@onerjs/core 8.23.12 → 8.25.1

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 (287) hide show
  1. package/Behaviors/Meshes/index.d.ts +1 -0
  2. package/Behaviors/Meshes/index.js +1 -0
  3. package/Behaviors/Meshes/index.js.map +1 -1
  4. package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -34
  5. package/Behaviors/Meshes/pointerDragBehavior.js +0 -12
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Behaviors/Meshes/pointerDragEvents.d.ts +38 -0
  8. package/Behaviors/Meshes/pointerDragEvents.js +2 -0
  9. package/Behaviors/Meshes/pointerDragEvents.js.map +1 -0
  10. package/Buffers/storageBuffer.d.ts +6 -0
  11. package/Buffers/storageBuffer.js +8 -0
  12. package/Buffers/storageBuffer.js.map +1 -1
  13. package/Engines/Extensions/engine.multiRender.d.ts +2 -1
  14. package/Engines/Extensions/engine.multiRender.js +12 -7
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/Extensions/engine.multiview.js +5 -5
  17. package/Engines/Extensions/engine.multiview.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
  19. package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
  20. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  21. package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
  22. package/Engines/WebGPU/webgpuDrawContext.js +9 -0
  23. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  24. package/Engines/abstractEngine.js +3 -3
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/engineCapabilities.d.ts +4 -0
  27. package/Engines/engineCapabilities.js.map +1 -1
  28. package/Engines/engineFactory.d.ts +4 -1
  29. package/Engines/engineFactory.js.map +1 -1
  30. package/Engines/nativeEngine.js +2 -0
  31. package/Engines/nativeEngine.js.map +1 -1
  32. package/Engines/nullEngine.js +2 -0
  33. package/Engines/nullEngine.js.map +1 -1
  34. package/Engines/thinEngine.js +17 -0
  35. package/Engines/thinEngine.js.map +1 -1
  36. package/Engines/webgpuEngine.d.ts +7 -0
  37. package/Engines/webgpuEngine.js +19 -1
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
  40. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
  41. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
  43. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  44. package/FrameGraph/Node/nodeRenderGraph.js +7 -2
  45. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  46. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +4 -0
  47. package/FrameGraph/Tasks/Layers/baseLayerTask.js +7 -1
  48. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  49. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
  50. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  51. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
  52. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  53. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
  54. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
  55. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  56. package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
  57. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  58. package/FrameGraph/frameGraph.js +0 -7
  59. package/FrameGraph/frameGraph.js.map +1 -1
  60. package/FrameGraph/frameGraphRenderTarget.js +1 -1
  61. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  62. package/Gizmos/cameraGizmo.js +2 -2
  63. package/Gizmos/cameraGizmo.js.map +1 -1
  64. package/Gizmos/lightGizmo.js +2 -2
  65. package/Gizmos/lightGizmo.js.map +1 -1
  66. package/Gizmos/positionGizmo.d.ts +7 -6
  67. package/Gizmos/positionGizmo.js +3 -9
  68. package/Gizmos/positionGizmo.js.map +1 -1
  69. package/Gizmos/rotationGizmo.d.ts +7 -6
  70. package/Gizmos/rotationGizmo.js +3 -9
  71. package/Gizmos/rotationGizmo.js.map +1 -1
  72. package/Gizmos/scaleGizmo.d.ts +7 -6
  73. package/Gizmos/scaleGizmo.js +3 -9
  74. package/Gizmos/scaleGizmo.js.map +1 -1
  75. package/Instrumentation/sceneInstrumentation.d.ts +2 -0
  76. package/Instrumentation/sceneInstrumentation.js +58 -32
  77. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  78. package/Lights/Clustered/clusteredLightContainer.d.ts +102 -0
  79. package/Lights/Clustered/clusteredLightContainer.js +487 -0
  80. package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
  81. package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
  82. package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
  83. package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
  84. package/Lights/Clustered/index.d.ts +6 -0
  85. package/Lights/Clustered/index.js +7 -0
  86. package/Lights/Clustered/index.js.map +1 -0
  87. package/Lights/Shadows/cascadedShadowGenerator.js +1 -0
  88. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  89. package/Lights/Shadows/shadowGenerator.js +10 -8
  90. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  91. package/Lights/index.d.ts +1 -0
  92. package/Lights/index.js +1 -0
  93. package/Lights/index.js.map +1 -1
  94. package/Lights/light.d.ts +7 -1
  95. package/Lights/light.js +7 -1
  96. package/Lights/light.js.map +1 -1
  97. package/Lights/lightConstants.d.ts +4 -0
  98. package/Lights/lightConstants.js +4 -0
  99. package/Lights/lightConstants.js.map +1 -1
  100. package/Lights/spotLight.d.ts +6 -3
  101. package/Lights/spotLight.js.map +1 -1
  102. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +0 -5
  103. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  104. package/Materials/PBR/pbrBaseMaterial.js +3 -2
  105. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  106. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  107. package/Materials/Textures/renderTargetTexture.js +9 -0
  108. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  109. package/Materials/materialHelper.functions.d.ts +2 -1
  110. package/Materials/materialHelper.functions.js +12 -4
  111. package/Materials/materialHelper.functions.js.map +1 -1
  112. package/Materials/standardMaterial.js +4 -3
  113. package/Materials/standardMaterial.js.map +1 -1
  114. package/Materials/uniformBuffer.d.ts +7 -4
  115. package/Materials/uniformBuffer.js +37 -15
  116. package/Materials/uniformBuffer.js.map +1 -1
  117. package/Maths/math.vector.d.ts +1 -1
  118. package/Maths/math.vector.js +2 -2
  119. package/Maths/math.vector.js.map +1 -1
  120. package/Meshes/abstractMesh.d.ts +25 -0
  121. package/Meshes/abstractMesh.hotSpot.js +37 -25
  122. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  123. package/Meshes/abstractMesh.js +4 -0
  124. package/Meshes/abstractMesh.js.map +1 -1
  125. package/Meshes/csg2.js +6 -4
  126. package/Meshes/csg2.js.map +1 -1
  127. package/Meshes/geometry.js +1 -1
  128. package/Meshes/geometry.js.map +1 -1
  129. package/Meshes/instancedMesh.d.ts +1 -0
  130. package/Meshes/instancedMesh.js +3 -0
  131. package/Meshes/instancedMesh.js.map +1 -1
  132. package/Meshes/linesMesh.d.ts +5 -3
  133. package/Meshes/linesMesh.js +27 -8
  134. package/Meshes/linesMesh.js.map +1 -1
  135. package/Meshes/mesh.d.ts +0 -19
  136. package/Meshes/mesh.js +2 -26
  137. package/Meshes/mesh.js.map +1 -1
  138. package/Meshes/mesh.vertexData.d.ts +2 -2
  139. package/Meshes/mesh.vertexData.js.map +1 -1
  140. package/Misc/dumpTools.d.ts +1 -1
  141. package/Misc/dumpTools.js +23 -14
  142. package/Misc/dumpTools.js.map +1 -1
  143. package/Misc/fileTools.js +8 -1
  144. package/Misc/fileTools.js.map +1 -1
  145. package/Misc/index.d.ts +1 -0
  146. package/Misc/index.js +1 -0
  147. package/Misc/index.js.map +1 -1
  148. package/Misc/khronosTextureContainer2.js +16 -7
  149. package/Misc/khronosTextureContainer2.js.map +1 -1
  150. package/Misc/lazy.d.ts +16 -0
  151. package/Misc/lazy.js +25 -0
  152. package/Misc/lazy.js.map +1 -0
  153. package/Misc/screenshotTools.js +1 -1
  154. package/Misc/screenshotTools.js.map +1 -1
  155. package/Misc/snapshotRenderingHelper.d.ts +6 -3
  156. package/Misc/snapshotRenderingHelper.js +37 -6
  157. package/Misc/snapshotRenderingHelper.js.map +1 -1
  158. package/Particles/IParticleSystem.d.ts +4 -0
  159. package/Particles/IParticleSystem.js.map +1 -1
  160. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  161. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +17 -3
  162. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  163. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +0 -1
  164. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  165. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
  166. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
  167. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
  168. package/Particles/Node/Blocks/index.d.ts +1 -0
  169. package/Particles/Node/Blocks/index.js +1 -0
  170. package/Particles/Node/Blocks/index.js.map +1 -1
  171. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  172. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  173. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
  174. package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
  175. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  176. package/Particles/Node/Blocks/systemBlock.d.ts +3 -0
  177. package/Particles/Node/Blocks/systemBlock.js +3 -0
  178. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  179. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  180. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  181. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  182. package/Particles/Node/nodeParticleBuildState.js +3 -1
  183. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  184. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
  185. package/Particles/Node/nodeParticleSystemSet.helper.js +118 -61
  186. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  187. package/Particles/Node/nodeParticleSystemSet.js +1 -0
  188. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  189. package/Particles/particle.d.ts +8 -0
  190. package/Particles/particle.js +10 -0
  191. package/Particles/particle.js.map +1 -1
  192. package/Particles/particleSystem.d.ts +2 -4
  193. package/Particles/particleSystem.js +2 -4
  194. package/Particles/particleSystem.js.map +1 -1
  195. package/Particles/thinParticleSystem.d.ts +6 -0
  196. package/Particles/thinParticleSystem.function.d.ts +2 -0
  197. package/Particles/thinParticleSystem.function.js +3 -0
  198. package/Particles/thinParticleSystem.function.js.map +1 -1
  199. package/Particles/thinParticleSystem.js +15 -5
  200. package/Particles/thinParticleSystem.js.map +1 -1
  201. package/Rendering/objectRenderer.d.ts +33 -3
  202. package/Rendering/objectRenderer.js +164 -38
  203. package/Rendering/objectRenderer.js.map +1 -1
  204. package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  205. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +19 -0
  206. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  207. package/Shaders/ShadersInclude/helperFunctions.js +6 -1
  208. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  209. package/Shaders/ShadersInclude/lightFragment.js +33 -1
  210. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  211. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  212. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  213. package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
  214. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  215. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
  216. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  217. package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  218. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
  219. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  220. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  221. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  222. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
  223. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
  224. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
  225. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
  226. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  227. package/Shaders/default.fragment.js +5 -0
  228. package/Shaders/default.fragment.js.map +1 -1
  229. package/Shaders/default.vertex.js +6 -0
  230. package/Shaders/default.vertex.js.map +1 -1
  231. package/Shaders/lightProxy.fragment.d.ts +5 -0
  232. package/Shaders/lightProxy.fragment.js +13 -0
  233. package/Shaders/lightProxy.fragment.js.map +1 -0
  234. package/Shaders/lightProxy.vertex.d.ts +8 -0
  235. package/Shaders/lightProxy.vertex.js +19 -0
  236. package/Shaders/lightProxy.vertex.js.map +1 -0
  237. package/Shaders/pbr.fragment.d.ts +1 -0
  238. package/Shaders/pbr.fragment.js +4 -0
  239. package/Shaders/pbr.fragment.js.map +1 -1
  240. package/Shaders/pbr.vertex.js +6 -0
  241. package/Shaders/pbr.vertex.js.map +1 -1
  242. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  243. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +24 -0
  244. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  245. package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
  246. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  247. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +6 -0
  248. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  249. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -0
  250. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  252. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +22 -1
  253. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  254. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  255. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  256. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
  257. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +115 -0
  258. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  259. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
  260. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  261. package/ShadersWGSL/default.fragment.js +5 -0
  262. package/ShadersWGSL/default.fragment.js.map +1 -1
  263. package/ShadersWGSL/default.vertex.js +6 -0
  264. package/ShadersWGSL/default.vertex.js.map +1 -1
  265. package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
  266. package/ShadersWGSL/lightProxy.fragment.js +13 -0
  267. package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
  268. package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
  269. package/ShadersWGSL/lightProxy.vertex.js +19 -0
  270. package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
  271. package/ShadersWGSL/pbr.vertex.js +6 -0
  272. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  273. package/Sprites/spriteManager.d.ts +5 -0
  274. package/Sprites/spriteManager.js +6 -0
  275. package/Sprites/spriteManager.js.map +1 -1
  276. package/Sprites/spriteRenderer.d.ts +5 -2
  277. package/Sprites/spriteRenderer.js.map +1 -1
  278. package/States/alphaCullingState.d.ts +3 -1
  279. package/States/alphaCullingState.js +39 -37
  280. package/States/alphaCullingState.js.map +1 -1
  281. package/package.json +1 -1
  282. package/scene.d.ts +28 -1
  283. package/scene.js +198 -34
  284. package/scene.js.map +1 -1
  285. package/sceneComponent.d.ts +2 -0
  286. package/sceneComponent.js +2 -0
  287. package/sceneComponent.js.map +1 -1
@@ -64,20 +64,25 @@ export class SceneInstrumentation {
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  }
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  this._captureRenderTargetsRenderTime = value;
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  if (value) {
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- this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {
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- Tools.StartPerformanceCounter("Render targets rendering");
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- this._renderTargetsRenderTime.beginMonitoring();
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- });
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- this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {
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- Tools.EndPerformanceCounter("Render targets rendering");
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- this._renderTargetsRenderTime.endMonitoring(false);
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- });
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+ for (const objectRenderer of this.scene.objectRenderers) {
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+ this._onBeforeRenderTargetsRenderObserver.push(objectRenderer.onInitRenderingObservable.add(() => {
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+ Tools.StartPerformanceCounter("Render targets rendering");
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+ this._renderTargetsRenderTime.beginMonitoring();
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+ }));
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+ this._onAfterRenderTargetsRenderObserver.push(objectRenderer.onFinishRenderingObservable.add(() => {
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+ Tools.EndPerformanceCounter("Render targets rendering");
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+ this._renderTargetsRenderTime.endMonitoring(false);
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+ }));
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+ }
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  }
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  else {
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- this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
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- this._onBeforeRenderTargetsRenderObserver = null;
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- this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
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- this._onAfterRenderTargetsRenderObserver = null;
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+ for (let i = 0; i < this.scene.objectRenderers.length; ++i) {
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+ const objectRenderer = this.scene.objectRenderers[i];
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+ objectRenderer.onInitRenderingObservable.remove(this._onBeforeRenderTargetsRenderObserver[i]);
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+ objectRenderer.onFinishRenderingObservable.remove(this._onAfterRenderTargetsRenderObserver[i]);
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+ }
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+ this._onBeforeRenderTargetsRenderObserver.length = 0;
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+ this._onAfterRenderTargetsRenderObserver.length = 0;
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  }
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  }
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  /**
@@ -284,20 +289,27 @@ export class SceneInstrumentation {
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  }
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  this._captureRenderTime = value;
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  if (value) {
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- this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {
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+ this._onBeforeDrawPhaseObserver.push(this.scene.onBeforeDrawPhaseObservable.add(() => {
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  this._renderTime.beginMonitoring();
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  Tools.StartPerformanceCounter("Main render");
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- });
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- this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {
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+ }));
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+ this._onAfterDrawPhaseObserver.push(this.scene.onAfterDrawPhaseObservable.add(() => {
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  this._renderTime.endMonitoring(false);
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  Tools.EndPerformanceCounter("Main render");
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- });
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+ }));
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+ for (const objectRenderer of this.scene.objectRenderers) {
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+ this._onBeforeDrawPhaseObserver.push(objectRenderer.onBeforeRenderingManagerRenderObservable.add(() => {
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+ this._renderTime.beginMonitoring();
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+ Tools.StartPerformanceCounter("Main render");
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+ }));
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+ this._onAfterDrawPhaseObserver.push(objectRenderer.onAfterRenderingManagerRenderObservable.add(() => {
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+ this._renderTime.endMonitoring(false);
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+ Tools.EndPerformanceCounter("Main render");
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+ }));
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+ }
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  }
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  else {
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- this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
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- this._onBeforeDrawPhaseObserver = null;
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- this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
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- this._onAfterDrawPhaseObserver = null;
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+ this._removeRenderTimeObservers();
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  }
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  }
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  /**
@@ -378,11 +390,11 @@ export class SceneInstrumentation {
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  // Observers
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  this._onBeforeActiveMeshesEvaluationObserver = null;
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  this._onAfterActiveMeshesEvaluationObserver = null;
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- this._onBeforeRenderTargetsRenderObserver = null;
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- this._onAfterRenderTargetsRenderObserver = null;
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+ this._onBeforeRenderTargetsRenderObserver = [];
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+ this._onAfterRenderTargetsRenderObserver = [];
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  this._onAfterRenderObserver = null;
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- this._onBeforeDrawPhaseObserver = null;
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- this._onAfterDrawPhaseObserver = null;
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+ this._onBeforeDrawPhaseObserver = [];
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+ this._onAfterDrawPhaseObserver = [];
386
398
  this._onBeforeAnimationsObserver = null;
387
399
  this._onBeforeParticlesRenderingObserver = null;
388
400
  this._onAfterParticlesRenderingObserver = null;
@@ -458,6 +470,26 @@ export class SceneInstrumentation {
458
470
  }
459
471
  });
460
472
  }
473
+ _removeRenderTargetsObservers() {
474
+ for (let i = 0; i < this.scene.objectRenderers.length; ++i) {
475
+ const objectRenderer = this.scene.objectRenderers[i];
476
+ objectRenderer.onInitRenderingObservable.remove(this._onBeforeRenderTargetsRenderObserver[i]);
477
+ objectRenderer.onFinishRenderingObservable.remove(this._onAfterRenderTargetsRenderObserver[i]);
478
+ }
479
+ this._onBeforeRenderTargetsRenderObserver.length = 0;
480
+ this._onAfterRenderTargetsRenderObserver.length = 0;
481
+ }
482
+ _removeRenderTimeObservers() {
483
+ this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver[0]);
484
+ this._onBeforeDrawPhaseObserver.length = 0;
485
+ this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver[0]);
486
+ this._onAfterDrawPhaseObserver.length = 0;
487
+ for (let i = 1; i < this._onBeforeDrawPhaseObserver.length; i++) {
488
+ const objectRenderer = this.scene.objectRenderers[i - 1];
489
+ objectRenderer.onBeforeRenderingManagerRenderObservable.remove(this._onBeforeDrawPhaseObserver[i]);
490
+ objectRenderer.onAfterRenderingManagerRenderObservable.remove(this._onAfterDrawPhaseObserver[i]);
491
+ }
492
+ }
461
493
  /**
462
494
  * Dispose and release associated resources.
463
495
  */
@@ -471,10 +503,7 @@ export class SceneInstrumentation {
471
503
  this._onBeforeActiveMeshesEvaluationObserver = null;
472
504
  this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
473
505
  this._onAfterActiveMeshesEvaluationObserver = null;
474
- this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
475
- this._onBeforeRenderTargetsRenderObserver = null;
476
- this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
477
- this._onAfterRenderTargetsRenderObserver = null;
506
+ this._removeRenderTargetsObservers();
478
507
  this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
479
508
  this._onBeforeAnimationsObserver = null;
480
509
  this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
@@ -489,10 +518,7 @@ export class SceneInstrumentation {
489
518
  this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
490
519
  this._onAfterSpritesRenderingObserver = null;
491
520
  }
492
- this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
493
- this._onBeforeDrawPhaseObserver = null;
494
- this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
495
- this._onAfterDrawPhaseObserver = null;
521
+ this._removeRenderTimeObservers();
496
522
  if (this._onBeforePhysicsObserver) {
497
523
  this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
498
524
  this._onBeforePhysicsObserver = null;
@@ -1 +1 @@
1
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{ Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n */\r\nexport class SceneInstrumentation implements IDisposable {\r\n private _captureActiveMeshesEvaluationTime = false;\r\n private _activeMeshesEvaluationTime = new PerfCounter();\r\n\r\n private _captureRenderTargetsRenderTime = false;\r\n private _renderTargetsRenderTime = new PerfCounter();\r\n\r\n private _captureFrameTime = false;\r\n private _frameTime = new PerfCounter();\r\n\r\n private _captureRenderTime = false;\r\n private _renderTime = new PerfCounter();\r\n\r\n private _captureInterFrameTime = false;\r\n private _interFrameTime = new PerfCounter();\r\n\r\n private _captureParticlesRenderTime = false;\r\n private _particlesRenderTime = new PerfCounter();\r\n\r\n private _captureSpritesRenderTime = false;\r\n private _spritesRenderTime = new PerfCounter();\r\n\r\n private _capturePhysicsTime = false;\r\n private _physicsTime = new PerfCounter();\r\n\r\n private _captureAnimationsTime = false;\r\n private _animationsTime = new PerfCounter();\r\n\r\n private _captureCameraRenderTime = false;\r\n private _cameraRenderTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeforeActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onBeforeRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterRenderTargetsRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterDrawPhaseObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforePhysicsObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterPhysicsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n\r\n private _disposed = false;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for active meshes evaluation time\r\n */\r\n public get activeMeshesEvaluationTimeCounter(): PerfCounter {\r\n return this._activeMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Gets the active meshes evaluation time capture status\r\n */\r\n public get captureActiveMeshesEvaluationTime(): boolean {\r\n return this._captureActiveMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the active meshes evaluation time capture\r\n */\r\n public set captureActiveMeshesEvaluationTime(value: boolean) {\r\n if (value === this._captureActiveMeshesEvaluationTime) {\r\n return;\r\n }\r\n\r\n this._captureActiveMeshesEvaluationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render targets render time\r\n */\r\n public get renderTargetsRenderTimeCounter(): PerfCounter {\r\n return this._renderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the render targets render time capture status\r\n */\r\n public get captureRenderTargetsRenderTime(): boolean {\r\n return this._captureRenderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render targets render time capture\r\n */\r\n public set captureRenderTargetsRenderTime(value: boolean) {\r\n if (value === this._captureRenderTargetsRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTargetsRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for particles render time\r\n */\r\n public get particlesRenderTimeCounter(): PerfCounter {\r\n return this._particlesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the particles render time capture status\r\n */\r\n public get captureParticlesRenderTime(): boolean {\r\n return this._captureParticlesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the particles render time capture\r\n */\r\n public set captureParticlesRenderTime(value: boolean) {\r\n if (value === this._captureParticlesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureParticlesRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for sprites render time\r\n */\r\n public get spritesRenderTimeCounter(): PerfCounter {\r\n return this._spritesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the sprites render time capture status\r\n */\r\n public get captureSpritesRenderTime(): boolean {\r\n return this._captureSpritesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the sprites render time capture\r\n */\r\n public set captureSpritesRenderTime(value: boolean) {\r\n if (value === this._captureSpritesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureSpritesRenderTime = value;\r\n\r\n if (!this.scene.spriteManagers) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for physics time\r\n */\r\n public get physicsTimeCounter(): PerfCounter {\r\n return this._physicsTime;\r\n }\r\n\r\n /**\r\n * Gets the physics time capture status\r\n */\r\n public get capturePhysicsTime(): boolean {\r\n return this._capturePhysicsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the physics time capture\r\n */\r\n public set capturePhysicsTime(value: boolean) {\r\n if (value === this._capturePhysicsTime) {\r\n return;\r\n }\r\n\r\n if (!this.scene.onBeforePhysicsObservable) {\r\n return;\r\n }\r\n\r\n this._capturePhysicsTime = value;\r\n\r\n if (value) {\r\n this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Physics\");\r\n this._physicsTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Physics\");\r\n this._physicsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for animations time\r\n */\r\n public get animationsTimeCounter(): PerfCounter {\r\n return this._animationsTime;\r\n }\r\n\r\n /**\r\n * Gets the animations time capture status\r\n */\r\n public get captureAnimationsTime(): boolean {\r\n return this._captureAnimationsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the animations time capture\r\n */\r\n public set captureAnimationsTime(value: boolean) {\r\n if (value === this._captureAnimationsTime) {\r\n return;\r\n }\r\n\r\n this._captureAnimationsTime = value;\r\n\r\n if (value) {\r\n this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {\r\n this._animationsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for frame time capture\r\n */\r\n public get frameTimeCounter(): PerfCounter {\r\n return this._frameTime;\r\n }\r\n\r\n /**\r\n * Gets the frame time capture status\r\n */\r\n public get captureFrameTime(): boolean {\r\n return this._captureFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the frame time capture\r\n */\r\n public set captureFrameTime(value: boolean) {\r\n this._captureFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for inter-frames time capture\r\n */\r\n public get interFrameTimeCounter(): PerfCounter {\r\n return this._interFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the inter-frames time capture status\r\n */\r\n public get captureInterFrameTime(): boolean {\r\n return this._captureInterFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the inter-frames time capture\r\n */\r\n public set captureInterFrameTime(value: boolean) {\r\n this._captureInterFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render time capture\r\n */\r\n public get renderTimeCounter(): PerfCounter {\r\n return this._renderTime;\r\n }\r\n\r\n /**\r\n * Gets the render time capture status\r\n */\r\n public get captureRenderTime(): boolean {\r\n return this._captureRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render time capture\r\n */\r\n public set captureRenderTime(value: boolean) {\r\n if (value === this._captureRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n });\r\n\r\n this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n });\r\n } else {\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for camera render time capture\r\n */\r\n public get cameraRenderTimeCounter(): PerfCounter {\r\n return this._cameraRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the camera render time capture status\r\n */\r\n public get captureCameraRenderTime(): boolean {\r\n return this._captureCameraRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the camera render time capture\r\n */\r\n public set captureCameraRenderTime(value: boolean) {\r\n if (value === this._captureCameraRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureCameraRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n\r\n this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n } else {\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for draw calls\r\n */\r\n public get drawCallsCounter(): PerfCounter {\r\n return this.scene.getEngine()._drawCalls;\r\n }\r\n\r\n /**\r\n * Instantiates a new scene instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n * @param scene Defines the scene to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Defines the scene to instrument\r\n */\r\n public scene: Scene\r\n ) {\r\n // Before render\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureFrameTime) {\r\n Tools.StartPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureAnimationsTime) {\r\n this._animationsTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.fetchNewFrame();\r\n }\r\n\r\n this.scene.getEngine()._drawCalls.fetchNewFrame();\r\n });\r\n\r\n // After render\r\n this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n if (this._captureFrameTime) {\r\n Tools.EndPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.endMonitoring(false);\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.endFrame();\r\n }\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.endFrame();\r\n }\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.endFrame();\r\n }\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.endFrame();\r\n }\r\n if (this._captureRenderTime) {\r\n this._renderTime.endFrame();\r\n }\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.endFrame();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n if (this._disposed) {\r\n return;\r\n }\r\n\r\n this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n this._onAfterRenderObserver = null;\r\n\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);\r\n this._onBeforeRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);\r\n this._onAfterRenderTargetsRenderObserver = null;\r\n\r\n this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n\r\n if (this._onBeforeSpritesRenderingObserver) {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n }\r\n\r\n if (this._onAfterSpritesRenderingObserver) {\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);\r\n this._onBeforeDrawPhaseObserver = null;\r\n\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);\r\n this._onAfterDrawPhaseObserver = null;\r\n\r\n if (this._onBeforePhysicsObserver) {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n }\r\n\r\n if (this._onAfterPhysicsObserver) {\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n\r\n (<any>this.scene) = null;\r\n this._disposed = true;\r\n }\r\n}\r\n"]}
1
+ 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{ Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { PerfCounter } from \"../Misc/perfCounter\";\r\nimport type { ObjectRenderer } from \"../Rendering/objectRenderer\";\r\n/**\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n */\r\nexport class SceneInstrumentation implements IDisposable {\r\n private _captureActiveMeshesEvaluationTime = false;\r\n private _activeMeshesEvaluationTime = new PerfCounter();\r\n\r\n private _captureRenderTargetsRenderTime = false;\r\n private _renderTargetsRenderTime = new PerfCounter();\r\n\r\n private _captureFrameTime = false;\r\n private _frameTime = new PerfCounter();\r\n\r\n private _captureRenderTime = false;\r\n private _renderTime = new PerfCounter();\r\n\r\n private _captureInterFrameTime = false;\r\n private _interFrameTime = new PerfCounter();\r\n\r\n private _captureParticlesRenderTime = false;\r\n private _particlesRenderTime = new PerfCounter();\r\n\r\n private _captureSpritesRenderTime = false;\r\n private _spritesRenderTime = new PerfCounter();\r\n\r\n private _capturePhysicsTime = false;\r\n private _physicsTime = new PerfCounter();\r\n\r\n private _captureAnimationsTime = false;\r\n private _animationsTime = new PerfCounter();\r\n\r\n private _captureCameraRenderTime = false;\r\n private _cameraRenderTime = new PerfCounter();\r\n\r\n // Observers\r\n private _onBeforeActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterActiveMeshesEvaluationObserver: Nullable<Observer<Scene>> = null;\r\n private _onBeforeRenderTargetsRenderObserver: Nullable<Observer<ObjectRenderer>>[] = [];\r\n private _onAfterRenderTargetsRenderObserver: Nullable<Observer<ObjectRenderer>>[] = [];\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeDrawPhaseObserver: Nullable<Observer<Scene> | Observer<number>>[] = [];\r\n private _onAfterDrawPhaseObserver: Nullable<Observer<Scene> | Observer<number>>[] = [];\r\n\r\n private _onBeforeAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterParticlesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterSpritesRenderingObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforePhysicsObserver: Nullable<Observer<Scene>> = null;\r\n private _onAfterPhysicsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onAfterAnimationsObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _onBeforeCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n private _onAfterCameraRenderObserver: Nullable<Observer<Camera>> = null;\r\n\r\n private _disposed = false;\r\n\r\n // Properties\r\n /**\r\n * Gets the perf counter used for active meshes evaluation time\r\n */\r\n public get activeMeshesEvaluationTimeCounter(): PerfCounter {\r\n return this._activeMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Gets the active meshes evaluation time capture status\r\n */\r\n public get captureActiveMeshesEvaluationTime(): boolean {\r\n return this._captureActiveMeshesEvaluationTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the active meshes evaluation time capture\r\n */\r\n public set captureActiveMeshesEvaluationTime(value: boolean) {\r\n if (value === this._captureActiveMeshesEvaluationTime) {\r\n return;\r\n }\r\n\r\n this._captureActiveMeshesEvaluationTime = value;\r\n\r\n if (value) {\r\n this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Active meshes evaluation\");\r\n this._activeMeshesEvaluationTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render targets render time\r\n */\r\n public get renderTargetsRenderTimeCounter(): PerfCounter {\r\n return this._renderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the render targets render time capture status\r\n */\r\n public get captureRenderTargetsRenderTime(): boolean {\r\n return this._captureRenderTargetsRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render targets render time capture\r\n */\r\n public set captureRenderTargetsRenderTime(value: boolean) {\r\n if (value === this._captureRenderTargetsRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTargetsRenderTime = value;\r\n\r\n if (value) {\r\n for (const objectRenderer of this.scene.objectRenderers) {\r\n this._onBeforeRenderTargetsRenderObserver.push(\r\n objectRenderer.onInitRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.beginMonitoring();\r\n })\r\n );\r\n this._onAfterRenderTargetsRenderObserver.push(\r\n objectRenderer.onFinishRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Render targets rendering\");\r\n this._renderTargetsRenderTime.endMonitoring(false);\r\n })\r\n );\r\n }\r\n } else {\r\n for (let i = 0; i < this.scene.objectRenderers.length; ++i) {\r\n const objectRenderer = this.scene.objectRenderers[i];\r\n objectRenderer.onInitRenderingObservable.remove(this._onBeforeRenderTargetsRenderObserver[i]);\r\n objectRenderer.onFinishRenderingObservable.remove(this._onAfterRenderTargetsRenderObserver[i]);\r\n }\r\n this._onBeforeRenderTargetsRenderObserver.length = 0;\r\n this._onAfterRenderTargetsRenderObserver.length = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for particles render time\r\n */\r\n public get particlesRenderTimeCounter(): PerfCounter {\r\n return this._particlesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the particles render time capture status\r\n */\r\n public get captureParticlesRenderTime(): boolean {\r\n return this._captureParticlesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the particles render time capture\r\n */\r\n public set captureParticlesRenderTime(value: boolean) {\r\n if (value === this._captureParticlesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureParticlesRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Particles\");\r\n this._particlesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for sprites render time\r\n */\r\n public get spritesRenderTimeCounter(): PerfCounter {\r\n return this._spritesRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the sprites render time capture status\r\n */\r\n public get captureSpritesRenderTime(): boolean {\r\n return this._captureSpritesRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the sprites render time capture\r\n */\r\n public set captureSpritesRenderTime(value: boolean) {\r\n if (value === this._captureSpritesRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureSpritesRenderTime = value;\r\n\r\n if (!this.scene.spriteManagers) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Sprites\");\r\n this._spritesRenderTime.endMonitoring(false);\r\n });\r\n } else {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for physics time\r\n */\r\n public get physicsTimeCounter(): PerfCounter {\r\n return this._physicsTime;\r\n }\r\n\r\n /**\r\n * Gets the physics time capture status\r\n */\r\n public get capturePhysicsTime(): boolean {\r\n return this._capturePhysicsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the physics time capture\r\n */\r\n public set capturePhysicsTime(value: boolean) {\r\n if (value === this._capturePhysicsTime) {\r\n return;\r\n }\r\n\r\n if (!this.scene.onBeforePhysicsObservable) {\r\n return;\r\n }\r\n\r\n this._capturePhysicsTime = value;\r\n\r\n if (value) {\r\n this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {\r\n Tools.StartPerformanceCounter(\"Physics\");\r\n this._physicsTime.beginMonitoring();\r\n });\r\n\r\n this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {\r\n Tools.EndPerformanceCounter(\"Physics\");\r\n this._physicsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for animations time\r\n */\r\n public get animationsTimeCounter(): PerfCounter {\r\n return this._animationsTime;\r\n }\r\n\r\n /**\r\n * Gets the animations time capture status\r\n */\r\n public get captureAnimationsTime(): boolean {\r\n return this._captureAnimationsTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the animations time capture\r\n */\r\n public set captureAnimationsTime(value: boolean) {\r\n if (value === this._captureAnimationsTime) {\r\n return;\r\n }\r\n\r\n this._captureAnimationsTime = value;\r\n\r\n if (value) {\r\n this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {\r\n this._animationsTime.endMonitoring();\r\n });\r\n } else {\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for frame time capture\r\n */\r\n public get frameTimeCounter(): PerfCounter {\r\n return this._frameTime;\r\n }\r\n\r\n /**\r\n * Gets the frame time capture status\r\n */\r\n public get captureFrameTime(): boolean {\r\n return this._captureFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the frame time capture\r\n */\r\n public set captureFrameTime(value: boolean) {\r\n this._captureFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for inter-frames time capture\r\n */\r\n public get interFrameTimeCounter(): PerfCounter {\r\n return this._interFrameTime;\r\n }\r\n\r\n /**\r\n * Gets the inter-frames time capture status\r\n */\r\n public get captureInterFrameTime(): boolean {\r\n return this._captureInterFrameTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the inter-frames time capture\r\n */\r\n public set captureInterFrameTime(value: boolean) {\r\n this._captureInterFrameTime = value;\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for render time capture\r\n */\r\n public get renderTimeCounter(): PerfCounter {\r\n return this._renderTime;\r\n }\r\n\r\n /**\r\n * Gets the render time capture status\r\n */\r\n public get captureRenderTime(): boolean {\r\n return this._captureRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the render time capture\r\n */\r\n public set captureRenderTime(value: boolean) {\r\n if (value === this._captureRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeDrawPhaseObserver.push(\r\n this.scene.onBeforeDrawPhaseObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n })\r\n );\r\n this._onAfterDrawPhaseObserver.push(\r\n this.scene.onAfterDrawPhaseObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n })\r\n );\r\n for (const objectRenderer of this.scene.objectRenderers) {\r\n this._onBeforeDrawPhaseObserver.push(\r\n objectRenderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n this._renderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(\"Main render\");\r\n })\r\n );\r\n this._onAfterDrawPhaseObserver.push(\r\n objectRenderer.onAfterRenderingManagerRenderObservable.add(() => {\r\n this._renderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(\"Main render\");\r\n })\r\n );\r\n }\r\n } else {\r\n this._removeRenderTimeObservers();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for camera render time capture\r\n */\r\n public get cameraRenderTimeCounter(): PerfCounter {\r\n return this._cameraRenderTime;\r\n }\r\n\r\n /**\r\n * Gets the camera render time capture status\r\n */\r\n public get captureCameraRenderTime(): boolean {\r\n return this._captureCameraRenderTime;\r\n }\r\n\r\n /**\r\n * Enable or disable the camera render time capture\r\n */\r\n public set captureCameraRenderTime(value: boolean) {\r\n if (value === this._captureCameraRenderTime) {\r\n return;\r\n }\r\n\r\n this._captureCameraRenderTime = value;\r\n\r\n if (value) {\r\n this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.beginMonitoring();\r\n Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n\r\n this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {\r\n this._cameraRenderTime.endMonitoring(false);\r\n Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);\r\n });\r\n } else {\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the perf counter used for draw calls\r\n */\r\n public get drawCallsCounter(): PerfCounter {\r\n return this.scene.getEngine()._drawCalls;\r\n }\r\n\r\n /**\r\n * Instantiates a new scene instrumentation.\r\n * This class can be used to get instrumentation data from a Babylon engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation\r\n * @param scene Defines the scene to instrument\r\n */\r\n public constructor(\r\n /**\r\n * Defines the scene to instrument\r\n */\r\n public scene: Scene\r\n ) {\r\n // Before render\r\n this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureFrameTime) {\r\n Tools.StartPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureAnimationsTime) {\r\n this._animationsTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.fetchNewFrame();\r\n }\r\n\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.fetchNewFrame();\r\n }\r\n\r\n this.scene.getEngine()._drawCalls.fetchNewFrame();\r\n });\r\n\r\n // After render\r\n this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {\r\n if (this._captureFrameTime) {\r\n Tools.EndPerformanceCounter(\"Scene rendering\");\r\n this._frameTime.endMonitoring();\r\n }\r\n\r\n if (this._captureRenderTime) {\r\n this._renderTime.endMonitoring(false);\r\n }\r\n\r\n if (this._captureInterFrameTime) {\r\n this._interFrameTime.beginMonitoring();\r\n }\r\n\r\n if (this._captureActiveMeshesEvaluationTime) {\r\n this._activeMeshesEvaluationTime.endFrame();\r\n }\r\n if (this._captureRenderTargetsRenderTime) {\r\n this._renderTargetsRenderTime.endFrame();\r\n }\r\n if (this._captureParticlesRenderTime) {\r\n this._particlesRenderTime.endFrame();\r\n }\r\n if (this._captureSpritesRenderTime) {\r\n this._spritesRenderTime.endFrame();\r\n }\r\n if (this._captureRenderTime) {\r\n this._renderTime.endFrame();\r\n }\r\n if (this._captureCameraRenderTime) {\r\n this._cameraRenderTime.endFrame();\r\n }\r\n });\r\n }\r\n\r\n private _removeRenderTargetsObservers() {\r\n for (let i = 0; i < this.scene.objectRenderers.length; ++i) {\r\n const objectRenderer = this.scene.objectRenderers[i];\r\n objectRenderer.onInitRenderingObservable.remove(this._onBeforeRenderTargetsRenderObserver[i]);\r\n objectRenderer.onFinishRenderingObservable.remove(this._onAfterRenderTargetsRenderObserver[i]);\r\n }\r\n this._onBeforeRenderTargetsRenderObserver.length = 0;\r\n this._onAfterRenderTargetsRenderObserver.length = 0;\r\n }\r\n\r\n private _removeRenderTimeObservers() {\r\n this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver[0] as Observer<Scene>);\r\n this._onBeforeDrawPhaseObserver.length = 0;\r\n this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver[0] as Observer<Scene>);\r\n this._onAfterDrawPhaseObserver.length = 0;\r\n for (let i = 1; i < this._onBeforeDrawPhaseObserver.length; i++) {\r\n const objectRenderer = this.scene.objectRenderers[i - 1];\r\n objectRenderer.onBeforeRenderingManagerRenderObservable.remove(this._onBeforeDrawPhaseObserver[i] as Observer<number>);\r\n objectRenderer.onAfterRenderingManagerRenderObservable.remove(this._onAfterDrawPhaseObserver[i] as Observer<number>);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release associated resources.\r\n */\r\n public dispose() {\r\n if (this._disposed) {\r\n return;\r\n }\r\n\r\n this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n this._onAfterRenderObserver = null;\r\n\r\n this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);\r\n this._onBeforeActiveMeshesEvaluationObserver = null;\r\n\r\n this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);\r\n this._onAfterActiveMeshesEvaluationObserver = null;\r\n\r\n this._removeRenderTargetsObservers();\r\n\r\n this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);\r\n this._onBeforeAnimationsObserver = null;\r\n\r\n this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);\r\n this._onBeforeParticlesRenderingObserver = null;\r\n\r\n this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);\r\n this._onAfterParticlesRenderingObserver = null;\r\n\r\n if (this._onBeforeSpritesRenderingObserver) {\r\n this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);\r\n this._onBeforeSpritesRenderingObserver = null;\r\n }\r\n\r\n if (this._onAfterSpritesRenderingObserver) {\r\n this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);\r\n this._onAfterSpritesRenderingObserver = null;\r\n }\r\n\r\n this._removeRenderTimeObservers();\r\n\r\n if (this._onBeforePhysicsObserver) {\r\n this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);\r\n this._onBeforePhysicsObserver = null;\r\n }\r\n\r\n if (this._onAfterPhysicsObserver) {\r\n this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);\r\n this._onAfterPhysicsObserver = null;\r\n }\r\n\r\n this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);\r\n this._onAfterAnimationsObserver = null;\r\n\r\n this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);\r\n this._onBeforeCameraRenderObserver = null;\r\n\r\n this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);\r\n this._onAfterCameraRenderObserver = null;\r\n\r\n (<any>this.scene) = null;\r\n this._disposed = true;\r\n }\r\n}\r\n"]}
@@ -0,0 +1,102 @@
1
+ import type { Effect } from "../../Materials/effect.js";
2
+ import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
3
+ import type { Scene } from "../../scene.js";
4
+ import { Light } from "../light.js";
5
+ import "../../Meshes/thinInstanceMesh.js";
6
+ /**
7
+ * A special light that renders all its associated spot or point lights using a clustered or forward+ system.
8
+ */
9
+ export declare class ClusteredLightContainer extends Light {
10
+ private static _GetEngineBatchSize;
11
+ /**
12
+ * Checks if the clustered lighting system supports the given light with its current parameters.
13
+ * This will also check if the light's associated engine supports clustered lighting.
14
+ *
15
+ * @param light The light to test
16
+ * @returns true if the light and its engine is supported
17
+ */
18
+ static IsLightSupported(light: Light): boolean;
19
+ /** @internal */
20
+ static _SceneComponentInitialization: (scene: Scene) => void;
21
+ private readonly _batchSize;
22
+ /**
23
+ * True if clustered lighting is supported.
24
+ */
25
+ get isSupported(): boolean;
26
+ private readonly _lights;
27
+ /**
28
+ * Gets the current list of lights added to this clustering system.
29
+ */
30
+ get lights(): readonly Light[];
31
+ private readonly _sortedLights;
32
+ private _lightDataBuffer;
33
+ private _lightDataTexture;
34
+ private _lightDataRenderId;
35
+ private _tileMaskBatches;
36
+ private _tileMaskTexture;
37
+ private _tileMaskBuffer;
38
+ private _horizontalTiles;
39
+ /**
40
+ * The number of tiles in the horizontal direction to cluster lights into.
41
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
42
+ */
43
+ get horizontalTiles(): number;
44
+ set horizontalTiles(horizontal: number);
45
+ private _verticalTiles;
46
+ /**
47
+ * The number of tiles in the vertical direction to cluster lights into.
48
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
49
+ */
50
+ get verticalTiles(): number;
51
+ set verticalTiles(vertical: number);
52
+ private _sliceScale;
53
+ private _sliceBias;
54
+ private _sliceRanges;
55
+ private _depthSlices;
56
+ /**
57
+ * The number of slices to split the depth range by and cluster lights into.
58
+ */
59
+ get depthSlices(): number;
60
+ set depthSlices(slices: number);
61
+ private readonly _proxyMaterial;
62
+ private readonly _proxyMesh;
63
+ private _maxRange;
64
+ private _minInverseSquaredRange;
65
+ /**
66
+ * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.
67
+ */
68
+ get maxRange(): number;
69
+ set maxRange(range: number);
70
+ /**
71
+ * Creates a new clustered light system with an initial set of lights.
72
+ *
73
+ * @param name The name of the clustered light container
74
+ * @param lights The initial set of lights to add
75
+ * @param scene The scene the clustered light container belongs to
76
+ */
77
+ constructor(name: string, lights?: Light[], scene?: Scene);
78
+ getClassName(): string;
79
+ getTypeID(): number;
80
+ /** @internal */
81
+ _updateBatches(): RenderTargetTexture;
82
+ private _getSliceIndex;
83
+ private _updateLightData;
84
+ dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
85
+ /**
86
+ * Adds a light to the clustering system.
87
+ * @param light The light to add
88
+ */
89
+ addLight(light: Light): void;
90
+ /**
91
+ * Removes a light from the clustering system.
92
+ * @param light The light to remove
93
+ * @returns the index where the light was in the light list
94
+ */
95
+ removeLight(light: Light): number;
96
+ protected _buildUniformLayout(): void;
97
+ transferToEffect(effect: Effect, lightIndex: string): Light;
98
+ transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
99
+ transferToNodeMaterialEffect(): Light;
100
+ prepareLightSpecificDefines(defines: any, lightIndex: number): void;
101
+ _isReady(): boolean;
102
+ }