@babylonjs/core 8.36.0 → 8.36.1

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 (149) hide show
  1. package/Actions/action.d.ts +5 -0
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +6 -2
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/runtimeAnimation.d.ts +0 -2
  6. package/Animations/runtimeAnimation.js +3 -5
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/AudioV2/abstractAudio/abstractSound.js +1 -0
  9. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +8 -3
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/Collisions/gpuPicker.js +0 -1
  13. package/Collisions/gpuPicker.js.map +1 -1
  14. package/Decorators/nodeDecorator.d.ts +3 -1
  15. package/Decorators/nodeDecorator.js +2 -0
  16. package/Decorators/nodeDecorator.js.map +1 -1
  17. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/abstractEngine.js +2 -2
  20. package/Engines/abstractEngine.js.map +1 -1
  21. package/Engines/nativeEngine.js +12 -13
  22. package/Engines/nativeEngine.js.map +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.d.ts +2 -2
  24. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  25. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  27. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  28. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.d.ts +44 -0
  29. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +152 -0
  30. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -0
  31. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +2 -2
  32. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +2 -2
  33. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +2 -2
  35. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +2 -2
  36. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.d.ts +2 -2
  38. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +2 -2
  39. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -2
  41. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +2 -2
  42. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.d.ts +2 -2
  44. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +2 -2
  45. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js.map +1 -1
  46. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +2 -2
  47. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js +2 -2
  48. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  49. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +2 -2
  50. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +2 -2
  51. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.d.ts +2 -2
  53. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +2 -2
  54. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js.map +1 -1
  55. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.d.ts +2 -2
  56. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js +2 -2
  57. package/FrameGraph/Node/Blocks/PostProcesses/fxaaPostProcessBlock.js.map +1 -1
  58. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.d.ts +2 -2
  59. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js +2 -2
  60. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.js.map +1 -1
  61. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.d.ts +2 -2
  62. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +3 -3
  63. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +2 -2
  65. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +2 -2
  66. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +3 -3
  68. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +3 -3
  69. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.d.ts +2 -2
  71. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js +2 -2
  72. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.d.ts +2 -2
  74. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js +4 -4
  75. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +2 -2
  77. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +2 -2
  80. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js +2 -2
  81. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  82. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +17 -1
  83. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +70 -0
  84. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  85. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +7 -1
  86. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +8 -2
  87. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -1
  89. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -4
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -3
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +7 -1
  94. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +4 -1
  95. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  96. package/FrameGraph/frameGraphContext.d.ts +8 -1
  97. package/FrameGraph/frameGraphContext.js +9 -0
  98. package/FrameGraph/frameGraphContext.js.map +1 -1
  99. package/FrameGraph/frameGraphRenderContext.d.ts +4 -2
  100. package/FrameGraph/frameGraphRenderContext.js +11 -5
  101. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  102. package/FrameGraph/frameGraphTask.d.ts +8 -0
  103. package/FrameGraph/frameGraphTask.js +12 -0
  104. package/FrameGraph/frameGraphTask.js.map +1 -1
  105. package/Materials/Textures/mirrorTexture.js +4 -1
  106. package/Materials/Textures/mirrorTexture.js.map +1 -1
  107. package/Maths/math.like.d.ts +2 -7
  108. package/Maths/math.like.js.map +1 -1
  109. package/Maths/math.vector.functions.d.ts +7 -10
  110. package/Maths/math.vector.functions.js +3 -14
  111. package/Maths/math.vector.functions.js.map +1 -1
  112. package/Misc/copyTextureToTexture.d.ts +10 -0
  113. package/Misc/copyTextureToTexture.js +15 -0
  114. package/Misc/copyTextureToTexture.js.map +1 -1
  115. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +1 -1
  116. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  117. package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
  118. package/Particles/Node/Blocks/systemBlock.js +0 -7
  119. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  120. package/Particles/Node/nodeParticleSystemSet.helper.js +53 -18
  121. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  122. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -1
  123. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  124. package/Physics/v2/Plugins/havokPlugin.d.ts +27 -4
  125. package/Physics/v2/Plugins/havokPlugin.js +72 -8
  126. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  127. package/Physics/v2/physicsEngine.d.ts +12 -2
  128. package/Physics/v2/physicsEngine.js +15 -1
  129. package/Physics/v2/physicsEngine.js.map +1 -1
  130. package/Shaders/picking.fragment.js +1 -1
  131. package/Shaders/picking.fragment.js.map +1 -1
  132. package/Shaders/picking.vertex.js +1 -1
  133. package/Shaders/picking.vertex.js.map +1 -1
  134. package/ShadersWGSL/picking.fragment.js +1 -1
  135. package/ShadersWGSL/picking.fragment.js.map +1 -1
  136. package/ShadersWGSL/picking.vertex.js +1 -1
  137. package/ShadersWGSL/picking.vertex.js.map +1 -1
  138. package/Sprites/spriteRenderer.js +10 -8
  139. package/Sprites/spriteRenderer.js.map +1 -1
  140. package/XR/features/WebXRLightEstimation.d.ts +8 -0
  141. package/XR/features/WebXRLightEstimation.js +6 -1
  142. package/XR/features/WebXRLightEstimation.js.map +1 -1
  143. package/assetContainer.d.ts +1 -1
  144. package/assetContainer.js +1 -1
  145. package/assetContainer.js.map +1 -1
  146. package/package.json +1 -1
  147. package/scene.d.ts +1 -1
  148. package/scene.js +2 -6
  149. package/scene.js.map +1 -1
@@ -1 +1 @@
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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n IStencilState,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n effectRenderer.setViewport();\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n this._applyRenderTarget();\r\n this._copyTexture.copy(this._textureManager.getTextureFromHandle(sourceTexture, true)!);\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string, applyImmediately = false): void {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
1
+ 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type {\r\n Nullable,\r\n AbstractEngine,\r\n DrawWrapper,\r\n IColor4Like,\r\n Layer,\r\n FrameGraphTextureHandle,\r\n Effect,\r\n FrameGraphTextureManager,\r\n ObjectRenderer,\r\n Scene,\r\n FrameGraphRenderTarget,\r\n InternalTexture,\r\n UtilityLayerRenderer,\r\n IStencilState,\r\n} from \"core/index\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer } from \"../Materials/effectRenderer\";\r\nimport { CopyTextureToTexture } from \"../Misc/copyTextureToTexture\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\n\r\n/**\r\n * Frame graph context used render passes.\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderContext extends FrameGraphContext {\r\n private readonly _effectRenderer: EffectRenderer;\r\n private readonly _effectRendererBack: EffectRenderer;\r\n private _currentRenderTarget: FrameGraphRenderTarget | undefined;\r\n private _debugMessageWhenTargetBound: string | undefined;\r\n private _debugMessageHasBeenPushed = false;\r\n private _renderTargetIsBound = true;\r\n private readonly _copyTexture: CopyTextureToTexture;\r\n\r\n private static _IsObjectRenderer(value: Layer | ObjectRenderer | UtilityLayerRenderer): value is ObjectRenderer {\r\n return (value as ObjectRenderer).initRender !== undefined;\r\n }\r\n\r\n /** @internal */\r\n constructor(engine: AbstractEngine, textureManager: FrameGraphTextureManager, scene: Scene) {\r\n super(engine, textureManager, scene);\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectRendererBack = new EffectRenderer(this._engine, {\r\n positions: [1, 1, -1, 1, -1, -1, 1, -1],\r\n indices: [0, 2, 1, 0, 3, 2],\r\n });\r\n this._copyTexture = new CopyTextureToTexture(this._engine);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color or depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false\r\n */\r\n public isBackbuffer(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager._isBackbuffer(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's color texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's color texture, otherwise false\r\n */\r\n public isBackbufferColor(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferColor(handle);\r\n }\r\n\r\n /**\r\n * Checks whether a texture handle points to the backbuffer's depth texture\r\n * @param handle The handle to check\r\n * @returns True if the handle points to the backbuffer's depth texture, otherwise false\r\n */\r\n public isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean {\r\n return this._textureManager.isBackbufferDepthStencil(handle);\r\n }\r\n\r\n /**\r\n * Creates a (frame graph) render target wrapper\r\n * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time!\r\n * @param name Name of the render target wrapper\r\n * @param renderTargets Render target handles (textures) to use\r\n * @param renderTargetDepth Render target depth handle (texture) to use\r\n * @param depthReadOnly If true, the depth buffer will be read-only\r\n * @param stencilReadOnly If true, the stencil buffer will be read-only\r\n * @returns The created render target wrapper\r\n */\r\n public createRenderTarget(\r\n name: string,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle,\r\n depthReadOnly?: boolean,\r\n stencilReadOnly?: boolean\r\n ): FrameGraphRenderTarget {\r\n return this._textureManager.createRenderTarget(name, renderTargets, renderTargetDepth, depthReadOnly, stencilReadOnly);\r\n }\r\n\r\n /**\r\n * Clears the current render buffer or the current render target (if any is set up)\r\n * @param color Defines the color to use\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Clears the color attachments of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n */\r\n public clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, true, false, false);\r\n }\r\n\r\n /**\r\n * Clears all attachments (color(s) + depth/stencil) of the current render target\r\n * @param color Defines the color to use\r\n * @param attachments The attachments to clear\r\n * @param backBuffer Defines if the back buffer must be cleared\r\n * @param depth Defines if the depth buffer must be cleared\r\n * @param stencil Defines if the stencil buffer must be cleared\r\n * @param stencilClearValue Defines the value to use to clear the stencil buffer (default is 0)\r\n */\r\n public clearAttachments(color: Nullable<IColor4Like>, attachments: number[], backBuffer: boolean, depth: boolean, stencil?: boolean, stencilClearValue = 0): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n this._engine.clear(color, backBuffer, depth, stencil, stencilClearValue);\r\n }\r\n\r\n /**\r\n * Binds the attachments to the current render target\r\n * @param attachments The attachments to bind\r\n */\r\n public bindAttachments(attachments: number[]): void {\r\n this._applyRenderTarget();\r\n this._engine.bindAttachments(attachments);\r\n }\r\n\r\n /**\r\n * Generates mipmaps for the current render target\r\n */\r\n public generateMipMaps(): void {\r\n if (this._currentRenderTarget?.renderTargetWrapper === undefined) {\r\n return;\r\n }\r\n\r\n if (this._renderTargetIsBound && this._engine._currentRenderTarget) {\r\n // we can't generate the mipmaps if the render target is bound\r\n this._flushDebugMessages();\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n this._renderTargetIsBound = false;\r\n }\r\n\r\n const textures = this._currentRenderTarget.renderTargetWrapper.textures;\r\n if (textures) {\r\n for (const texture of textures) {\r\n this._engine.generateMipmaps(texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the texture sampling mode for a given texture handle\r\n * @param handle Handle of the texture to set the sampling mode for\r\n * @param samplingMode Sampling mode to set\r\n */\r\n public setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void {\r\n const internalTexture = this._textureManager.getTextureFromHandle(handle);\r\n if (internalTexture && internalTexture.samplingMode !== samplingMode) {\r\n this._engine.updateTextureSamplingMode(samplingMode, internalTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect)\r\n * @param effect The effect to bind the texture to\r\n * @param name The name of the texture in the effect\r\n * @param handle The handle of the texture to bind\r\n */\r\n public bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void {\r\n let texture: Nullable<InternalTexture>;\r\n\r\n const historyEntry = this._textureManager._historyTextures.get(handle);\r\n if (historyEntry) {\r\n texture = historyEntry.textures[historyEntry.index]; // texture we write to in this frame\r\n if (\r\n this._currentRenderTarget !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper !== undefined &&\r\n this._currentRenderTarget.renderTargetWrapper.textures!.includes(texture!)\r\n ) {\r\n // If the current render target renders to the history write texture, we bind the read texture instead\r\n texture = historyEntry.textures[historyEntry.index ^ 1];\r\n }\r\n } else {\r\n texture = this._textureManager._textures.get(handle)!.texture;\r\n }\r\n\r\n effect._bindTexture(name, texture);\r\n }\r\n\r\n /**\r\n * Applies a full-screen effect to the current render target\r\n * @param drawWrapper The draw wrapper containing the effect to apply\r\n * @param customBindings The custom bindings to use when applying the effect (optional)\r\n * @param stencilState The stencil state to use when applying the effect (optional)\r\n * @param disableColorWrite If true, color write will be disabled when applying the effect (optional)\r\n * @param drawBackFace If true, the fullscreen quad will be drawn as a back face (in CW - optional)\r\n * @param depthTest If true, depth testing will be enabled when applying the effect (default is false)\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n * @returns True if the effect was applied, otherwise false (effect not ready)\r\n */\r\n public applyFullScreenEffect(\r\n drawWrapper: DrawWrapper,\r\n customBindings?: () => void,\r\n stencilState?: IStencilState,\r\n disableColorWrite?: boolean,\r\n drawBackFace?: boolean,\r\n depthTest?: boolean,\r\n noViewport?: boolean\r\n ): boolean {\r\n if (!drawWrapper.effect?.isReady()) {\r\n return false;\r\n }\r\n\r\n this._applyRenderTarget();\r\n\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n const effectRenderer = drawBackFace ? this._effectRendererBack : this._effectRenderer;\r\n\r\n effectRenderer.saveStates();\r\n if (!noViewport) {\r\n effectRenderer.setViewport();\r\n }\r\n\r\n this._engine.enableEffect(drawWrapper);\r\n this._engine.setState(false, undefined, undefined, undefined, undefined, stencilState);\r\n this._engine.setDepthBuffer(!!depthTest);\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(false);\r\n }\r\n this._engine.setDepthWrite(false);\r\n\r\n effectRenderer.bindBuffers(drawWrapper.effect);\r\n customBindings?.();\r\n effectRenderer.draw();\r\n effectRenderer.restoreStates();\r\n if (disableColorWrite) {\r\n this._engine.setColorWrite(true);\r\n }\r\n this._engine.setDepthWrite(engineDepthMask);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Copies a texture to the current render target\r\n * @param sourceTexture The source texture to copy from\r\n * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target\r\n * @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.\r\n */\r\n public copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer = false, noViewport?: boolean): void {\r\n if (forceCopyToBackbuffer) {\r\n this.bindRenderTarget();\r\n }\r\n\r\n this._copyTexture.source = this._textureManager.getTextureFromHandle(sourceTexture, true)!;\r\n\r\n this.applyFullScreenEffect(\r\n this._copyTexture.effectWrapper.drawWrapper,\r\n () => {\r\n this._copyTexture.effectWrapper.onApplyObservable.notifyObservers({});\r\n },\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n noViewport\r\n );\r\n }\r\n\r\n /**\r\n * Renders a RenderTargetTexture or a layer\r\n * @param object The RenderTargetTexture/Layer to render\r\n * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer)\r\n */\r\n public render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void {\r\n if (FrameGraphRenderContext._IsObjectRenderer(object)) {\r\n this._scene._intermediateRendering = true;\r\n if (object.shouldRender()) {\r\n this._scene.incrementRenderId();\r\n this._scene.resetCachedMaterial();\r\n\r\n this._applyRenderTarget();\r\n\r\n object.prepareRenderList();\r\n\r\n object.initRender(viewportWidth!, viewportHeight!);\r\n\r\n object.render();\r\n\r\n object.finishRender();\r\n }\r\n this._scene._intermediateRendering = false;\r\n } else {\r\n this._applyRenderTarget();\r\n object.render();\r\n }\r\n }\r\n\r\n /**\r\n * Binds a render target texture so that upcoming draw calls will render to it\r\n * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call\r\n * this method several times with different render targets without incurring the cost of binding if no draw calls are made\r\n * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning \"back buffer\"). Pass an array for MRT rendering.\r\n * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example)\r\n * @param applyImmediately If true, the render target will be applied immediately (otherwise it will be applied at first use). Default is false (delayed application).\r\n */\r\n public bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string, applyImmediately = false): void {\r\n if (\r\n (renderTarget?.renderTargetWrapper === undefined && this._currentRenderTarget === undefined) ||\r\n (renderTarget && this._currentRenderTarget && renderTarget.equals(this._currentRenderTarget))\r\n ) {\r\n this._flushDebugMessages();\r\n if (debugMessage !== undefined) {\r\n this._engine._debugPushGroup?.(debugMessage, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n return;\r\n }\r\n this._currentRenderTarget = renderTarget?.renderTargetWrapper === undefined ? undefined : renderTarget;\r\n this._debugMessageWhenTargetBound = debugMessage;\r\n this._renderTargetIsBound = false;\r\n if (applyImmediately) {\r\n this._applyRenderTarget();\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _flushDebugMessages() {\r\n if (this._debugMessageHasBeenPushed) {\r\n this._engine._debugPopGroup?.(2);\r\n this._debugMessageHasBeenPushed = false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _applyRenderTarget() {\r\n if (this._renderTargetIsBound) {\r\n return;\r\n }\r\n\r\n this._flushDebugMessages();\r\n\r\n const renderTargetWrapper = this._currentRenderTarget?.renderTargetWrapper;\r\n\r\n if (renderTargetWrapper === undefined) {\r\n this._engine.restoreDefaultFramebuffer();\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.unBindFramebuffer(this._engine._currentRenderTarget);\r\n }\r\n this._engine.bindFramebuffer(renderTargetWrapper);\r\n }\r\n\r\n if (this._debugMessageWhenTargetBound !== undefined) {\r\n this._engine._debugPushGroup?.(this._debugMessageWhenTargetBound, 2);\r\n this._debugMessageWhenTargetBound = undefined;\r\n this._debugMessageHasBeenPushed = true;\r\n }\r\n\r\n this._renderTargetIsBound = true;\r\n }\r\n\r\n /** @internal */\r\n public _isReady(): boolean {\r\n return this._copyTexture.isReady();\r\n }\r\n\r\n /** @internal */\r\n public _dispose() {\r\n this._effectRenderer.dispose();\r\n this._effectRendererBack.dispose();\r\n this._copyTexture.dispose();\r\n }\r\n}\r\n"]}
@@ -41,6 +41,14 @@ export declare abstract class FrameGraphTask {
41
41
  * An observable that is triggered after the textures have been allocated.
42
42
  */
43
43
  onTexturesAllocatedObservable: Observable<FrameGraphRenderContext>;
44
+ /**
45
+ * An observable that is triggered before the task is executed.
46
+ */
47
+ onBeforeTaskExecute: Observable<FrameGraphTask>;
48
+ /**
49
+ * An observable that is triggered after the task is executed.
50
+ */
51
+ onAfterTaskExecute: Observable<FrameGraphTask>;
44
52
  /**
45
53
  * Checks if the task is ready to be executed.
46
54
  * @returns True if the task is ready to be executed, else false.
@@ -49,6 +49,8 @@ export class FrameGraphTask {
49
49
  dispose() {
50
50
  this._reset();
51
51
  this.onTexturesAllocatedObservable.clear();
52
+ this.onBeforeTaskExecute.clear();
53
+ this.onAfterTaskExecute.clear();
52
54
  }
53
55
  /**
54
56
  * Constructs a new frame graph task.
@@ -63,6 +65,14 @@ export class FrameGraphTask {
63
65
  * An observable that is triggered after the textures have been allocated.
64
66
  */
65
67
  this.onTexturesAllocatedObservable = new Observable();
68
+ /**
69
+ * An observable that is triggered before the task is executed.
70
+ */
71
+ this.onBeforeTaskExecute = new Observable();
72
+ /**
73
+ * An observable that is triggered after the task is executed.
74
+ */
75
+ this.onAfterTaskExecute = new Observable();
66
76
  this.name = name;
67
77
  this._frameGraph = frameGraph;
68
78
  this._reset();
@@ -153,9 +163,11 @@ export class FrameGraphTask {
153
163
  /** @internal */
154
164
  _execute() {
155
165
  const passes = this._disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;
166
+ this.onBeforeTaskExecute.notifyObservers(this);
156
167
  for (const pass of passes) {
157
168
  pass._execute();
158
169
  }
170
+ this.onAfterTaskExecute.notifyObservers(this);
159
171
  }
160
172
  _checkSameRenderTarget(src, dst) {
161
173
  if (src === null || dst === null) {
@@ -1 +1 @@
1
- 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type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\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 this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * Gets the render passes of the task.\r\n */\r\n public get passes() {\r\n return this._passes;\r\n }\r\n\r\n /**\r\n * Gets the disabled render passes of the task.\r\n */\r\n public get passesDisabled() {\r\n return this._passesDisabled;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: Set<FrameGraphTextureHandle>;\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n * @param skipCreationOfDisabledPasses If true, the disabled passe(s) won't be created.\r\n */\r\n public abstract record(skipCreationOfDisabledPasses?: boolean): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _execute() {\r\n const passes = this._disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
+ 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type { FrameGraph, FrameGraphObjectList, IFrameGraphPass, Nullable, FrameGraphTextureHandle, InternalTexture, FrameGraphRenderContext } from \"core/index\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Represents a task in a frame graph.\r\n * @experimental\r\n */\r\nexport abstract class FrameGraphTask {\r\n protected readonly _frameGraph: FrameGraph;\r\n\r\n private readonly _passes: IFrameGraphPass[] = [];\r\n private readonly _passesDisabled: IFrameGraphPass[] = [];\r\n\r\n // Note: must be a getter/setter even if there's no specific processing, otherwise inherited classes can't make it a getter/setter!\r\n // Same thing for the disabled property\r\n protected _name: string;\r\n\r\n /**\r\n * The name of the task.\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 this._name = value;\r\n }\r\n\r\n protected _disabled = false;\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n this._disabled = value;\r\n }\r\n\r\n /**\r\n * Gets the render passes of the task.\r\n */\r\n public get passes() {\r\n return this._passes;\r\n }\r\n\r\n /**\r\n * Gets the disabled render passes of the task.\r\n */\r\n public get passesDisabled() {\r\n return this._passesDisabled;\r\n }\r\n\r\n /**\r\n * The (texture) dependencies of the task (optional).\r\n */\r\n public dependencies?: Set<FrameGraphTextureHandle>;\r\n\r\n /**\r\n * Records the task in the frame graph. Use this function to add content (render passes, ...) to the task.\r\n * @param skipCreationOfDisabledPasses If true, the disabled passe(s) won't be created.\r\n */\r\n public abstract record(skipCreationOfDisabledPasses?: boolean): void;\r\n\r\n /**\r\n * An observable that is triggered after the textures have been allocated.\r\n */\r\n public onTexturesAllocatedObservable: Observable<FrameGraphRenderContext> = new Observable();\r\n\r\n /**\r\n * An observable that is triggered before the task is executed.\r\n */\r\n public onBeforeTaskExecute: Observable<FrameGraphTask> = new Observable();\r\n\r\n /**\r\n * An observable that is triggered after the task is executed.\r\n */\r\n public onAfterTaskExecute: Observable<FrameGraphTask> = new Observable();\r\n\r\n /**\r\n * Checks if the task is ready to be executed.\r\n * @returns True if the task is ready to be executed, else false.\r\n */\r\n public isReady(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Disposes of the task.\r\n */\r\n public dispose() {\r\n this._reset();\r\n this.onTexturesAllocatedObservable.clear();\r\n this.onBeforeTaskExecute.clear();\r\n this.onAfterTaskExecute.clear();\r\n }\r\n\r\n /**\r\n * Constructs a new frame graph task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph this task is associated with.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n this.name = name;\r\n this._frameGraph = frameGraph;\r\n this._reset();\r\n }\r\n\r\n /** @internal */\r\n public _reset() {\r\n this._passes.length = 0;\r\n this._passesDisabled.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public _addPass(pass: IFrameGraphPass, disabled: boolean) {\r\n if (disabled) {\r\n this._passesDisabled.push(pass);\r\n } else {\r\n this._passes.push(pass);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _checkTask() {\r\n let outputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let outputDepthTexture: Nullable<InternalTexture> = null;\r\n let outputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passes) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n outputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n outputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n outputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n outputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n let disabledOutputTexture: Nullable<Nullable<InternalTexture>[]> = null;\r\n let disabledOutputTextureHandle: (FrameGraphTextureHandle | undefined)[] = [];\r\n let disabledOutputDepthTexture: Nullable<InternalTexture> = null;\r\n let disabledOutputObjectList: FrameGraphObjectList | undefined;\r\n\r\n for (const pass of this._passesDisabled) {\r\n const errMsg = pass._isValid();\r\n if (errMsg) {\r\n throw new Error(`Pass \"${pass.name}\" is not valid. ${errMsg}`);\r\n }\r\n if (FrameGraphRenderPass.IsRenderPass(pass)) {\r\n const handles = Array.isArray(pass.renderTarget) ? pass.renderTarget : [pass.renderTarget];\r\n disabledOutputTexture = [];\r\n for (const handle of handles) {\r\n if (handle !== undefined) {\r\n disabledOutputTexture.push(this._frameGraph.textureManager.getTextureFromHandle(handle));\r\n }\r\n }\r\n disabledOutputTextureHandle = handles;\r\n disabledOutputDepthTexture = pass.renderTargetDepth !== undefined ? this._frameGraph.textureManager.getTextureFromHandle(pass.renderTargetDepth) : null;\r\n } else if (FrameGraphCullPass.IsCullPass(pass)) {\r\n disabledOutputObjectList = pass.objectList;\r\n }\r\n }\r\n\r\n if (this._passesDisabled.length > 0) {\r\n if (!this._checkSameRenderTarget(outputTexture, disabledOutputTexture)) {\r\n let ok = true;\r\n for (const handle of disabledOutputTextureHandle) {\r\n if (handle !== undefined && !this._frameGraph.textureManager.isHistoryTexture(handle)) {\r\n ok = false;\r\n break;\r\n }\r\n }\r\n if (!ok) {\r\n throw new Error(`The output texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n if (outputDepthTexture !== disabledOutputDepthTexture) {\r\n throw new Error(`The output depth texture of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n if (outputObjectList !== disabledOutputObjectList) {\r\n throw new Error(`The output object list of the task \"${this.name}\" is different when it is enabled or disabled.`);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _execute() {\r\n const passes = this._disabled && this._passesDisabled.length > 0 ? this._passesDisabled : this._passes;\r\n\r\n this.onBeforeTaskExecute.notifyObservers(this);\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n\r\n this.onAfterTaskExecute.notifyObservers(this);\r\n }\r\n\r\n private _checkSameRenderTarget(src: Nullable<Nullable<InternalTexture>[]>, dst: Nullable<Nullable<InternalTexture>[]>) {\r\n if (src === null || dst === null) {\r\n return src === dst;\r\n }\r\n\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -157,7 +157,9 @@ export class MirrorTexture extends RenderTargetTexture {
157
157
  scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());
158
158
  saveClipPlane = scene.clipPlane;
159
159
  scene.clipPlane = this.mirrorPlane;
160
- scene._mirroredCameraPosition = Vector3.TransformCoordinates(scene.activeCamera.globalPosition, this._mirrorMatrix);
160
+ const eyePos = Vector3.TransformCoordinates(scene.activeCamera.globalPosition, this._mirrorMatrix);
161
+ scene._mirroredCameraPosition = eyePos;
162
+ scene._forcedViewPosition = eyePos; // More performant to set 2 properties here than to check both mirroredCameraPos and forcedViewPos within eye binding (which happens on critical rendering path)
161
163
  });
162
164
  this.onAfterRenderObservable.add(() => {
163
165
  if (this._sceneUBO) {
@@ -165,6 +167,7 @@ export class MirrorTexture extends RenderTargetTexture {
165
167
  }
166
168
  scene.updateTransformMatrix();
167
169
  scene._mirroredCameraPosition = null;
170
+ scene._forcedViewPosition = null;
168
171
  scene.clipPlane = saveClipPlane;
169
172
  });
170
173
  }
@@ -1 +1 @@
1
- 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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n public override resize(size: TextureSize | { ratio: number }): void {\r\n super.resize(size);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n } else {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n protected override _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.setSceneUniformBuffer(this._sceneUBO);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene.getViewMatrix(), this._transformMatrix);\r\n\r\n scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());\r\n\r\n saveClipPlane = scene.clipPlane;\r\n scene.clipPlane = this.mirrorPlane;\r\n\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix();\r\n scene._mirroredCameraPosition = null;\r\n\r\n scene.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
1
+ 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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n public override resize(size: TextureSize | { ratio: number }): void {\r\n super.resize(size);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n } else {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n protected override _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene.getSceneUniformBuffer();\r\n scene.setSceneUniformBuffer(this._sceneUBO);\r\n scene.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene.getViewMatrix(), this._transformMatrix);\r\n\r\n scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());\r\n\r\n saveClipPlane = scene.clipPlane;\r\n scene.clipPlane = this.mirrorPlane;\r\n\r\n const eyePos = Vector3.TransformCoordinates((<Camera>scene.activeCamera).globalPosition, this._mirrorMatrix);\r\n scene._mirroredCameraPosition = eyePos;\r\n scene._forcedViewPosition = eyePos; // More performant to set 2 properties here than to check both mirroredCameraPos and forcedViewPos within eye binding (which happens on critical rendering path)\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene.updateTransformMatrix();\r\n scene._mirroredCameraPosition = null;\r\n scene._forcedViewPosition = null;\r\n\r\n scene.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
@@ -29,16 +29,11 @@ export interface IVector3Like extends IVector2Like {
29
29
  /**
30
30
  * @internal
31
31
  */
32
- export interface IDirtyFlagLike {
33
- _isDirty?: boolean;
34
- }
35
- /**
36
- * @internal
37
- */
38
- export interface IVector3LikeInternal extends IDirtyFlagLike {
32
+ export interface IVector3LikeInternal {
39
33
  _x: number;
40
34
  _y: number;
41
35
  _z: number;
36
+ _isDirty?: boolean;
42
37
  }
43
38
  /**
44
39
  * @internal
@@ -1 +1 @@
1
- {"version":3,"file":"math.like.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.like.ts"],"names":[],"mappings":"","sourcesContent":["import type { float, int, Tuple } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor3Like {\r\n r: float;\r\n g: float;\r\n b: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor4Like extends IColor3Like {\r\n a: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector2Like {\r\n x: float;\r\n y: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3Like extends IVector2Like {\r\n z: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IDirtyFlagLike {\r\n _isDirty?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3LikeInternal extends IDirtyFlagLike {\r\n _x: number;\r\n _y: number;\r\n _z: number;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector4Like extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IQuaternionLike extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IPlaneLike {\r\n normal: IVector3Like;\r\n d: float;\r\n normalize(): void;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IMatrixLike {\r\n asArray(): Tuple<number, 16>;\r\n updateFlag: int;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IViewportLike {\r\n x: float;\r\n y: float;\r\n width: float;\r\n height: float;\r\n}\r\n"]}
1
+ {"version":3,"file":"math.like.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/math.like.ts"],"names":[],"mappings":"","sourcesContent":["import type { float, int, Tuple } from \"../types\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor3Like {\r\n r: float;\r\n g: float;\r\n b: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IColor4Like extends IColor3Like {\r\n a: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector2Like {\r\n x: float;\r\n y: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3Like extends IVector2Like {\r\n z: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector3LikeInternal {\r\n _x: number;\r\n _y: number;\r\n _z: number;\r\n _isDirty?: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IVector4Like extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IQuaternionLike extends IVector3Like {\r\n w: float;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IPlaneLike {\r\n normal: IVector3Like;\r\n d: float;\r\n normalize(): void;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IMatrixLike {\r\n asArray(): Tuple<number, 16>;\r\n updateFlag: int;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport interface IViewportLike {\r\n x: float;\r\n y: float;\r\n width: float;\r\n height: float;\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { DeepImmutable } from "../types.js";
2
- import type { IDirtyFlagLike, IQuaternionLike, IVector2Like, IVector3Like, IVector4Like } from "./math.like.js";
2
+ import type { IQuaternionLike, IVector2Like, IVector3Like, IVector4Like } from "./math.like.js";
3
3
  import { Quaternion, Vector3 } from "./math.vector.js";
4
4
  /**
5
5
  * Creates a string representation of the IVector2Like
@@ -43,31 +43,28 @@ export declare function Vector3DistanceSquared(a: DeepImmutable<IVector3Like>, b
43
43
  export declare function Vector3Distance(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number;
44
44
  /**
45
45
  * Sets the given floats into the result.
46
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
47
46
  * @param x defines the x coordinate
48
47
  * @param y defines the y coordinate
49
48
  * @param z defines the z coordinate
50
- * @param result defines the target vector
49
+ * @param result defines the result vector
51
50
  * @returns the result vector
52
51
  */
53
- export declare function Vector3FromFloatsToRef<T extends IVector3Like & IDirtyFlagLike>(x: number, y: number, z: number, result: T): T;
52
+ export declare function Vector3FromFloatsToRef<T extends IVector3Like>(x: number, y: number, z: number, result: T): T;
54
53
  /**
55
54
  * Stores the scaled values of a vector into the result.
56
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
57
55
  * @param a defines the source vector
58
56
  * @param scale defines the scale factor
59
- * @param result defines the target vector
57
+ * @param result defines the result vector
60
58
  * @returns the scaled vector
61
59
  */
62
- export declare function Vector3ScaleToRef<T extends IVector3Like & IDirtyFlagLike>(a: DeepImmutable<IVector3Like>, scale: number, result: T): T;
60
+ export declare function Vector3ScaleToRef<T extends IVector3Like>(a: DeepImmutable<IVector3Like>, scale: number, result: T): T;
63
61
  /**
64
62
  * Scales the current vector values in place by a factor.
65
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
66
63
  * @param vector defines the vector to scale
67
64
  * @param scale defines the scale factor
68
- * @returns the input scaled vector
65
+ * @returns the scaled vector
69
66
  */
70
- export declare function Vector3ScaleInPlace<T extends IVector3Like & IDirtyFlagLike>(vector: T, scale: number): T;
67
+ export declare function Vector3ScaleInPlace<T extends IVector3Like>(vector: T, scale: number): T;
71
68
  /**
72
69
  * Creates a string representation of the IVector3Like
73
70
  * @param vector defines the IVector3Like to stringify
@@ -1,10 +1,5 @@
1
1
  import { Clamp } from "./math.scalar.functions.js";
2
2
  import { Quaternion, Vector3 } from "./math.vector.js";
3
- function SetDirtyFlag(x) {
4
- if (x._isDirty !== undefined) {
5
- x._isDirty = true;
6
- }
7
- }
8
3
  /**
9
4
  * Creates a string representation of the IVector2Like
10
5
  * @param vector defines the IVector2Like to stringify
@@ -62,47 +57,41 @@ export function Vector3Distance(a, b) {
62
57
  }
63
58
  /**
64
59
  * Sets the given floats into the result.
65
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
66
60
  * @param x defines the x coordinate
67
61
  * @param y defines the y coordinate
68
62
  * @param z defines the z coordinate
69
- * @param result defines the target vector
63
+ * @param result defines the result vector
70
64
  * @returns the result vector
71
65
  */
72
66
  export function Vector3FromFloatsToRef(x, y, z, result) {
73
67
  result.x = x;
74
68
  result.y = y;
75
69
  result.z = z;
76
- SetDirtyFlag(result);
77
70
  return result;
78
71
  }
79
72
  /**
80
73
  * Stores the scaled values of a vector into the result.
81
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
82
74
  * @param a defines the source vector
83
75
  * @param scale defines the scale factor
84
- * @param result defines the target vector
76
+ * @param result defines the result vector
85
77
  * @returns the scaled vector
86
78
  */
87
79
  export function Vector3ScaleToRef(a, scale, result) {
88
80
  result.x = a.x * scale;
89
81
  result.y = a.y * scale;
90
82
  result.z = a.z * scale;
91
- SetDirtyFlag(result);
92
83
  return result;
93
84
  }
94
85
  /**
95
86
  * Scales the current vector values in place by a factor.
96
- * Marks the result as dirty if an `_isDirty` flag is defined on the object.
97
87
  * @param vector defines the vector to scale
98
88
  * @param scale defines the scale factor
99
- * @returns the input scaled vector
89
+ * @returns the scaled vector
100
90
  */
101
91
  export function Vector3ScaleInPlace(vector, scale) {
102
92
  vector.x *= scale;
103
93
  vector.y *= scale;
104
94
  vector.z *= scale;
105
- SetDirtyFlag(vector);
106
95
  return vector;
107
96
  }
108
97
  /**
@@ -1 +1 @@
1
- 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{ Clamp } from \"./math.scalar.functions\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport type { IDirtyFlagLike, IQuaternionLike, IVector2Like, IVector3Like, IVector4Like } from \"./math.like\";\r\nimport { Quaternion, Vector3 } from \"./math.vector\";\r\n\r\nfunction SetDirtyFlag(x: IDirtyFlagLike) {\r\n if (x._isDirty !== undefined) {\r\n x._isDirty = true;\r\n }\r\n}\r\n\r\n/**\r\n * Creates a string representation of the IVector2Like\r\n * @param vector defines the IVector2Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector2Like coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: DeepImmutable<IVector2Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Computes the dot product of two IVector3Like objects.\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the dot product\r\n */\r\nexport function Vector3Dot(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n return a.x * b.x + a.y * b.y + a.z * b.z;\r\n}\r\n\r\n/**\r\n * Computes the squared length of the IVector3Like\r\n * @param vector the vector to measure\r\n * @returns the squared length of the vector\r\n */\r\nexport function Vector3LengthSquared(vector: DeepImmutable<IVector3Like>): number {\r\n return vector.x * vector.x + vector.y * vector.y + vector.z * vector.z;\r\n}\r\n\r\n/**\r\n * Computes the length of the IVector3Like\r\n * @param vector the vector to measure\r\n * @returns the length of the vector\r\n */\r\nexport function Vector3Length(vector: DeepImmutable<IVector3Like>): number {\r\n return Math.sqrt(Vector3LengthSquared(vector));\r\n}\r\n\r\n/**\r\n * Computes the squared distance between the IVector3Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the squared distance\r\n */\r\nexport function Vector3DistanceSquared(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n const x = b.x - a.x;\r\n const y = b.y - a.y;\r\n const z = b.z - a.z;\r\n return x * x + y * y + z * z;\r\n}\r\n\r\n/**\r\n * Computes the distance between the IVector3Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the distance\r\n */\r\nexport function Vector3Distance(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n return Math.sqrt(Vector3DistanceSquared(a, b));\r\n}\r\n\r\n/**\r\n * Sets the given floats into the result.\r\n * Marks the result as dirty if an `_isDirty` flag is defined on the object.\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param result defines the target vector\r\n * @returns the result vector\r\n */\r\nexport function Vector3FromFloatsToRef<T extends IVector3Like & IDirtyFlagLike>(x: number, y: number, z: number, result: T): T {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n SetDirtyFlag(result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Stores the scaled values of a vector into the result.\r\n * Marks the result as dirty if an `_isDirty` flag is defined on the object.\r\n * @param a defines the source vector\r\n * @param scale defines the scale factor\r\n * @param result defines the target vector\r\n * @returns the scaled vector\r\n */\r\nexport function Vector3ScaleToRef<T extends IVector3Like & IDirtyFlagLike>(a: DeepImmutable<IVector3Like>, scale: number, result: T): T {\r\n result.x = a.x * scale;\r\n result.y = a.y * scale;\r\n result.z = a.z * scale;\r\n SetDirtyFlag(result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Scales the current vector values in place by a factor.\r\n * Marks the result as dirty if an `_isDirty` flag is defined on the object.\r\n * @param vector defines the vector to scale\r\n * @param scale defines the scale factor\r\n * @returns the input scaled vector\r\n */\r\nexport function Vector3ScaleInPlace<T extends IVector3Like & IDirtyFlagLike>(vector: T, scale: number): T {\r\n vector.x *= scale;\r\n vector.y *= scale;\r\n vector.z *= scale;\r\n SetDirtyFlag(vector);\r\n return vector;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the IVector3Like\r\n * @param vector defines the IVector3Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector3Like coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: DeepImmutable<IVector3Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Computes the dot product of two IVector4Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the dot product\r\n */\r\nexport function Vector4Dot(a: DeepImmutable<IVector4Like>, b: DeepImmutable<IVector4Like>): number {\r\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the IVector4Like\r\n * @param vector defines the IVector4Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector4Like coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: DeepImmutable<IVector4Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Returns the angle in radians between two quaternions\r\n * @param q1 defines the first quaternion\r\n * @param q2 defines the second quaternion\r\n * @returns the angle in radians between the two quaternions\r\n */\r\nexport function GetAngleBetweenQuaternions(q1: DeepImmutable<IQuaternionLike>, q2: DeepImmutable<IQuaternionLike>): number {\r\n return Math.acos(Clamp(Vector4Dot(q1, q2))) * 2;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirections<T extends Vector3>(a: DeepImmutable<T>, b: DeepImmutable<T>): Quaternion {\r\n const result = new Quaternion();\r\n GetQuaternionFromDirectionsToRef(a, b, result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: DeepImmutable<T>, b: DeepImmutable<T>, result: ResultT): ResultT {\r\n const axis = Vector3.Cross(a, b);\r\n const angle = Math.acos(Clamp(Vector3Dot(a, b), -1, 1));\r\n Quaternion.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n}\r\n"]}
1
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{ Clamp } from \"./math.scalar.functions\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport type { IQuaternionLike, IVector2Like, IVector3Like, IVector4Like } from \"./math.like\";\r\nimport { Quaternion, Vector3 } from \"./math.vector\";\r\n\r\n/**\r\n * Creates a string representation of the IVector2Like\r\n * @param vector defines the IVector2Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector2Like coordinates.\r\n */\r\nexport function Vector2ToFixed(vector: DeepImmutable<IVector2Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Computes the dot product of two IVector3Like objects.\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the dot product\r\n */\r\nexport function Vector3Dot(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n return a.x * b.x + a.y * b.y + a.z * b.z;\r\n}\r\n\r\n/**\r\n * Computes the squared length of the IVector3Like\r\n * @param vector the vector to measure\r\n * @returns the squared length of the vector\r\n */\r\nexport function Vector3LengthSquared(vector: DeepImmutable<IVector3Like>): number {\r\n return vector.x * vector.x + vector.y * vector.y + vector.z * vector.z;\r\n}\r\n\r\n/**\r\n * Computes the length of the IVector3Like\r\n * @param vector the vector to measure\r\n * @returns the length of the vector\r\n */\r\nexport function Vector3Length(vector: DeepImmutable<IVector3Like>): number {\r\n return Math.sqrt(Vector3LengthSquared(vector));\r\n}\r\n\r\n/**\r\n * Computes the squared distance between the IVector3Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the squared distance\r\n */\r\nexport function Vector3DistanceSquared(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n const x = b.x - a.x;\r\n const y = b.y - a.y;\r\n const z = b.z - a.z;\r\n return x * x + y * y + z * z;\r\n}\r\n\r\n/**\r\n * Computes the distance between the IVector3Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the distance\r\n */\r\nexport function Vector3Distance(a: DeepImmutable<IVector3Like>, b: DeepImmutable<IVector3Like>): number {\r\n return Math.sqrt(Vector3DistanceSquared(a, b));\r\n}\r\n\r\n/**\r\n * Sets the given floats into the result.\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param result defines the result vector\r\n * @returns the result vector\r\n */\r\nexport function Vector3FromFloatsToRef<T extends IVector3Like>(x: number, y: number, z: number, result: T): T {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n return result;\r\n}\r\n\r\n/**\r\n * Stores the scaled values of a vector into the result.\r\n * @param a defines the source vector\r\n * @param scale defines the scale factor\r\n * @param result defines the result vector\r\n * @returns the scaled vector\r\n */\r\nexport function Vector3ScaleToRef<T extends IVector3Like>(a: DeepImmutable<IVector3Like>, scale: number, result: T): T {\r\n result.x = a.x * scale;\r\n result.y = a.y * scale;\r\n result.z = a.z * scale;\r\n return result;\r\n}\r\n\r\n/**\r\n * Scales the current vector values in place by a factor.\r\n * @param vector defines the vector to scale\r\n * @param scale defines the scale factor\r\n * @returns the scaled vector\r\n */\r\nexport function Vector3ScaleInPlace<T extends IVector3Like>(vector: T, scale: number): T {\r\n vector.x *= scale;\r\n vector.y *= scale;\r\n vector.z *= scale;\r\n return vector;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the IVector3Like\r\n * @param vector defines the IVector3Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector3Like coordinates.\r\n */\r\nexport function Vector3ToFixed(vector: DeepImmutable<IVector3Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Computes the dot product of two IVector4Like objects\r\n * @param a defines the first vector\r\n * @param b defines the second vector\r\n * @returns the dot product\r\n */\r\nexport function Vector4Dot(a: DeepImmutable<IVector4Like>, b: DeepImmutable<IVector4Like>): number {\r\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\r\n}\r\n\r\n/**\r\n * Creates a string representation of the IVector4Like\r\n * @param vector defines the IVector4Like to stringify\r\n * @param decimalCount defines the number of decimals to use\r\n * @returns a string with the IVector4Like coordinates.\r\n */\r\nexport function Vector4ToFixed(vector: DeepImmutable<IVector4Like>, decimalCount: number): string {\r\n return `{X: ${vector.x.toFixed(decimalCount)} Y: ${vector.y.toFixed(decimalCount)} Z: ${vector.z.toFixed(decimalCount)} W: ${vector.w.toFixed(decimalCount)}}`;\r\n}\r\n\r\n/**\r\n * Returns the angle in radians between two quaternions\r\n * @param q1 defines the first quaternion\r\n * @param q2 defines the second quaternion\r\n * @returns the angle in radians between the two quaternions\r\n */\r\nexport function GetAngleBetweenQuaternions(q1: DeepImmutable<IQuaternionLike>, q2: DeepImmutable<IQuaternionLike>): number {\r\n return Math.acos(Clamp(Vector4Dot(q1, q2))) * 2;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirections<T extends Vector3>(a: DeepImmutable<T>, b: DeepImmutable<T>): Quaternion {\r\n const result = new Quaternion();\r\n GetQuaternionFromDirectionsToRef(a, b, result);\r\n return result;\r\n}\r\n\r\n/**\r\n * Creates a quaternion from two direction vectors\r\n * @param a defines the first direction vector\r\n * @param b defines the second direction vector\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\nexport function GetQuaternionFromDirectionsToRef<T extends Vector3, ResultT extends Quaternion>(a: DeepImmutable<T>, b: DeepImmutable<T>, result: ResultT): ResultT {\r\n const axis = Vector3.Cross(a, b);\r\n const angle = Math.acos(Clamp(Vector3Dot(a, b), -1, 1));\r\n Quaternion.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n}\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { AbstractEngine } from "../Engines/abstractEngine.js";
2
2
  import type { InternalTexture } from "../Materials/Textures/internalTexture.js";
3
+ import { EffectWrapper } from "../Materials/effectRenderer.js";
3
4
  import type { IRenderTargetTexture, RenderTargetWrapper } from "../Engines/renderTargetWrapper.js";
4
5
  import type { ThinTexture } from "../Materials/Textures/thinTexture.js";
5
6
  import type { Nullable } from "../types.js";
@@ -28,6 +29,15 @@ export declare class CopyTextureToTexture {
28
29
  * Gets the shader language
29
30
  */
30
31
  get shaderLanguage(): ShaderLanguage;
32
+ /**
33
+ * Gets the effect wrapper used for the copy
34
+ */
35
+ get effectWrapper(): EffectWrapper;
36
+ /**
37
+ * Gets or sets the source texture
38
+ */
39
+ get source(): InternalTexture | ThinTexture;
40
+ set source(texture: InternalTexture | ThinTexture);
31
41
  private _textureIsInternal;
32
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  /**
33
43
  * Constructs a new instance of the class
@@ -19,6 +19,21 @@ export class CopyTextureToTexture {
19
19
  get shaderLanguage() {
20
20
  return this._shaderLanguage;
21
21
  }
22
+ /**
23
+ * Gets the effect wrapper used for the copy
24
+ */
25
+ get effectWrapper() {
26
+ return this._effectWrapper;
27
+ }
28
+ /**
29
+ * Gets or sets the source texture
30
+ */
31
+ get source() {
32
+ return this._source;
33
+ }
34
+ set source(texture) {
35
+ this._source = texture;
36
+ }
22
37
  _textureIsInternal(texture) {
23
38
  return texture.getInternalTexture === undefined;
24
39
  }