";
29
+ export * from "../ShadersWGSL/geometry.fragment.js";
30
+ export * from "../ShadersWGSL/geometry.vertex.js";
31
+ export * from "../Shaders/boundingBoxRenderer.fragment.js";
32
+ export * from "../Shaders/boundingBoxRenderer.vertex.js";
33
+ export * from "../ShadersWGSL/boundingBoxRenderer.fragment.js";
34
+ export * from "../ShadersWGSL/boundingBoxRenderer.vertex.js";
35
+ export * from "../Shaders/line.fragment.js";
36
+ export * from "../Shaders/line.vertex.js";
37
+ export * from "../ShadersWGSL/line.fragment.js";
38
+ export * from "../ShadersWGSL/line.vertex.js";
39
+ export * from "../Shaders/outline.fragment.js";
40
+ export * from "../Shaders/outline.vertex.js";
41
+ export * from "../ShadersWGSL/outline.fragment.js";
42
+ export * from "../ShadersWGSL/outline.vertex.js";
43
+ export * from "../Shaders/copyTexture3DLayerToTexture.fragment.js";
44
+ export * from "../ShadersWGSL/copyTexture3DLayerToTexture.fragment.js";
45
+ export * from "../Shaders/iblShadowVoxelTracing.fragment.js";
46
+ export * from "../ShadersWGSL/iblShadowVoxelTracing.fragment.js";
47
+ export * from "../Shaders/iblShadowDebug.fragment.js";
48
+ export * from "../ShadersWGSL/iblShadowDebug.fragment.js";
49
+ export * from "../ShadersWGSL/iblShadowSpatialBlur.fragment.js";
50
+ export * from "../Shaders/iblShadowSpatialBlur.fragment.js";
51
+ export * from "../ShadersWGSL/iblShadowAccumulation.fragment.js";
52
+ export * from "../Shaders/iblShadowAccumulation.fragment.js";
53
+ export * from "../Shaders/iblShadowsCombine.fragment.js";
54
+ export * from "../ShadersWGSL/iblShadowsCombine.fragment.js";
55
+ export * from "../ShadersWGSL/iblCombineVoxelGrids.fragment.js";
56
+ export * from "../Shaders/iblCombineVoxelGrids.fragment.js";
57
+ export * from "../Shaders/iblGenerateVoxelMip.fragment.js";
58
+ export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment.js";
59
+ export * from "../Shaders/iblShadowGBufferDebug.fragment.js";
60
+ export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment.js";
61
+ export * from "../ShadersWGSL/iblCdfx.fragment.js";
62
+ export * from "../Shaders/iblCdfx.fragment.js";
63
+ export * from "../ShadersWGSL/iblCdfy.fragment.js";
64
+ export * from "../Shaders/iblCdfy.fragment.js";
65
+ export * from "../ShadersWGSL/iblIcdf.fragment.js";
66
+ export * from "../Shaders/iblIcdf.fragment.js";
67
+ export * from "../ShadersWGSL/iblCdfDebug.fragment.js";
68
+ export * from "../Shaders/iblCdfDebug.fragment.js";
69
+ export * from "../ShadersWGSL/iblScaledLuminance.fragment.js";
70
+ export * from "../Shaders/iblScaledLuminance.fragment.js";
71
+ export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment.js";
72
+ export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js";
73
+ export * from "../Shaders/iblVoxelGrid.fragment.js";
74
+ export * from "../Shaders/iblVoxelGrid.vertex.js";
75
+ export * from "../ShadersWGSL/iblVoxelGrid.fragment.js";
76
+ export * from "../ShadersWGSL/iblVoxelGrid.vertex.js";
77
+ export * from "../Shaders/iblVoxelGrid3dDebug.fragment.js";
78
+ export * from "../ShadersWGSL/iblVoxelGrid3dDebug.fragment.js";
79
+ export * from "../Shaders/iblVoxelSlabDebug.vertex.js";
80
+ export * from "../Shaders/iblVoxelSlabDebug.fragment.js";
81
+ export * from "../ShadersWGSL/iblVoxelSlabDebug.vertex.js";
82
+ export * from "../ShadersWGSL/iblVoxelSlabDebug.fragment.js";
83
+ export * from "../Shaders/oitBackBlend.fragment.js";
84
+ export * from "../Shaders/oitFinal.fragment.js";
85
+ export * from "../ShadersWGSL/oitBackBlend.fragment.js";
86
+ export * from "../ShadersWGSL/oitFinal.fragment.js";
@@ -1,4 +1,4 @@
1
- import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration";
1
+ import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration.js";
2
2
  /**
3
3
  * Contains all parameters needed for the prepass to perform
4
4
  * motion blur
@@ -1,6 +1,6 @@
1
1
  import type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem } from "../index.js";
2
- import { Observable } from "../Misc/observable";
3
- import { RenderingManager } from "../Rendering/renderingManager";
2
+ import { Observable } from "../Misc/observable.js";
3
+ import { RenderingManager } from "../Rendering/renderingManager.js";
4
4
  /**
5
5
  * Defines the options of the object renderer
6
6
  */
@@ -77,13 +77,13 @@ export declare class ObjectRenderer {
77
77
  * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.
78
78
  */
79
79
  cameraForLOD: Nullable<Camera>;
80
- private _renderInLinearSpace;
80
+ private _disableImageProcessing;
81
81
  /**
82
- * If true, the object renderer will render all objects in linear color space.
83
- * If null (default value), the renderer will use the current setting of the scene's image processing configuration to determine if it should render in linear color space.
82
+ * If true, the object renderer will render all objects without any image processing applied.
83
+ * If false (default value), the renderer will use the current setting of the scene's image processing configuration.
84
84
  */
85
- get renderInLinearSpace(): Nullable<boolean>;
86
- set renderInLinearSpace(value: Nullable<boolean>);
85
+ get disableImageProcessing(): boolean;
86
+ set disableImageProcessing(value: boolean);
87
87
  /**
88
88
  * Override the mesh isReady function with your own one.
89
89
  */
@@ -27,17 +27,17 @@ export class ObjectRenderer {
27
27
  this._renderList = value;
28
28
  }
29
29
  /**
30
- * If true, the object renderer will render all objects in linear color space.
31
- * If null (default value), the renderer will use the current setting of the scene's image processing configuration to determine if it should render in linear color space.
30
+ * If true, the object renderer will render all objects without any image processing applied.
31
+ * If false (default value), the renderer will use the current setting of the scene's image processing configuration.
32
32
  */
33
- get renderInLinearSpace() {
34
- return this._renderInLinearSpace;
33
+ get disableImageProcessing() {
34
+ return this._disableImageProcessing;
35
35
  }
36
- set renderInLinearSpace(value) {
37
- if (value === this._renderInLinearSpace) {
36
+ set disableImageProcessing(value) {
37
+ if (value === this._disableImageProcessing) {
38
38
  return;
39
39
  }
40
- this._renderInLinearSpace = value;
40
+ this._disableImageProcessing = value;
41
41
  this._scene.markAllMaterialsAsDirty(64);
42
42
  }
43
43
  /**
@@ -138,7 +138,7 @@ export class ObjectRenderer {
138
138
  * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)
139
139
  */
140
140
  this.forceLayerMaskCheck = false;
141
- this._renderInLinearSpace = null;
141
+ this._disableImageProcessing = false;
142
142
  /**
143
143
  * An event triggered before rendering the objects
144
144
  */
@@ -277,9 +277,9 @@ export class ObjectRenderer {
277
277
  }
278
278
  }
279
279
  this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;
280
- if (this._renderInLinearSpace !== null) {
280
+ if (this._disableImageProcessing) {
281
281
  // we do not use the applyByPostProcess setter to avoid flagging all the materials as "image processing dirty"!
282
- this._scene.imageProcessingConfiguration._applyByPostProcess = this._renderInLinearSpace;
282
+ this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;
283
283
  }
284
284
  }
285
285
  /**
@@ -305,7 +305,7 @@ export class ObjectRenderer {
305
305
  */
306
306
  finishRender() {
307
307
  const scene = this._scene;
308
- if (this._renderInLinearSpace !== null) {
308
+ if (this._disableImageProcessing) {
309
309
  scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;
310
310
  }
311
311
  scene.activeCamera = this._currentSceneCamera;
@@ -1 +1 @@
1
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eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: String, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n this._scene.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _renderInLinearSpace: Nullable<boolean> = null;\r\n /**\r\n * If true, the object renderer will render all objects in linear color space.\r\n * If null (default value), the renderer will use the current setting of the scene's image processing configuration to determine if it should render in linear color space.\r\n */\r\n public get renderInLinearSpace() {\r\n return this._renderInLinearSpace;\r\n }\r\n\r\n public set renderInLinearSpace(value: Nullable<boolean>) {\r\n if (value === this._renderInLinearSpace) {\r\n return;\r\n }\r\n\r\n this._renderInLinearSpace = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._renderInLinearSpace !== null) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._renderInLinearSpace;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._renderInLinearSpace !== null) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: String, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n this._scene.meshes.forEach((mesh) => {\r\n mesh._markSubMeshesAsLightDirty();\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import type { SubMesh } from "../Meshes/subMesh";
2
- import type { _InstancesBatch } from "../Meshes/mesh";
3
- import { Scene } from "../scene";
4
- import type { ISceneComponent } from "../sceneComponent";
1
+ import type { SubMesh } from "../Meshes/subMesh.js";
2
+ import type { _InstancesBatch } from "../Meshes/mesh.js";
3
+ import { Scene } from "../scene.js";
4
+ import type { ISceneComponent } from "../sceneComponent.js";
5
5
  import { ShaderLanguage } from "../Materials/shaderLanguage.js";
6
- declare module "../scene" {
6
+ declare module "../scene.js" {
7
7
  interface Scene {
8
8
  /** @internal */
9
9
  _outlineRenderer: OutlineRenderer;
@@ -14,7 +14,7 @@ declare module "../scene" {
14
14
  getOutlineRenderer(): OutlineRenderer;
15
15
  }
16
16
  }
17
- declare module "../Meshes/abstractMesh" {
17
+ declare module "../Meshes/abstractMesh.js" {
18
18
  interface AbstractMesh {
19
19
  /** @internal (Backing field) */
20
20
  _renderOutline: boolean;
@@ -1,4 +1,4 @@
1
- import type { PostProcess } from "../PostProcesses/postProcess";
1
+ import type { PostProcess } from "../PostProcesses/postProcess.js";
2
2
  /**
3
3
  * Interface for defining prepass effects in the prepass post-process pipeline
4
4
  */
@@ -1,14 +1,14 @@
1
- import { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget";
2
- import type { Scene } from "../scene";
3
- import type { Effect } from "../Materials/effect";
4
- import type { Nullable } from "../types";
5
- import type { AbstractMesh } from "../Meshes/abstractMesh";
6
- import type { Camera } from "../Cameras/camera";
7
- import { Material } from "../Materials/material";
8
- import type { SubMesh } from "../Meshes/subMesh";
9
- import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration";
10
- import type { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
11
- import "../Engines/Extensions/engine.multiRender";
1
+ import { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget.js";
2
+ import type { Scene } from "../scene.js";
3
+ import type { Effect } from "../Materials/effect.js";
4
+ import type { Nullable } from "../types.js";
5
+ import type { AbstractMesh } from "../Meshes/abstractMesh.js";
6
+ import type { Camera } from "../Cameras/camera.js";
7
+ import { Material } from "../Materials/material.js";
8
+ import type { SubMesh } from "../Meshes/subMesh.js";
9
+ import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration.js";
10
+ import type { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
11
+ import "../Engines/Extensions/engine.multiRender.js";
12
12
  /**
13
13
  * Renders a pre pass of the scene
14
14
  * This means every mesh in the scene will be rendered to a render target texture
@@ -1,9 +1,9 @@
1
- import type { Nullable } from "../types";
2
- import { Scene } from "../scene";
3
- import type { ISceneComponent } from "../sceneComponent";
4
- import { PrePassRenderer } from "./prePassRenderer";
5
- import type { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget";
6
- declare module "../scene" {
1
+ import type { Nullable } from "../types.js";
2
+ import { Scene } from "../scene.js";
3
+ import type { ISceneComponent } from "../sceneComponent.js";
4
+ import { PrePassRenderer } from "./prePassRenderer.js";
5
+ import type { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget.js";
6
+ declare module "../scene.js" {
7
7
  interface Scene {
8
8
  /** @internal (Backing field) */
9
9
  _prePassRenderer: Nullable<PrePassRenderer>;
@@ -22,7 +22,7 @@ declare module "../scene" {
22
22
  disablePrePassRenderer(): void;
23
23
  }
24
24
  }
25
- declare module "../Materials/Textures/renderTargetTexture" {
25
+ declare module "../Materials/Textures/renderTargetTexture.js" {
26
26
  interface RenderTargetTexture {
27
27
  /**
28
28
  * Gets or sets a boolean indicating that the prepass renderer should not be used with this render target
@@ -1,12 +1,12 @@
1
- import { SmartArray, SmartArrayNoDuplicate } from "../Misc/smartArray";
2
- import type { SubMesh } from "../Meshes/subMesh";
3
- import type { AbstractMesh } from "../Meshes/abstractMesh";
4
- import type { Nullable } from "../types";
5
- import type { IParticleSystem } from "../Particles/IParticleSystem";
6
- import type { IEdgesRenderer } from "./edgesRenderer";
7
- import type { ISpriteManager } from "../Sprites/spriteManager";
8
- import type { Material } from "../Materials/material";
9
- import type { Scene } from "../scene";
1
+ import { SmartArray, SmartArrayNoDuplicate } from "../Misc/smartArray.js";
2
+ import type { SubMesh } from "../Meshes/subMesh.js";
3
+ import type { AbstractMesh } from "../Meshes/abstractMesh.js";
4
+ import type { Nullable } from "../types.js";
5
+ import type { IParticleSystem } from "../Particles/IParticleSystem.js";
6
+ import type { IEdgesRenderer } from "./edgesRenderer.js";
7
+ import type { ISpriteManager } from "../Sprites/spriteManager.js";
8
+ import type { Material } from "../Materials/material.js";
9
+ import type { Scene } from "../scene.js";
10
10
  /**
11
11
  * This represents the object necessary to create a rendering group.
12
12
  * This is exclusively used and created by the rendering manager.