@babylonjs/core 8.51.2 → 8.52.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/Extensions/engine.multiview.d.ts +2 -0
- package/Engines/Extensions/engine.multiview.js +7 -3
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +3 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/texture.js +15 -4
- package/Materials/Textures/texture.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +5 -0
- package/Meshes/mesh.js +39 -16
- package/Meshes/mesh.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +9 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Probes/reflectionProbe.js +9 -6
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +3 -1
- package/Rendering/objectRenderer.js +28 -8
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/reflectiveShadowMap.js +1 -1
- package/Rendering/reflectiveShadowMap.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +8 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +7 -14
- package/scene.js.map +1 -1
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@@ -58,6 +58,8 @@ declare module "../../scene.js" {
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/** @internal */
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_multiviewSceneUbo: Nullable<UniformBuffer>;
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/** @internal */
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_multiviewSceneUboIsActive: boolean;
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/** @internal */
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_createMultiviewUbo(): void;
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/** @internal */
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_updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
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@@ -93,14 +93,18 @@ function CreateMultiviewUbo(engine, name, trackUBOsInFrame) {
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const CurrentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;
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Scene.prototype._transformMatrixR = Matrix.Zero();
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Scene.prototype._multiviewSceneUbo = null;
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Scene.prototype._multiviewSceneUboIsActive = false;
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Scene.prototype._createMultiviewUbo = function () {
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this._multiviewSceneUbo = CreateMultiviewUbo(this.getEngine(), "scene_multiview");
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this._multiviewSceneUboIsActive = true;
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};
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Scene.prototype.createSceneUniformBuffer = function (name,
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Scene.prototype.createSceneUniformBuffer = function (name, trackUBOsInFrameOrOptions) {
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const forceMono = typeof trackUBOsInFrameOrOptions === "object" && !!trackUBOsInFrameOrOptions?.forceMono;
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if (!forceMono && this._multiviewSceneUboIsActive) {
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const trackUBOsInFrame = typeof trackUBOsInFrameOrOptions === "boolean" ? trackUBOsInFrameOrOptions : trackUBOsInFrameOrOptions?.trackUBOsInFrame;
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return CreateMultiviewUbo(this.getEngine(), name, trackUBOsInFrame);
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}
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return CurrentCreateSceneUniformBuffer.bind(this)(name,
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return CurrentCreateSceneUniformBuffer.bind(this)(name, trackUBOsInFrameOrOptions);
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};
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Scene.prototype._updateMultiviewUbo = function (viewR, projectionR) {
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if (viewR && projectionR) {
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@@ -1 +1 @@
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1
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-
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{ Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { Scene } from \"../../scene\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MultiviewRenderTarget } from \"../../Materials/Textures/MultiviewRenderTarget\";\r\nimport { Frustum } from \"../../Maths/math.frustum\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Engine {\r\n /**\r\n * Creates a new multiview render target\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @returns the created multiview render target wrapper\r\n */\r\n createMultiviewRenderTargetTexture(width: number, height: number, colorTexture?: WebGLTexture, depthStencilTexture?: WebGLTexture): RenderTargetWrapper;\r\n\r\n /**\r\n * Binds a multiview render target wrapper to be drawn to\r\n * @param multiviewTexture render target wrapper to bind\r\n */\r\n bindMultiviewFramebuffer(multiviewTexture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Binds a Space Warp render target wrapper to be drawn to\r\n * @param spaceWarpTexture render target wrapper to bind\r\n */\r\n bindSpaceWarpFramebuffer(spaceWarpTexture: RenderTargetWrapper): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createMultiviewRenderTargetTexture = function (width: number, height: number, colorTexture?: WebGLTexture, depthStencilTexture?: WebGLTexture) {\r\n const gl = this._gl;\r\n\r\n if (!this.getCaps().multiview) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiview is not supported\";\r\n }\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, { width, height }) as WebGLRenderTargetWrapper;\r\n\r\n rtWrapper._framebuffer = gl.createFramebuffer();\r\n\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.isMultiview = true;\r\n\r\n if (!colorTexture) {\r\n colorTexture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, colorTexture);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, 2);\r\n }\r\n\r\n rtWrapper._colorTextureArray = colorTexture;\r\n\r\n if (!depthStencilTexture) {\r\n depthStencilTexture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, depthStencilTexture);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, (gl as any).DEPTH24_STENCIL8, width, height, 2);\r\n }\r\n\r\n rtWrapper._depthStencilTextureArray = depthStencilTexture;\r\n\r\n internalTexture.isReady = true;\r\n\r\n rtWrapper.setTextures(internalTexture);\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n\r\n return rtWrapper;\r\n};\r\n\r\nEngine.prototype.bindMultiviewFramebuffer = function (_multiviewTexture: RenderTargetWrapper) {\r\n const multiviewTexture = _multiviewTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer);\r\n if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) {\r\n if (this.getCaps().oculusMultiview) {\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n ext.framebufferTextureMultisampleMultiviewOVR(\r\n gl.DRAW_FRAMEBUFFER,\r\n gl.DEPTH_STENCIL_ATTACHMENT,\r\n multiviewTexture._depthStencilTextureArray,\r\n 0,\r\n multiviewTexture.samples,\r\n 0,\r\n 2\r\n );\r\n } else {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);\r\n }\r\n } else {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Invalid multiview frame buffer\";\r\n }\r\n};\r\n\r\nEngine.prototype.bindSpaceWarpFramebuffer = function (_spaceWarpTexture: RenderTargetWrapper) {\r\n const spaceWarpTexture = _spaceWarpTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(spaceWarpTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, spaceWarpTexture._framebuffer);\r\n if (spaceWarpTexture._colorTextureArray && spaceWarpTexture._depthStencilTextureArray) {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, spaceWarpTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, spaceWarpTexture._depthStencilTextureArray, 0, 0, 2);\r\n } else {\r\n throw new Error(\"Invalid Space Warp framebuffer\");\r\n }\r\n};\r\n\r\ndeclare module \"../../Cameras/camera\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Camera {\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _useMultiviewToSingleView: boolean;\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _multiviewTexture: Nullable<RenderTargetTexture>;\r\n\r\n /**\r\n * @internal\r\n * For WebXR cameras that are rendering to multiview texture arrays.\r\n */\r\n _renderingMultiview: boolean;\r\n\r\n /**\r\n * @internal\r\n * ensures the multiview texture of the camera exists and has the specified width/height\r\n * @param width height to set on the multiview texture\r\n * @param height width to set on the multiview texture\r\n */\r\n _resizeOrCreateMultiviewTexture(width: number, height: number): void;\r\n }\r\n}\r\n\r\nCamera.prototype._useMultiviewToSingleView = false;\r\n\r\nCamera.prototype._multiviewTexture = null;\r\n\r\nCamera.prototype._resizeOrCreateMultiviewTexture = function (width: number, height: number) {\r\n if (!this._multiviewTexture) {\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n } else if (this._multiviewTexture.getRenderWidth() != width || this._multiviewTexture.getRenderHeight() != height) {\r\n this._multiviewTexture.dispose();\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n }\r\n};\r\n\r\ndeclare module \"../../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _transformMatrixR: Matrix;\r\n /** @internal */\r\n _multiviewSceneUbo: Nullable<UniformBuffer>;\r\n /** @internal */\r\n _createMultiviewUbo(): void;\r\n /** @internal */\r\n _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;\r\n /** @internal */\r\n _renderMultiviewToSingleView(camera: Camera): void;\r\n }\r\n}\r\n\r\nfunction CreateMultiviewUbo(engine: AbstractEngine, name?: string, trackUBOsInFrame?: boolean) {\r\n const ubo = new UniformBuffer(engine, undefined, true, name, undefined, trackUBOsInFrame);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.addUniform(\"view\", 16);\r\n ubo.addUniform(\"projection\", 16);\r\n ubo.addUniform(\"vEyePosition\", 4);\r\n return ubo;\r\n}\r\n\r\nconst CurrentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;\r\n\r\nScene.prototype._transformMatrixR = Matrix.Zero();\r\nScene.prototype._multiviewSceneUbo = null;\r\nScene.prototype._createMultiviewUbo = function () {\r\n this._multiviewSceneUbo = CreateMultiviewUbo(this.getEngine(), \"scene_multiview\");\r\n};\r\nScene.prototype.createSceneUniformBuffer = function (name?: string, trackUBOsInFrame?: boolean): UniformBuffer {\r\n if (this._multiviewSceneUbo) {\r\n return CreateMultiviewUbo(this.getEngine(), name, trackUBOsInFrame);\r\n }\r\n return CurrentCreateSceneUniformBuffer.bind(this)(name, trackUBOsInFrame);\r\n};\r\nScene.prototype._updateMultiviewUbo = function (viewR?: Matrix, projectionR?: Matrix) {\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, this._transformMatrixR);\r\n }\r\n\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, TmpVectors.Matrix[0]);\r\n Frustum.GetRightPlaneToRef(TmpVectors.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane\r\n }\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjectionR\", this._transformMatrixR);\r\n this._multiviewSceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._multiviewSceneUbo.updateMatrix(\"projection\", this._projectionMatrix);\r\n }\r\n};\r\nScene.prototype._renderMultiviewToSingleView = function (camera: Camera) {\r\n // Multiview is only able to be displayed directly for API's such as webXR\r\n // This displays a multiview image by rendering to the multiview image and then\r\n // copying the result into the sub cameras instead of rendering them and proceeding as normal from there\r\n\r\n // Render to a multiview texture\r\n camera._resizeOrCreateMultiviewTexture(\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.width > 0 ? camera._rigPostProcess.width : this.getEngine().getRenderWidth(true),\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.height > 0 ? camera._rigPostProcess.height : this.getEngine().getRenderHeight(true)\r\n );\r\n if (!this._multiviewSceneUbo) {\r\n this._createMultiviewUbo();\r\n }\r\n camera.outputRenderTarget = camera._multiviewTexture;\r\n this._renderForCamera(camera);\r\n camera.outputRenderTarget = null;\r\n\r\n // Consume the multiview texture through a shader for each eye\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const engine = this.getEngine();\r\n this._activeCamera = camera._rigCameras[index];\r\n engine.setViewport(this._activeCamera.viewport);\r\n if (this.postProcessManager) {\r\n this.postProcessManager._prepareFrame();\r\n this.postProcessManager._finalizeFrame(this._activeCamera.isIntermediate);\r\n }\r\n }\r\n};\r\n"]}
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+
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{ Camera } from \"../../Cameras/camera\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport type { ICreateSceneUboOptions } from \"../../scene\";\r\nimport { Scene } from \"../../scene\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MultiviewRenderTarget } from \"../../Materials/Textures/MultiviewRenderTarget\";\r\nimport { Frustum } from \"../../Maths/math.frustum\";\r\nimport type { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport type { AbstractEngine } from \"../abstractEngine\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Engine {\r\n /**\r\n * Creates a new multiview render target\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @returns the created multiview render target wrapper\r\n */\r\n createMultiviewRenderTargetTexture(width: number, height: number, colorTexture?: WebGLTexture, depthStencilTexture?: WebGLTexture): RenderTargetWrapper;\r\n\r\n /**\r\n * Binds a multiview render target wrapper to be drawn to\r\n * @param multiviewTexture render target wrapper to bind\r\n */\r\n bindMultiviewFramebuffer(multiviewTexture: RenderTargetWrapper): void;\r\n\r\n /**\r\n * Binds a Space Warp render target wrapper to be drawn to\r\n * @param spaceWarpTexture render target wrapper to bind\r\n */\r\n bindSpaceWarpFramebuffer(spaceWarpTexture: RenderTargetWrapper): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createMultiviewRenderTargetTexture = function (width: number, height: number, colorTexture?: WebGLTexture, depthStencilTexture?: WebGLTexture) {\r\n const gl = this._gl;\r\n\r\n if (!this.getCaps().multiview) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiview is not supported\";\r\n }\r\n\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, { width, height }) as WebGLRenderTargetWrapper;\r\n\r\n rtWrapper._framebuffer = gl.createFramebuffer();\r\n\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.isMultiview = true;\r\n\r\n if (!colorTexture) {\r\n colorTexture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, colorTexture);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, width, height, 2);\r\n }\r\n\r\n rtWrapper._colorTextureArray = colorTexture;\r\n\r\n if (!depthStencilTexture) {\r\n depthStencilTexture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D_ARRAY, depthStencilTexture);\r\n (gl as any).texStorage3D(gl.TEXTURE_2D_ARRAY, 1, (gl as any).DEPTH24_STENCIL8, width, height, 2);\r\n }\r\n\r\n rtWrapper._depthStencilTextureArray = depthStencilTexture;\r\n\r\n internalTexture.isReady = true;\r\n\r\n rtWrapper.setTextures(internalTexture);\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n\r\n return rtWrapper;\r\n};\r\n\r\nEngine.prototype.bindMultiviewFramebuffer = function (_multiviewTexture: RenderTargetWrapper) {\r\n const multiviewTexture = _multiviewTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer);\r\n if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) {\r\n if (this.getCaps().oculusMultiview) {\r\n ext.framebufferTextureMultisampleMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, multiviewTexture.samples, 0, 2);\r\n ext.framebufferTextureMultisampleMultiviewOVR(\r\n gl.DRAW_FRAMEBUFFER,\r\n gl.DEPTH_STENCIL_ATTACHMENT,\r\n multiviewTexture._depthStencilTextureArray,\r\n 0,\r\n multiviewTexture.samples,\r\n 0,\r\n 2\r\n );\r\n } else {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);\r\n }\r\n } else {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Invalid multiview frame buffer\";\r\n }\r\n};\r\n\r\nEngine.prototype.bindSpaceWarpFramebuffer = function (_spaceWarpTexture: RenderTargetWrapper) {\r\n const spaceWarpTexture = _spaceWarpTexture as WebGLRenderTargetWrapper;\r\n\r\n const gl: any = this._gl;\r\n const ext = this.getCaps().oculusMultiview || this.getCaps().multiview;\r\n\r\n this.bindFramebuffer(spaceWarpTexture, undefined, undefined, undefined, true);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, spaceWarpTexture._framebuffer);\r\n if (spaceWarpTexture._colorTextureArray && spaceWarpTexture._depthStencilTextureArray) {\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, spaceWarpTexture._colorTextureArray, 0, 0, 2);\r\n ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, spaceWarpTexture._depthStencilTextureArray, 0, 0, 2);\r\n } else {\r\n throw new Error(\"Invalid Space Warp framebuffer\");\r\n }\r\n};\r\n\r\ndeclare module \"../../Cameras/camera\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Camera {\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _useMultiviewToSingleView: boolean;\r\n /**\r\n * @internal\r\n * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)\r\n */\r\n _multiviewTexture: Nullable<RenderTargetTexture>;\r\n\r\n /**\r\n * @internal\r\n * For WebXR cameras that are rendering to multiview texture arrays.\r\n */\r\n _renderingMultiview: boolean;\r\n\r\n /**\r\n * @internal\r\n * ensures the multiview texture of the camera exists and has the specified width/height\r\n * @param width height to set on the multiview texture\r\n * @param height width to set on the multiview texture\r\n */\r\n _resizeOrCreateMultiviewTexture(width: number, height: number): void;\r\n }\r\n}\r\n\r\nCamera.prototype._useMultiviewToSingleView = false;\r\n\r\nCamera.prototype._multiviewTexture = null;\r\n\r\nCamera.prototype._resizeOrCreateMultiviewTexture = function (width: number, height: number) {\r\n if (!this._multiviewTexture) {\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n } else if (this._multiviewTexture.getRenderWidth() != width || this._multiviewTexture.getRenderHeight() != height) {\r\n this._multiviewTexture.dispose();\r\n this._multiviewTexture = new MultiviewRenderTarget(this.getScene(), { width: width, height: height });\r\n }\r\n};\r\n\r\ndeclare module \"../../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal */\r\n _transformMatrixR: Matrix;\r\n /** @internal */\r\n _multiviewSceneUbo: Nullable<UniformBuffer>;\r\n /** @internal */\r\n _multiviewSceneUboIsActive: boolean;\r\n /** @internal */\r\n _createMultiviewUbo(): void;\r\n /** @internal */\r\n _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;\r\n /** @internal */\r\n _renderMultiviewToSingleView(camera: Camera): void;\r\n }\r\n}\r\n\r\nfunction CreateMultiviewUbo(engine: AbstractEngine, name?: string, trackUBOsInFrame?: boolean) {\r\n const ubo = new UniformBuffer(engine, undefined, true, name, undefined, trackUBOsInFrame);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.addUniform(\"view\", 16);\r\n ubo.addUniform(\"projection\", 16);\r\n ubo.addUniform(\"vEyePosition\", 4);\r\n return ubo;\r\n}\r\n\r\nconst CurrentCreateSceneUniformBuffer = Scene.prototype.createSceneUniformBuffer;\r\n\r\nScene.prototype._transformMatrixR = Matrix.Zero();\r\nScene.prototype._multiviewSceneUbo = null;\r\nScene.prototype._multiviewSceneUboIsActive = false;\r\nScene.prototype._createMultiviewUbo = function () {\r\n this._multiviewSceneUbo = CreateMultiviewUbo(this.getEngine(), \"scene_multiview\");\r\n this._multiviewSceneUboIsActive = true;\r\n};\r\nScene.prototype.createSceneUniformBuffer = function (name?: string, trackUBOsInFrameOrOptions?: boolean | ICreateSceneUboOptions): UniformBuffer {\r\n const forceMono = typeof trackUBOsInFrameOrOptions === \"object\" && !!trackUBOsInFrameOrOptions?.forceMono;\r\n if (!forceMono && this._multiviewSceneUboIsActive) {\r\n const trackUBOsInFrame = typeof trackUBOsInFrameOrOptions === \"boolean\" ? trackUBOsInFrameOrOptions : trackUBOsInFrameOrOptions?.trackUBOsInFrame;\r\n return CreateMultiviewUbo(this.getEngine(), name, trackUBOsInFrame);\r\n }\r\n return CurrentCreateSceneUniformBuffer.bind(this)(name, trackUBOsInFrameOrOptions);\r\n};\r\nScene.prototype._updateMultiviewUbo = function (viewR?: Matrix, projectionR?: Matrix) {\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, this._transformMatrixR);\r\n }\r\n\r\n if (viewR && projectionR) {\r\n viewR.multiplyToRef(projectionR, TmpVectors.Matrix[0]);\r\n Frustum.GetRightPlaneToRef(TmpVectors.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane\r\n }\r\n\r\n if (this._multiviewSceneUbo) {\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjection\", this.getTransformMatrix());\r\n this._multiviewSceneUbo.updateMatrix(\"viewProjectionR\", this._transformMatrixR);\r\n this._multiviewSceneUbo.updateMatrix(\"view\", this._viewMatrix);\r\n this._multiviewSceneUbo.updateMatrix(\"projection\", this._projectionMatrix);\r\n }\r\n};\r\nScene.prototype._renderMultiviewToSingleView = function (camera: Camera) {\r\n // Multiview is only able to be displayed directly for API's such as webXR\r\n // This displays a multiview image by rendering to the multiview image and then\r\n // copying the result into the sub cameras instead of rendering them and proceeding as normal from there\r\n\r\n // Render to a multiview texture\r\n camera._resizeOrCreateMultiviewTexture(\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.width > 0 ? camera._rigPostProcess.width : this.getEngine().getRenderWidth(true),\r\n camera._rigPostProcess && camera._rigPostProcess && camera._rigPostProcess.height > 0 ? camera._rigPostProcess.height : this.getEngine().getRenderHeight(true)\r\n );\r\n if (!this._multiviewSceneUbo) {\r\n this._createMultiviewUbo();\r\n }\r\n camera.outputRenderTarget = camera._multiviewTexture;\r\n this._renderForCamera(camera);\r\n camera.outputRenderTarget = null;\r\n\r\n // Consume the multiview texture through a shader for each eye\r\n for (let index = 0; index < camera._rigCameras.length; index++) {\r\n const engine = this.getEngine();\r\n this._activeCamera = camera._rigCameras[index];\r\n engine.setViewport(this._activeCamera.viewport);\r\n if (this.postProcessManager) {\r\n this.postProcessManager._prepareFrame();\r\n this.postProcessManager._finalizeFrame(this._activeCamera.isIntermediate);\r\n }\r\n }\r\n};\r\n"]}
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@@ -793,13 +793,13 @@ export class AbstractEngine {
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*/
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// Not mixed with Version for tooling purpose.
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static get NpmPackage() {
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}
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/**
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* Returns the current version of the framework
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*/
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static get Version() {
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return "8.
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return "8.52.0";
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}
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/**
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* Gets the HTML canvas attached with the current webGL context
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