@onerjs/core 8.31.0 → 8.31.2

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Files changed (124) hide show
  1. package/Animations/animationGroup.js +1 -4
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Behaviors/Cameras/interpolatingBehavior.d.ts +8 -2
  4. package/Behaviors/Cameras/interpolatingBehavior.js +58 -6
  5. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +11 -9
  7. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  8. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
  9. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
  10. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
  11. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  12. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  13. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +8 -20
  14. package/Cameras/Inputs/geospatialCameraPointersInput.js +35 -75
  15. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  16. package/Cameras/Limits/geospatialLimits.d.ts +60 -0
  17. package/Cameras/Limits/geospatialLimits.js +89 -0
  18. package/Cameras/Limits/geospatialLimits.js.map +1 -0
  19. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  20. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  21. package/Cameras/VR/vrExperienceHelper.js +2 -2
  22. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  23. package/Cameras/cameraMovement.js +1 -1
  24. package/Cameras/cameraMovement.js.map +1 -1
  25. package/Cameras/deviceOrientationCamera.js +5 -3
  26. package/Cameras/deviceOrientationCamera.js.map +1 -1
  27. package/Cameras/flyCamera.d.ts +2 -1
  28. package/Cameras/flyCamera.js.map +1 -1
  29. package/Cameras/geospatialCamera.d.ts +78 -49
  30. package/Cameras/geospatialCamera.js +210 -191
  31. package/Cameras/geospatialCamera.js.map +1 -1
  32. package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
  33. package/Cameras/geospatialCameraInputsManager.js +9 -0
  34. package/Cameras/geospatialCameraInputsManager.js.map +1 -1
  35. package/Cameras/geospatialCameraMovement.d.ts +66 -0
  36. package/Cameras/geospatialCameraMovement.js +199 -0
  37. package/Cameras/geospatialCameraMovement.js.map +1 -0
  38. package/Cameras/targetCamera.d.ts +1 -1
  39. package/Cameras/targetCamera.js +2 -2
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Engines/Native/nativeInterfaces.d.ts +14 -6
  42. package/Engines/Native/nativeInterfaces.js +6 -1
  43. package/Engines/Native/nativeInterfaces.js.map +1 -1
  44. package/Engines/abstractEngine.js +2 -2
  45. package/Engines/abstractEngine.js.map +1 -1
  46. package/Engines/nativeEngine.js +2 -2
  47. package/Engines/nativeEngine.js.map +1 -1
  48. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
  49. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  50. package/FlowGraph/flowGraphMath.d.ts +25 -0
  51. package/FlowGraph/flowGraphMath.js +40 -0
  52. package/FlowGraph/flowGraphMath.js.map +1 -0
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  54. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  55. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
  56. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
  58. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  59. package/Materials/shaderMaterial.js +4 -2
  60. package/Materials/shaderMaterial.js.map +1 -1
  61. package/Maths/math.vector.functions.d.ts +5 -24
  62. package/Maths/math.vector.functions.js +32 -35
  63. package/Maths/math.vector.functions.js.map +1 -1
  64. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  65. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  67. package/Meshes/csg2.js +1 -1
  68. package/Meshes/csg2.js.map +1 -1
  69. package/Meshes/thinInstanceMesh.js +15 -0
  70. package/Meshes/thinInstanceMesh.js.map +1 -1
  71. package/Misc/fileTools.js.map +1 -1
  72. package/Misc/tools.d.ts +3 -0
  73. package/Misc/tools.js +43 -4
  74. package/Misc/tools.js.map +1 -1
  75. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
  76. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  77. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  78. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  79. package/Particles/Node/Blocks/systemBlock.d.ts +8 -8
  80. package/Particles/Node/Blocks/systemBlock.js +12 -12
  81. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  82. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  83. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  84. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  85. package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
  86. package/Particles/Node/nodeParticleBuildState.js +9 -7
  87. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  88. package/Particles/Node/nodeParticleSystemSet.helper.js +288 -149
  89. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  90. package/Particles/particle.d.ts +4 -0
  91. package/Particles/particle.js +2 -0
  92. package/Particles/particle.js.map +1 -1
  93. package/Particles/thinParticleSystem.d.ts +0 -4
  94. package/Particles/thinParticleSystem.function.d.ts +1 -1
  95. package/Particles/thinParticleSystem.function.js +9 -6
  96. package/Particles/thinParticleSystem.function.js.map +1 -1
  97. package/Particles/thinParticleSystem.js +1 -3
  98. package/Particles/thinParticleSystem.js.map +1 -1
  99. package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
  100. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  101. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  102. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  103. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  104. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  105. package/Shaders/gaussianSplatting.vertex.js +3 -3
  106. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  107. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  108. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
  110. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  112. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
  114. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  115. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  116. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  117. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  118. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  119. package/XR/webXRCamera.d.ts +5 -1
  120. package/XR/webXRCamera.js +2 -2
  121. package/XR/webXRCamera.js.map +1 -1
  122. package/XR/webXRExperienceHelper.js +1 -1
  123. package/XR/webXRExperienceHelper.js.map +1 -1
  124. package/package.json +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable, IndicesArray, DataArray, FloatArray, DeepImmutable, int } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { VideoTexture } from \"../Materials/Textures/videoTexture\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateRadianceImageDataArrayBufferViews, GetEnvInfo, UploadEnvSpherical } from \"../Misc/environmentTextureTools\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { RenderTargetCreationOptions, TextureSize, DepthTextureCreationOptions, InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { IPipelineContext } from \"./IPipelineContext\";\r\nimport type { IColor3Like, IColor4Like, IViewportLike } from \"../Maths/math.like\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"./constants\";\r\nimport type { ISceneLike } from \"./abstractEngine\";\r\nimport { ThinEngine } from \"./thinEngine\";\r\nimport type { IWebRequest } from \"../Misc/interfaces/iWebRequest\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { ShaderCodeInliner } from \"./Processors/shaderCodeInliner\";\r\nimport { NativeShaderProcessor } from \"./Native/nativeShaderProcessors\";\r\nimport type { IMaterialContext } from \"./IMaterialContext\";\r\nimport type { IDrawContext } from \"./IDrawContext\";\r\nimport type { ICanvas, IImage, IPath2D } from \"./ICanvas\";\r\nimport type { IStencilState } from \"../States/IStencilState\";\r\nimport type { RenderTargetWrapper } from \"./renderTargetWrapper\";\r\nimport type { NativeData } from \"./Native/nativeDataStream\";\r\nimport { NativeDataStream } from \"./Native/nativeDataStream\";\r\nimport type {\r\n INative,\r\n INativeCamera,\r\n INativeEngine,\r\n NativeFramebuffer,\r\n NativeFrameStats,\r\n NativeProgram,\r\n NativeTexture,\r\n NativeUniform,\r\n NativeVertexArrayObject,\r\n} from \"./Native/nativeInterfaces\";\r\nimport { NativePipelineContext } from \"./Native/nativePipelineContext\";\r\nimport { NativeRenderTargetWrapper } from \"./Native/nativeRenderTargetWrapper\";\r\nimport { NativeHardwareTexture } from \"./Native/nativeHardwareTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../Materials/Textures/hardwareTextureWrapper\";\r\nimport {\r\n getNativeAlphaMode,\r\n getNativeAttribType,\r\n getNativeSamplingMode,\r\n getNativeTextureFormat,\r\n getNativeStencilDepthFail,\r\n getNativeStencilDepthPass,\r\n getNativeStencilFunc,\r\n getNativeStencilOpFail,\r\n getNativeAddressMode,\r\n} from \"./Native/nativeHelpers\";\r\nimport { checkNonFloatVertexBuffers } from \"../Buffers/buffer.nonFloatVertexBuffers\";\r\nimport type { _IShaderProcessingContext } from \"./Processors/shaderProcessingOptions\";\r\nimport { NativeShaderProcessingContext } from \"./Native/nativeShaderProcessingContext\";\r\nimport type { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport type { WebGLHardwareTexture } from \"./WebGL/webGLHardwareTexture\";\r\n\r\nimport \"../Buffers/buffer.align\";\r\nimport { _GetCompatibleTextureLoader } from \"core/Materials/Textures/Loaders/textureLoaderManager\";\r\nimport { _TimeToken } from \"../Instrumentation/timeToken\";\r\n\r\n// REVIEW: add a flag to effect to prevent multiple compilations of the same shader.\r\ndeclare module \"../Materials/effect\" {\r\n /** internal */\r\n export interface Effect {\r\n /** internal */\r\n _checkedNonFloatVertexBuffers?: boolean;\r\n }\r\n}\r\n\r\ndeclare const _native: INative;\r\n\r\nconst onNativeObjectInitialized = new Observable<INative>();\r\nif (typeof self !== \"undefined\" && !Object.prototype.hasOwnProperty.call(self, \"_native\")) {\r\n let __native: INative;\r\n Object.defineProperty(self, \"_native\", {\r\n get: () => __native,\r\n set: (value: INative) => {\r\n __native = value;\r\n if (__native) {\r\n onNativeObjectInitialized.notifyObservers(__native);\r\n }\r\n },\r\n });\r\n}\r\n\r\n/**\r\n * Returns _native only after it has been defined by BabylonNative.\r\n * @internal\r\n */\r\nexport async function AcquireNativeObjectAsync(): Promise<INative> {\r\n return await new Promise((resolve) => {\r\n if (typeof _native === \"undefined\") {\r\n onNativeObjectInitialized.addOnce((nativeObject) => resolve(nativeObject));\r\n } else {\r\n resolve(_native);\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Registers a constructor on the _native object. See NativeXRFrame for an example.\r\n * @internal\r\n */\r\nexport async function RegisterNativeTypeAsync<Type>(typeName: string, constructor: Type) {\r\n ((await AcquireNativeObjectAsync()) as any)[typeName] = constructor;\r\n}\r\n\r\n/**\r\n * Container for accessors for natively-stored mesh data buffers.\r\n */\r\nclass NativeDataBuffer extends DataBuffer {\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored index buffer.\r\n */\r\n public nativeIndexBuffer?: NativeData;\r\n\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored vertex buffer.\r\n */\r\n public nativeVertexBuffer?: NativeData;\r\n}\r\n\r\n/**\r\n * Options to create the Native engine\r\n */\r\nexport interface NativeEngineOptions {\r\n /**\r\n * defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n adaptToDeviceRatio?: boolean;\r\n}\r\n\r\n/** @internal */\r\nclass CommandBufferEncoder {\r\n private readonly _commandStream: NativeDataStream;\r\n private readonly _pending = new Array<NativeData>();\r\n private _isCommandBufferScopeActive = false;\r\n\r\n public constructor(private readonly _engine: INativeEngine) {\r\n this._commandStream = NativeEngine._createNativeDataStream();\r\n this._engine.setCommandDataStream(this._commandStream);\r\n }\r\n\r\n public beginCommandScope() {\r\n if (this._isCommandBufferScopeActive) {\r\n throw new Error(\"Command scope already active.\");\r\n }\r\n\r\n this._isCommandBufferScopeActive = true;\r\n }\r\n\r\n public endCommandScope() {\r\n if (!this._isCommandBufferScopeActive) {\r\n throw new Error(\"Command scope is not active.\");\r\n }\r\n\r\n this._isCommandBufferScopeActive = false;\r\n this._submit();\r\n }\r\n\r\n public startEncodingCommand(command: NativeData) {\r\n this._commandStream.writeNativeData(command);\r\n }\r\n\r\n public encodeCommandArgAsUInt32(commandArg: number) {\r\n this._commandStream.writeUint32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsUInt32s(commandArg: Uint32Array) {\r\n this._commandStream.writeUint32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsInt32(commandArg: number) {\r\n this._commandStream.writeInt32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsInt32s(commandArg: Int32Array) {\r\n this._commandStream.writeInt32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsFloat32(commandArg: number) {\r\n this._commandStream.writeFloat32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsFloat32s(commandArg: DeepImmutable<FloatArray>) {\r\n this._commandStream.writeFloat32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsNativeData(commandArg: NativeData) {\r\n this._commandStream.writeNativeData(commandArg);\r\n this._pending.push(commandArg);\r\n }\r\n\r\n public finishEncodingCommand() {\r\n if (!this._isCommandBufferScopeActive) {\r\n this._submit();\r\n }\r\n }\r\n\r\n private _submit() {\r\n this._engine.submitCommands();\r\n this._pending.length = 0;\r\n }\r\n}\r\n\r\nconst remappedAttributesNames: string[] = [];\r\n\r\n/** @internal */\r\nexport class NativeEngine extends Engine {\r\n // This must match the protocol version in NativeEngine.cpp\r\n private static readonly PROTOCOL_VERSION = 9;\r\n\r\n private readonly _engine: INativeEngine = new _native.Engine({\r\n version: Engine.Version,\r\n nonFloatVertexBuffers: true,\r\n });\r\n\r\n private readonly _camera: Nullable<INativeCamera> = _native.Camera ? new _native.Camera() : null;\r\n\r\n private readonly _commandBufferEncoder = new CommandBufferEncoder(this._engine);\r\n\r\n private readonly _frameStats: NativeFrameStats = { gpuTimeNs: Number.NaN };\r\n\r\n private _boundBuffersVertexArray: any = null;\r\n private _currentDepthTest: number = _native.Engine.DEPTH_TEST_LEQUAL;\r\n private _stencilTest = false;\r\n private _stencilMask: number = 255;\r\n private _stencilFunc: number = Constants.ALWAYS;\r\n private _stencilFuncRef: number = 0;\r\n private _stencilFuncMask: number = 255;\r\n private _stencilOpStencilFail: number = Constants.KEEP;\r\n private _stencilOpDepthFail: number = Constants.KEEP;\r\n private _stencilOpStencilDepthPass: number = Constants.REPLACE;\r\n private _zOffset: number = 0;\r\n private _zOffsetUnits: number = 0;\r\n private _depthWrite: boolean = true;\r\n // warning for non supported fill mode has already been displayed\r\n private _fillModeWarningDisplayed = false;\r\n\r\n public override setHardwareScalingLevel(level: number): void {\r\n super.setHardwareScalingLevel(level);\r\n this._engine.setHardwareScalingLevel(level);\r\n }\r\n\r\n public constructor(options: NativeEngineOptions = {}) {\r\n super(null, false, undefined, options.adaptToDeviceRatio);\r\n\r\n if (_native.Engine.PROTOCOL_VERSION !== NativeEngine.PROTOCOL_VERSION) {\r\n throw new Error(`Protocol version mismatch: ${_native.Engine.PROTOCOL_VERSION} (Native) !== ${NativeEngine.PROTOCOL_VERSION} (JS)`);\r\n }\r\n\r\n if (this._engine.setDeviceLostCallback) {\r\n this._engine.setDeviceLostCallback(() => {\r\n this.onContextLostObservable.notifyObservers(this);\r\n this._contextWasLost = true;\r\n this._restoreEngineAfterContextLost();\r\n });\r\n }\r\n\r\n this._webGLVersion = 2;\r\n this.disableUniformBuffers = true;\r\n this._shaderPlatformName = \"NATIVE\";\r\n\r\n // TODO: Initialize this more correctly based on the hardware capabilities.\r\n // Init caps\r\n\r\n this._caps = {\r\n maxTexturesImageUnits: 16,\r\n maxVertexTextureImageUnits: 16,\r\n maxCombinedTexturesImageUnits: 32,\r\n maxTextureSize: _native.Engine.CAPS_LIMITS_MAX_TEXTURE_SIZE,\r\n maxCubemapTextureSize: 512,\r\n maxRenderTextureSize: 512,\r\n maxVertexAttribs: 16,\r\n maxVaryingVectors: 16,\r\n maxDrawBuffers: 8,\r\n maxFragmentUniformVectors: 16,\r\n maxVertexUniformVectors: 16,\r\n shaderFloatPrecision: 23, // TODO: is this correct?\r\n standardDerivatives: true,\r\n astc: null,\r\n pvrtc: null,\r\n etc1: null,\r\n etc2: null,\r\n bptc: null,\r\n maxAnisotropy: 16, // TODO: Retrieve this smartly. Currently set to D3D11 maximum allowable value.\r\n uintIndices: true,\r\n fragmentDepthSupported: false,\r\n highPrecisionShaderSupported: true,\r\n colorBufferFloat: false,\r\n blendFloat: false,\r\n supportFloatTexturesResolve: false,\r\n rg11b10ufColorRenderable: false,\r\n textureFloat: true,\r\n textureFloatLinearFiltering: true,\r\n textureFloatRender: true,\r\n textureHalfFloat: true,\r\n textureHalfFloatLinearFiltering: true,\r\n textureHalfFloatRender: true,\r\n textureLOD: true,\r\n texelFetch: false,\r\n drawBuffersExtension: false,\r\n depthTextureExtension: false,\r\n vertexArrayObject: true,\r\n instancedArrays: true,\r\n supportOcclusionQuery: false,\r\n canUseTimestampForTimerQuery: false,\r\n blendMinMax: false,\r\n maxMSAASamples: 16,\r\n canUseGLInstanceID: true,\r\n canUseGLVertexID: true,\r\n supportComputeShaders: false,\r\n supportSRGBBuffers: true,\r\n supportTransformFeedbacks: false,\r\n textureMaxLevel: false,\r\n texture2DArrayMaxLayerCount: _native.Engine.CAPS_LIMITS_MAX_TEXTURE_LAYERS,\r\n disableMorphTargetTexture: false,\r\n parallelShaderCompile: { COMPLETION_STATUS_KHR: 0 },\r\n textureNorm16: false,\r\n blendParametersPerTarget: false,\r\n dualSourceBlending: false,\r\n };\r\n\r\n this._features = {\r\n forceBitmapOverHTMLImageElement: true,\r\n supportRenderAndCopyToLodForFloatTextures: false,\r\n supportDepthStencilTexture: false,\r\n supportShadowSamplers: false,\r\n uniformBufferHardCheckMatrix: false,\r\n allowTexturePrefiltering: false,\r\n trackUbosInFrame: false,\r\n checkUbosContentBeforeUpload: false,\r\n supportCSM: false,\r\n basisNeedsPOT: false,\r\n support3DTextures: false,\r\n needTypeSuffixInShaderConstants: false,\r\n supportMSAA: true,\r\n supportSSAO2: false,\r\n supportIBLShadows: false,\r\n supportExtendedTextureFormats: false,\r\n supportSwitchCaseInShader: false,\r\n supportSyncTextureRead: false,\r\n needsInvertingBitmap: true,\r\n useUBOBindingCache: true,\r\n needShaderCodeInlining: true,\r\n needToAlwaysBindUniformBuffers: false,\r\n supportRenderPasses: true,\r\n supportSpriteInstancing: false,\r\n forceVertexBufferStrideAndOffsetMultiple4Bytes: true,\r\n _checkNonFloatVertexBuffersDontRecreatePipelineContext: false,\r\n _collectUbosUpdatedInFrame: false,\r\n };\r\n\r\n Tools.Log(\"Babylon Native (v\" + Engine.Version + \") launched\");\r\n\r\n Tools.LoadScript = function (scriptUrl, onSuccess, onError, scriptId) {\r\n Tools.LoadFile(\r\n scriptUrl,\r\n (data) => {\r\n Function(data as string).apply(null);\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n },\r\n undefined,\r\n undefined,\r\n false,\r\n (request, exception) => {\r\n if (onError) {\r\n onError(\"LoadScript Error\", exception);\r\n }\r\n }\r\n );\r\n };\r\n\r\n // Wrappers\r\n if (typeof URL === \"undefined\") {\r\n (window.URL as any) = {\r\n createObjectURL: function () {},\r\n revokeObjectURL: function () {},\r\n };\r\n }\r\n\r\n // TODO: Remove in next protocol version update\r\n if (typeof Blob === \"undefined\") {\r\n (window.Blob as any) = function (v: any) {\r\n return v;\r\n };\r\n }\r\n\r\n // polyfill for Chakra\r\n if (!Array.prototype.flat) {\r\n Object.defineProperty(Array.prototype, \"flat\", {\r\n configurable: true,\r\n value: function flat() {\r\n const depth = isNaN(arguments[0]) ? 1 : Number(arguments[0]);\r\n\r\n return depth\r\n ? Array.prototype.reduce.call(\r\n this,\r\n function (acc: any, cur: any) {\r\n if (Array.isArray(cur)) {\r\n // eslint-disable-next-line prefer-spread\r\n acc.push.apply(acc, flat.call(cur, depth - 1));\r\n } else {\r\n acc.push(cur);\r\n }\r\n return acc;\r\n },\r\n []\r\n )\r\n : Array.prototype.slice.call(this);\r\n },\r\n writable: true,\r\n });\r\n }\r\n\r\n // Currently we do not fully configure the ThinEngine on construction of NativeEngine.\r\n // Setup resolution scaling based on display settings.\r\n const devicePixelRatio = window ? window.devicePixelRatio || 1.0 : 1.0;\r\n this._hardwareScalingLevel = options.adaptToDeviceRatio ? 1.0 / devicePixelRatio : 1.0;\r\n this._engine.setHardwareScalingLevel(this._hardwareScalingLevel);\r\n this._lastDevicePixelRatio = devicePixelRatio;\r\n this.resize();\r\n\r\n const currentDepthFunction = this.getDepthFunction();\r\n if (currentDepthFunction) {\r\n this.setDepthFunction(currentDepthFunction);\r\n }\r\n\r\n // Shader processor\r\n this._shaderProcessor = new NativeShaderProcessor();\r\n\r\n this.onNewSceneAddedObservable.add((scene) => {\r\n const originalRender = scene.render;\r\n scene.render = (...args: Parameters<typeof originalRender>) => {\r\n this._commandBufferEncoder.beginCommandScope();\r\n originalRender.apply(scene, args);\r\n this._commandBufferEncoder.endCommandScope();\r\n };\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._boundBuffersVertexArray) {\r\n this._deleteVertexArray(this._boundBuffersVertexArray);\r\n }\r\n this._engine.dispose();\r\n }\r\n\r\n /** @internal */\r\n public static _createNativeDataStream(): NativeDataStream {\r\n return new NativeDataStream();\r\n }\r\n\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @internal\r\n */\r\n protected override _queueNewFrame(bindedRenderFunction: any, requester?: any): number {\r\n // Use the provided requestAnimationFrame, unless the requester is the window. In that case, we will default to the Babylon Native version of requestAnimationFrame.\r\n if (requester.requestAnimationFrame && requester !== window) {\r\n requester.requestAnimationFrame(bindedRenderFunction);\r\n } else {\r\n this._engine.requestAnimationFrame(bindedRenderFunction);\r\n }\r\n return 0;\r\n }\r\n\r\n protected override _restoreEngineAfterContextLost(): void {\r\n this._clearEmptyResources();\r\n\r\n const depthTest = this._depthCullingState.depthTest; // backup those values because the call to initEngine / wipeCaches will reset them\r\n const depthFunc = this._depthCullingState.depthFunc;\r\n const depthMask = this._depthCullingState.depthMask;\r\n const stencilTest = this._stencilState.stencilTest;\r\n\r\n this._rebuildGraphicsResources();\r\n\r\n this._depthCullingState.depthTest = depthTest;\r\n this._depthCullingState.depthFunc = depthFunc;\r\n this._depthCullingState.depthMask = depthMask;\r\n this._stencilState.stencilTest = stencilTest;\r\n\r\n this._flagContextRestored();\r\n }\r\n\r\n /**\r\n * Override default engine behavior.\r\n * @param framebuffer\r\n */\r\n public override _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n if (this._currentFramebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_UNBINDFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(this._currentFramebuffer as NativeFramebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n if (framebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_BINDFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(framebuffer as NativeFramebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n public override getHostDocument(): Nullable<Document> {\r\n return null;\r\n }\r\n\r\n public override clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false, stencilClearValue = 0): void {\r\n if (this.useReverseDepthBuffer) {\r\n throw new Error(\"reverse depth buffer is not currently implemented\");\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_CLEAR);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(backBuffer && color ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.r : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.g : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.b : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.a : 1);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depth ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(1);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencil ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencilClearValue);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override createIndexBuffer(indices: IndicesArray, updateable?: boolean, _label?: string): NativeDataBuffer {\r\n const data = this._normalizeIndexData(indices);\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n buffer.is32Bits = data.BYTES_PER_ELEMENT === 4;\r\n if (data.byteLength) {\r\n buffer.nativeIndexBuffer = this._engine.createIndexBuffer(data.buffer, data.byteOffset, data.byteLength, buffer.is32Bits, updateable ?? false);\r\n }\r\n return buffer;\r\n }\r\n\r\n public override createVertexBuffer(vertices: DataArray, updateable?: boolean, _label?: string): NativeDataBuffer {\r\n const data = ArrayBuffer.isView(vertices) ? vertices : new Float32Array(vertices);\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n if (data.byteLength) {\r\n buffer.nativeVertexBuffer = this._engine.createVertexBuffer(data.buffer, data.byteOffset, data.byteLength, updateable ?? false);\r\n }\r\n return buffer;\r\n }\r\n\r\n protected _recordVertexArrayObject(\r\n vertexArray: any,\r\n vertexBuffers: { [key: string]: VertexBuffer },\r\n indexBuffer: Nullable<NativeDataBuffer>,\r\n effect: Effect,\r\n overrideVertexBuffers?: { [kind: string]: Nullable<VertexBuffer> }\r\n ): void {\r\n if (!effect._checkedNonFloatVertexBuffers) {\r\n checkNonFloatVertexBuffers(vertexBuffers, effect);\r\n effect._checkedNonFloatVertexBuffers = true;\r\n }\r\n\r\n if (indexBuffer) {\r\n this._engine.recordIndexBuffer(vertexArray, indexBuffer.nativeIndexBuffer!);\r\n }\r\n\r\n const attributes = effect.getAttributesNames();\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = effect.getAttributeLocation(index);\r\n if (location >= 0) {\r\n const kind = attributes[index];\r\n let vertexBuffer: Nullable<VertexBuffer> = null;\r\n\r\n if (overrideVertexBuffers) {\r\n vertexBuffer = overrideVertexBuffers[kind];\r\n }\r\n if (!vertexBuffer) {\r\n vertexBuffer = vertexBuffers[kind];\r\n }\r\n\r\n if (vertexBuffer) {\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<NativeDataBuffer>;\r\n if (buffer && buffer.nativeVertexBuffer) {\r\n this._engine.recordVertexBuffer(\r\n vertexArray,\r\n buffer.nativeVertexBuffer,\r\n location,\r\n vertexBuffer.effectiveByteOffset,\r\n vertexBuffer.effectiveByteStride,\r\n vertexBuffer.getSize(),\r\n getNativeAttribType(vertexBuffer.type),\r\n vertexBuffer.normalized,\r\n vertexBuffer.getInstanceDivisor()\r\n );\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n public override bindBuffers(vertexBuffers: { [key: string]: VertexBuffer }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void {\r\n if (this._boundBuffersVertexArray) {\r\n this._deleteVertexArray(this._boundBuffersVertexArray);\r\n }\r\n this._boundBuffersVertexArray = this._engine.createVertexArray();\r\n this._recordVertexArrayObject(this._boundBuffersVertexArray, vertexBuffers, indexBuffer, effect);\r\n this.bindVertexArrayObject(this._boundBuffersVertexArray);\r\n }\r\n\r\n public override recordVertexArrayObject(\r\n vertexBuffers: { [key: string]: VertexBuffer },\r\n indexBuffer: Nullable<NativeDataBuffer>,\r\n effect: Effect,\r\n overrideVertexBuffers?: { [kind: string]: Nullable<VertexBuffer> }\r\n ): WebGLVertexArrayObject {\r\n const vertexArray = this._engine.createVertexArray();\r\n this._recordVertexArrayObject(vertexArray, vertexBuffers, indexBuffer, effect, overrideVertexBuffers);\r\n return vertexArray;\r\n }\r\n\r\n private _deleteVertexArray(vertexArray: NativeVertexArrayObject) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEVERTEXARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(vertexArray);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_BINDVERTEXARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(vertexArray as NativeVertexArrayObject);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject) {\r\n this._deleteVertexArray(vertexArray as NativeVertexArrayObject);\r\n }\r\n\r\n public override getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n const nativeShaderProcessingContext = nativePipelineContext.shaderProcessingContext!;\r\n\r\n remappedAttributesNames.length = 0;\r\n for (let index = 0; index < attributesNames.length; index++) {\r\n const origAttributeName = attributesNames[index];\r\n const attributeName = nativeShaderProcessingContext.remappedAttributeNames[origAttributeName] ?? origAttributeName;\r\n remappedAttributesNames[index] = attributeName;\r\n }\r\n return this._engine.getAttributes(nativePipelineContext.program, remappedAttributesNames);\r\n }\r\n\r\n /**\r\n * Triangle Fan and Line Loop are not supported by modern rendering API\r\n * @param fillMode defines the primitive to use\r\n * @returns true if supported\r\n */\r\n private _checkSupportedFillMode(fillMode: number): boolean {\r\n if (fillMode == Constants.MATERIAL_LineLoopDrawMode || fillMode == Constants.MATERIAL_TriangleFanDrawMode) {\r\n if (!this._fillModeWarningDisplayed) {\r\n Logger.Warn(\"Line Loop and Triangle Fan are not supported fill modes with Babylon Native. Elements with these fill mode will not be visible.\");\r\n this._fillModeWarningDisplayed = true;\r\n }\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\r\n */\r\n public override drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n if (!this._checkSupportedFillMode(fillMode)) {\r\n return;\r\n }\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n if (instancesCount) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINDEXEDINSTANCED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexCount);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(instancesCount);\r\n } else {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINDEXED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexCount);\r\n }\r\n\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\r\n */\r\n public override drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n if (!this._checkSupportedFillMode(fillMode)) {\r\n return;\r\n }\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n if (instancesCount) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINSTANCED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesCount);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(instancesCount);\r\n } else {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAW);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesCount);\r\n }\r\n\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override createPipelineContext(shaderProcessingContext: Nullable<_IShaderProcessingContext>): IPipelineContext {\r\n const isAsync = !!this._caps.parallelShaderCompile;\r\n return new NativePipelineContext(this, isAsync, shaderProcessingContext as Nullable<NativeShaderProcessingContext>);\r\n }\r\n\r\n public override createMaterialContext(): IMaterialContext | undefined {\r\n return undefined;\r\n }\r\n\r\n public override createDrawContext(): IDrawContext | undefined {\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Function is not technically Async\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override _preparePipelineContextAsync(\r\n pipelineContext: IPipelineContext,\r\n vertexSourceCode: string,\r\n fragmentSourceCode: string,\r\n createAsRaw: boolean,\r\n _rawVertexSourceCode: string,\r\n _rawFragmentSourceCode: string,\r\n _rebuildRebind: any,\r\n defines: Nullable<string>,\r\n _transformFeedbackVaryings: Nullable<string[]>,\r\n _key: string,\r\n onReady: () => void\r\n ) {\r\n if (createAsRaw) {\r\n this.createRawShaderProgram();\r\n } else {\r\n this.createShaderProgram(pipelineContext, vertexSourceCode, fragmentSourceCode, defines);\r\n }\r\n\r\n onReady();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _getShaderProcessingContext(_shaderLanguage: ShaderLanguage): Nullable<_IShaderProcessingContext> {\r\n return new NativeShaderProcessingContext();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n if (nativePipelineContext.isAsync) {\r\n if (nativePipelineContext.onCompiled) {\r\n const oldHandler = nativePipelineContext.onCompiled;\r\n nativePipelineContext.onCompiled = () => {\r\n oldHandler();\r\n action();\r\n };\r\n } else {\r\n nativePipelineContext.onCompiled = action;\r\n }\r\n } else {\r\n action();\r\n }\r\n }\r\n\r\n public override createRawShaderProgram(): WebGLProgram {\r\n throw new Error(\"Not Supported\");\r\n }\r\n\r\n public override createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>): WebGLProgram {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n\r\n const vertexInliner = new ShaderCodeInliner(vertexCode);\r\n vertexInliner.processCode();\r\n vertexCode = vertexInliner.code;\r\n\r\n const fragmentInliner = new ShaderCodeInliner(fragmentCode);\r\n fragmentInliner.processCode();\r\n fragmentCode = fragmentInliner.code;\r\n\r\n vertexCode = ThinEngine._ConcatenateShader(vertexCode, defines);\r\n fragmentCode = ThinEngine._ConcatenateShader(fragmentCode, defines);\r\n\r\n const onSuccess = () => {\r\n nativePipelineContext.isCompiled = true;\r\n nativePipelineContext.onCompiled?.();\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n };\r\n\r\n if (pipelineContext.isAsync) {\r\n nativePipelineContext.program = this._engine.createProgramAsync(vertexCode, fragmentCode, onSuccess, (error: Error) => {\r\n nativePipelineContext.compilationError = error;\r\n });\r\n } else {\r\n try {\r\n nativePipelineContext.program = this._engine.createProgram(vertexCode, fragmentCode);\r\n onSuccess();\r\n } catch (e) {\r\n const message = e?.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n }\r\n\r\n return nativePipelineContext.program as WebGLProgram;\r\n }\r\n\r\n /**\r\n * Inline functions in shader code that are marked to be inlined\r\n * @param code code to inline\r\n * @returns inlined code\r\n */\r\n public override inlineShaderCode(code: string): string {\r\n const sci = new ShaderCodeInliner(code);\r\n sci.debug = false;\r\n sci.processCode();\r\n return sci.code;\r\n }\r\n\r\n protected override _setProgram(program: WebGLProgram): void {\r\n if (this._currentProgram !== program) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETPROGRAM);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(program as NativeProgram);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n this._currentProgram = program;\r\n }\r\n }\r\n\r\n public override _deletePipelineContext(pipelineContext: IPipelineContext): void {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n if (nativePipelineContext && nativePipelineContext.program) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEPROGRAM);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(nativePipelineContext.program);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n public override getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n return this._engine.getUniforms(nativePipelineContext.program, uniformsNames);\r\n }\r\n\r\n public override bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {\r\n // TODO\r\n throw new Error(\"Not Implemented\");\r\n }\r\n\r\n public override bindSamplers(effect: Effect): void {\r\n const nativePipelineContext = effect.getPipelineContext() as NativePipelineContext;\r\n this._setProgram(nativePipelineContext.program as WebGLProgram);\r\n\r\n // TODO: share this with engine?\r\n const samplers = effect.getSamplers();\r\n for (let index = 0; index < samplers.length; index++) {\r\n const uniform = effect.getUniform(samplers[index]);\r\n\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n }\r\n\r\n public override getRenderWidth(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n\r\n return this._engine.getRenderWidth();\r\n }\r\n\r\n public override getRenderHeight(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n\r\n return this._engine.getRenderHeight();\r\n }\r\n\r\n public override setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {\r\n this._cachedViewport = viewport;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETVIEWPORT);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.width);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.height);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override enableScissor(x: number, y: number, width: number, height: number): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSCISSOR);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(width);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(height);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override disableScissor() {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSCISSOR);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override setStateCullFaceType(_cullBackFaces?: boolean, _force?: boolean): void {\r\n throw new Error(\"setStateCullFaceType: Not Implemented\");\r\n }\r\n\r\n public override setState(\r\n culling: boolean,\r\n zOffset: number = 0,\r\n force?: boolean,\r\n reverseSide = false,\r\n cullBackFaces?: boolean,\r\n stencil?: IStencilState,\r\n zOffsetUnits: number = 0\r\n ): void {\r\n this._zOffset = zOffset;\r\n this._zOffsetUnits = zOffsetUnits;\r\n if (this._zOffset !== 0) {\r\n Tools.Warn(\"zOffset is not supported in Native engine.\");\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSTATE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(culling ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(zOffset);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(zOffsetUnits);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32((this.cullBackFaces ?? cullBackFaces ?? true) ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(reverseSide ? 1 : 0);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets the client rect of native canvas. Needed for InputManager.\r\n * @returns a client rectangle\r\n */\r\n public override getInputElementClientRect(): Nullable<DOMRect> {\r\n const rect = {\r\n bottom: this.getRenderHeight(),\r\n height: this.getRenderHeight(),\r\n left: 0,\r\n right: this.getRenderWidth(),\r\n top: 0,\r\n width: this.getRenderWidth(),\r\n x: 0,\r\n y: 0,\r\n toJSON: () => {},\r\n };\r\n return rect;\r\n }\r\n\r\n /**\r\n * Set the z offset Factor to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public override setZOffset(value: number): void {\r\n if (value !== this._zOffset) {\r\n this._zOffset = value;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETZOFFSET);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(this.useReverseDepthBuffer ? -value : value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset Factor\r\n * @returns the current zOffset Factor state\r\n */\r\n public override getZOffset(): number {\r\n return this._zOffset;\r\n }\r\n\r\n /**\r\n * Set the z offset Units to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public override setZOffsetUnits(value: number): void {\r\n if (value !== this._zOffsetUnits) {\r\n this._zOffsetUnits = value;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETZOFFSETUNITS);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(this.useReverseDepthBuffer ? -value : value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset Units\r\n * @returns the current zOffset Units state\r\n */\r\n public override getZOffsetUnits(): number {\r\n return this._zOffsetUnits;\r\n }\r\n\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n public override setDepthBuffer(enable: boolean): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHTEST);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(enable ? this._currentDepthTest : _native.Engine.DEPTH_TEST_ALWAYS);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n public override getDepthWrite(): boolean {\r\n return this._depthWrite;\r\n }\r\n\r\n public override getDepthFunction(): Nullable<number> {\r\n switch (this._currentDepthTest) {\r\n case _native.Engine.DEPTH_TEST_NEVER:\r\n return Constants.NEVER;\r\n case _native.Engine.DEPTH_TEST_ALWAYS:\r\n return Constants.ALWAYS;\r\n case _native.Engine.DEPTH_TEST_GREATER:\r\n return Constants.GREATER;\r\n case _native.Engine.DEPTH_TEST_GEQUAL:\r\n return Constants.GEQUAL;\r\n case _native.Engine.DEPTH_TEST_NOTEQUAL:\r\n return Constants.NOTEQUAL;\r\n case _native.Engine.DEPTH_TEST_EQUAL:\r\n return Constants.EQUAL;\r\n case _native.Engine.DEPTH_TEST_LESS:\r\n return Constants.LESS;\r\n case _native.Engine.DEPTH_TEST_LEQUAL:\r\n return Constants.LEQUAL;\r\n }\r\n return null;\r\n }\r\n\r\n public override setDepthFunction(depthFunc: number) {\r\n let nativeDepthFunc = 0;\r\n switch (depthFunc) {\r\n case Constants.NEVER:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_NEVER;\r\n break;\r\n case Constants.ALWAYS:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_ALWAYS;\r\n break;\r\n case Constants.GREATER:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_GREATER;\r\n break;\r\n case Constants.GEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_GEQUAL;\r\n break;\r\n case Constants.NOTEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_NOTEQUAL;\r\n break;\r\n case Constants.EQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_EQUAL;\r\n break;\r\n case Constants.LESS:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_LESS;\r\n break;\r\n case Constants.LEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_LEQUAL;\r\n break;\r\n }\r\n\r\n this._currentDepthTest = nativeDepthFunc;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHTEST);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(this._currentDepthTest);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n public override setDepthWrite(enable: boolean): void {\r\n this._depthWrite = enable;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHWRITE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(Number(enable));\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n public override setColorWrite(enable: boolean): void {\r\n this._colorWrite = enable;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETCOLORWRITE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(Number(enable));\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n public override getColorWrite(): boolean {\r\n return this._colorWrite;\r\n }\r\n\r\n private applyStencil(): void {\r\n this._setStencil(\r\n this._stencilMask,\r\n getNativeStencilOpFail(this._stencilOpStencilFail),\r\n getNativeStencilDepthFail(this._stencilOpDepthFail),\r\n getNativeStencilDepthPass(this._stencilOpStencilDepthPass),\r\n getNativeStencilFunc(this._stencilFunc),\r\n this._stencilFuncRef\r\n );\r\n }\r\n\r\n private _setStencil(mask: number, stencilOpFail: number, depthOpFail: number, depthOpPass: number, func: number, ref: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSTENCIL);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(mask);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencilOpFail);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depthOpFail);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depthOpPass);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(func);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(ref);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n public override setStencilBuffer(enable: boolean): void {\r\n this._stencilTest = enable;\r\n if (enable) {\r\n this.applyStencil();\r\n } else {\r\n this._setStencil(\r\n 255,\r\n _native.Engine.STENCIL_OP_FAIL_S_KEEP,\r\n _native.Engine.STENCIL_OP_FAIL_Z_KEEP,\r\n _native.Engine.STENCIL_OP_PASS_Z_KEEP,\r\n _native.Engine.STENCIL_TEST_ALWAYS,\r\n 0\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n public override getStencilBuffer(): boolean {\r\n return this._stencilTest;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n public override getStencilOperationPass(): number {\r\n return this._stencilOpStencilDepthPass;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n public override setStencilOperationPass(operation: number): void {\r\n this._stencilOpStencilDepthPass = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public override setStencilMask(mask: number): void {\r\n this._stencilMask = mask;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n public override setStencilFunction(stencilFunc: number) {\r\n this._stencilFunc = stencilFunc;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n public override setStencilFunctionReference(reference: number) {\r\n this._stencilFuncRef = reference;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public override setStencilFunctionMask(mask: number) {\r\n this._stencilFuncMask = mask;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n public override setStencilOperationFail(operation: number): void {\r\n this._stencilOpStencilFail = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n public override setStencilOperationDepthFail(operation: number): void {\r\n this._stencilOpDepthFail = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n public override getStencilMask(): number {\r\n return this._stencilMask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n public override getStencilFunction(): number {\r\n return this._stencilFunc;\r\n }\r\n\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n public override getStencilFunctionReference(): number {\r\n return this._stencilFuncRef;\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n public override getStencilFunctionMask(): number {\r\n return this._stencilFuncMask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n public override getStencilOperationFail(): number {\r\n return this._stencilOpStencilFail;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n public override getStencilOperationDepthFail(): number {\r\n return this._stencilOpDepthFail;\r\n }\r\n\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n public override setAlphaConstants(r: number, g: number, b: number, a: number) {\r\n throw new Error(\"Setting alpha blend constant color not yet implemented.\");\r\n }\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @param targetIndex defines the index of the target to set the alpha mode for (default is 0)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n */\r\n public override setAlphaMode(mode: number, noDepthWriteChange: boolean = false, targetIndex = 0): void {\r\n if (this._alphaMode[targetIndex] === mode) {\r\n return;\r\n }\r\n\r\n const nativeMode = getNativeAlphaMode(mode);\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETBLENDMODE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(nativeMode);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n\r\n if (!noDepthWriteChange) {\r\n this.setDepthWrite(mode === Constants.ALPHA_DISABLE);\r\n }\r\n\r\n this._alphaMode[targetIndex] = mode;\r\n }\r\n\r\n public override setInt(uniform: WebGLUniformLocation, int: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINT);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32(int);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setArray(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray2(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray2(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray3(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray3(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray4(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray4(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setMatrices(uniform: WebGLUniformLocation, matrices: DeepImmutable<FloatArray>): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRICES);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrices);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n\r\n return true;\r\n }\r\n\r\n public override setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRIX3X3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrix);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRIX2X2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrix);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat(uniform: WebGLUniformLocation, value: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat2(uniform: WebGLUniformLocation, x: number, y: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(z);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(z);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(w);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setColor3(uniform: WebGLUniformLocation, color3: IColor3Like): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this.setFloat3(uniform, color3.r, color3.g, color3.b);\r\n return true;\r\n }\r\n\r\n public setColor4(uniform: WebGLUniformLocation, color3: IColor3Like, alpha: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this.setFloat4(uniform, color3.r, color3.g, color3.b, alpha);\r\n return true;\r\n }\r\n\r\n public override wipeCaches(bruteForce?: boolean): void {\r\n if (this.preventCacheWipeBetweenFrames) {\r\n return;\r\n }\r\n this.resetTextureCache();\r\n this._currentEffect = null;\r\n\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n\r\n this._stencilStateComposer.reset();\r\n this._depthCullingState.reset();\r\n this._alphaState.reset();\r\n }\r\n\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n }\r\n\r\n protected override _createTexture(): WebGLTexture {\r\n return this._engine.createTexture();\r\n }\r\n\r\n protected override _deleteTexture(texture: Nullable<WebGLHardwareTexture>): void {\r\n if (texture) {\r\n this._engine.deleteTexture(texture.underlyingResource as NativeTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param canvas defines the canvas containing the source\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n */\r\n public override updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: any, invertY: boolean, premulAlpha: boolean = false, format?: number): void {\r\n if (premulAlpha === void 0) {\r\n premulAlpha = false;\r\n }\r\n\r\n if (!!texture && !!texture._hardwareTexture) {\r\n const destination = texture._hardwareTexture.underlyingResource;\r\n const context = canvas.getContext();\r\n // flush need to happen before getCanvasTexture: flush will create the render target synchronously (if it's not been created before)\r\n context.flush();\r\n const source = canvas.getCanvasTexture();\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_COPYTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(source as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(destination as NativeData);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n texture.isReady = true;\r\n }\r\n }\r\n\r\n public override createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {\r\n // it's not possible to create 0x0 texture sized. Many bgfx methods assume texture size is at least 1x1(best case).\r\n // Worst case is getting a crash/assert.\r\n width = Math.max(width, 1);\r\n height = Math.max(height, 1);\r\n return this.createRawTexture(new Uint8Array(width * height * 4), width, height, Constants.TEXTUREFORMAT_RGBA, false, false, samplingMode);\r\n }\r\n\r\n public override createVideoElement(constraints: MediaTrackConstraints): any {\r\n // create native object depending on stream. Only NativeCamera is supported for now.\r\n if (this._camera) {\r\n return this._camera.createVideo(constraints);\r\n }\r\n return null;\r\n }\r\n\r\n public override updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {\r\n if (texture && texture._hardwareTexture && this._camera) {\r\n const webGLTexture = texture._hardwareTexture.underlyingResource;\r\n this._camera.updateVideoTexture(webGLTexture, video, invertY);\r\n }\r\n }\r\n\r\n public override createRawTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = texture.baseWidth;\r\n texture.height = texture.baseHeight;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n\r\n if (texture._hardwareTexture) {\r\n const webGLTexture = texture._hardwareTexture.underlyingResource;\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(webGLTexture, filter);\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n }\r\n\r\n public override createRawTexture2DArray(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw2DArray);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (texture._hardwareTexture) {\r\n const nativeTexture = texture._hardwareTexture.underlyingResource;\r\n this._engine.loadRawTexture2DArray(nativeTexture, data, width, height, depth, getNativeTextureFormat(format, textureType), generateMipMaps, invertY);\r\n\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(nativeTexture, filter);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n }\r\n\r\n public override updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n useSRGBBuffer: boolean = false\r\n ): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (bufferView && texture._hardwareTexture) {\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n this._engine.loadRawTexture(\r\n underlyingResource,\r\n bufferView,\r\n texture.width,\r\n texture.height,\r\n getNativeTextureFormat(format, type),\r\n texture.generateMipMaps,\r\n texture.invertY\r\n );\r\n }\r\n\r\n texture.isReady = true;\r\n }\r\n\r\n // TODO: Refactor to share more logic with babylon.engine.ts version.\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a NativeTexture\r\n * @param url defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @param loaderOptions options to be passed to the loader\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n public override createTexture(\r\n url: Nullable<string>,\r\n noMipmap: boolean,\r\n invertY: boolean,\r\n scene: Nullable<ISceneLike>,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<(texture: InternalTexture) => void> = null,\r\n onError: Nullable<(message: string, exception: any) => void> = null,\r\n buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null,\r\n fallback: Nullable<InternalTexture> = null,\r\n format: Nullable<number> = null,\r\n forcedExtension: Nullable<string> = null,\r\n mimeType?: string,\r\n loaderOptions?: any,\r\n creationFlags?: number,\r\n useSRGBBuffer = false\r\n ): InternalTexture {\r\n url = url || \"\";\r\n const fromData = url.substring(0, 5) === \"data:\";\r\n //const fromBlob = url.substring(0, 5) === \"blob:\";\r\n const isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n\r\n const originalUrl = url;\r\n if (this._transformTextureUrl && !isBase64 && !fallback && !buffer) {\r\n url = this._transformTextureUrl(url);\r\n }\r\n\r\n // establish the file extension, if possible\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n\r\n // some formats are already supported by bimg, no need to try to load them with JS\r\n // leaving TextureLoader extension check for future use\r\n let loaderPromise = null;\r\n if (extension.endsWith(\".basis\") || extension.endsWith(\".ktx\") || extension.endsWith(\".ktx2\") || mimeType === \"image/ktx\" || mimeType === \"image/ktx2\") {\r\n loaderPromise = _GetCompatibleTextureLoader(extension);\r\n }\r\n\r\n if (scene) {\r\n scene.addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, noMipmap);\r\n\r\n if (!this.doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n\r\n let onLoadObserver: Nullable<Observer<InternalTexture>> = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n\r\n if (!fallback) {\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n const onInternalError = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n if (url === originalUrl) {\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n\r\n if (EngineStore.UseFallbackTexture) {\r\n this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n }\r\n\r\n if (onError) {\r\n onError((message || \"Unknown error\") + (EngineStore.UseFallbackTexture ? \" - Fallback texture was used\" : \"\"), exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${url}, falling back to ${originalUrl}`);\r\n this.createTexture(originalUrl, noMipmap, texture.invertY, scene, samplingMode, onLoad, onError, buffer, texture, format, forcedExtension, mimeType, loaderOptions);\r\n }\r\n };\r\n\r\n // processing for non-image formats\r\n if (loaderPromise) {\r\n throw new Error(\"Loading textures from IInternalTextureLoader not yet implemented.\");\r\n } else {\r\n const onload = (data: ArrayBufferView) => {\r\n if (!texture._hardwareTexture) {\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n\r\n this._engine.loadTexture(\r\n underlyingResource,\r\n data,\r\n !noMipmap,\r\n invertY,\r\n texture._useSRGBBuffer,\r\n () => {\r\n texture.baseWidth = this._engine.getTextureWidth(underlyingResource);\r\n texture.baseHeight = this._engine.getTextureHeight(underlyingResource);\r\n texture.width = texture.baseWidth;\r\n texture.height = texture.baseHeight;\r\n texture.isReady = true;\r\n\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(underlyingResource, filter);\r\n\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n },\r\n () => {\r\n throw new Error(\"Could not load a native texture.\");\r\n }\r\n );\r\n };\r\n\r\n if (fromData && buffer) {\r\n if (buffer instanceof ArrayBuffer) {\r\n onload(new Uint8Array(buffer));\r\n } else if (ArrayBuffer.isView(buffer)) {\r\n onload(buffer);\r\n } else if (typeof buffer === \"string\") {\r\n onload(new Uint8Array(Tools.DecodeBase64(buffer)));\r\n } else {\r\n throw new Error(\"Unsupported buffer type\");\r\n }\r\n } else {\r\n if (isBase64) {\r\n onload(new Uint8Array(Tools.DecodeBase64(url)));\r\n } else {\r\n this._loadFile(\r\n url,\r\n (data) => onload(new Uint8Array(data as ArrayBuffer)),\r\n undefined,\r\n undefined,\r\n true,\r\n (request?: IWebRequest, exception?: any) => {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n }\r\n );\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Wraps an external native texture in a Babylon texture.\r\n * @param texture defines the external texture\r\n * @param hasMipMaps defines whether the external texture has mip maps\r\n * @param samplingMode defines the sampling mode for the external texture (default: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE)\r\n * @returns the babylon internal texture\r\n */\r\n public wrapNativeTexture(texture: NativeTexture, hasMipMaps: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): InternalTexture {\r\n const hardwareTexture = new NativeHardwareTexture(texture, this._engine);\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture._hardwareTexture = hardwareTexture;\r\n internalTexture.baseWidth = this._engine.getTextureWidth(texture);\r\n internalTexture.baseHeight = this._engine.getTextureHeight(texture);\r\n internalTexture.width = internalTexture.baseWidth;\r\n internalTexture.height = internalTexture.baseHeight;\r\n internalTexture.isReady = true;\r\n internalTexture.useMipMaps = hasMipMaps;\r\n this.updateTextureSamplingMode(samplingMode, internalTexture);\r\n return internalTexture;\r\n }\r\n\r\n // eslint-disable-next-line jsdoc/require-returns-check\r\n /**\r\n * Wraps an external web gl texture in a Babylon texture.\r\n * @returns the babylon internal texture\r\n */\r\n public override wrapWebGLTexture(): InternalTexture {\r\n throw new Error(\"wrapWebGLTexture is not supported, use wrapNativeTexture instead.\");\r\n }\r\n\r\n public override _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n // TODO: handle other options?\r\n const generateStencil = options.generateStencil || false;\r\n const samples = options.samples || 1;\r\n\r\n const nativeRTWrapper = rtWrapper as NativeRenderTargetWrapper;\r\n const texture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const framebuffer = this._engine.createFrameBuffer(texture._hardwareTexture!.underlyingResource, width, height, generateStencil, true, samples);\r\n nativeRTWrapper._framebufferDepthStencil = framebuffer;\r\n return texture;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _releaseFramebufferObjects(framebuffer: Nullable<NativeFramebuffer>): void {\r\n if (framebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(framebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * @internal Engine abstraction for loading and creating an image bitmap from a given source string.\r\n * @param imageSource source to load the image from.\r\n * @param _options An object that sets options for the image's extraction.\r\n * @returns ImageBitmap\r\n */\r\n public override async _createImageBitmapFromSource(imageSource: string, _options?: ImageBitmapOptions): Promise<ImageBitmap> {\r\n const promise = new Promise<ImageBitmap>((resolve, reject) => {\r\n const image = this.createCanvasImage();\r\n image.onload = () => {\r\n try {\r\n const imageBitmap = this._engine.createImageBitmap(image);\r\n resolve(imageBitmap);\r\n } catch (error) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n }\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n };\r\n\r\n image.src = imageSource;\r\n });\r\n\r\n return await promise;\r\n }\r\n\r\n /**\r\n * Engine abstraction for createImageBitmap\r\n * @param image source for image\r\n * @param options An object that sets options for the image's extraction.\r\n * @returns ImageBitmap\r\n */\r\n public override async createImageBitmap(image: ImageBitmapSource, options?: ImageBitmapOptions): Promise<ImageBitmap> {\r\n // Back-compat: Because of the previous Blob hack, this could be an array of BlobParts.\r\n if (Array.isArray(image)) {\r\n const arr = <Array<ArrayBuffer>>image;\r\n if (arr.length) {\r\n return this._engine.createImageBitmap(arr[0]);\r\n }\r\n }\r\n\r\n if (image instanceof Blob) {\r\n const data = await image.arrayBuffer();\r\n return this._engine.createImageBitmap(data);\r\n }\r\n\r\n throw new Error(\"Unsupported data for createImageBitmap.\");\r\n }\r\n\r\n /**\r\n * Resize an image and returns the image data as an uint8array\r\n * @param image image to resize\r\n * @param bufferWidth destination buffer width\r\n * @param bufferHeight destination buffer height\r\n * @returns an uint8array containing RGBA values of bufferWidth * bufferHeight size\r\n */\r\n public override resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array {\r\n return this._engine.resizeImageBitmap(image, bufferWidth, bufferHeight);\r\n }\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @param buffer defines the data buffer to load instead of loading the rootUrl\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n public override createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n ): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !!noMipmap);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const lastDot = rootUrl.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : \"\";\r\n\r\n // TODO: use texture loader to load env files?\r\n if (extension === \".env\") {\r\n const onloaddata = (data: ArrayBufferView) => {\r\n const info = GetEnvInfo(data)!;\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n UploadEnvSpherical(texture, info);\r\n\r\n const specularInfo = info.specular;\r\n if (!specularInfo) {\r\n throw new Error(`Nothing else parsed so far`);\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n const imageData = CreateRadianceImageDataArrayBufferViews(data, info);\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture.getEngine().updateTextureSamplingMode(Texture.TRILINEAR_SAMPLINGMODE, texture);\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n this._engine.loadCubeTextureWithMips(\r\n texture._hardwareTexture!.underlyingResource,\r\n imageData,\r\n false,\r\n texture._useSRGBBuffer,\r\n () => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n () => {\r\n throw new Error(\"Could not load a native cube texture.\");\r\n }\r\n );\r\n };\r\n\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n throw new Error(`Multi-file loading not allowed on env files.`);\r\n } else {\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(\r\n rootUrl,\r\n (data) => {\r\n onloaddata(new Uint8Array(data as ArrayBuffer, 0, (data as ArrayBuffer).byteLength));\r\n },\r\n undefined,\r\n undefined,\r\n true,\r\n onInternalError\r\n );\r\n }\r\n } else {\r\n if (!files || files.length !== 6) {\r\n throw new Error(\"Cannot load cubemap because 6 files were not defined\");\r\n }\r\n\r\n // Reorder from [+X, +Y, +Z, -X, -Y, -Z] to [+X, -X, +Y, -Y, +Z, -Z].\r\n const reorderedFiles = [files[0], files[3], files[1], files[4], files[2], files[5]];\r\n // eslint-disable-next-line github/no-then\r\n Promise.all(reorderedFiles.map(async (file) => await this._loadFileAsync(file, undefined, true).then((data) => new Uint8Array(data, 0, data.byteLength))))\r\n // eslint-disable-next-line github/no-then\r\n .then(async (data) => {\r\n return await new Promise<void>((resolve, reject) => {\r\n this._engine.loadCubeTexture(texture._hardwareTexture!.underlyingResource, data, !noMipmap, true, texture._useSRGBBuffer, resolve, reject);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then(\r\n () => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n (error) => {\r\n if (onError) {\r\n onError(`Failed to load cubemap: ${error.message}`, error);\r\n }\r\n }\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n /** @internal */\r\n public override _createHardwareTexture(): IHardwareTextureWrapper {\r\n return new NativeHardwareTexture(this._createTexture() as NativeTexture, this._engine);\r\n }\r\n\r\n /** @internal */\r\n public override _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new NativeRenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n }\r\n\r\n /** @internal */\r\n public override _createInternalTexture(\r\n size: TextureSize,\r\n options: boolean | InternalTextureCreationOptions,\r\n _delayGPUTextureCreation = true,\r\n source = InternalTextureSource.Unknown\r\n ): InternalTexture {\r\n let generateMipMaps = false;\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n let samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n let format = Constants.TEXTUREFORMAT_RGBA;\r\n let useSRGBBuffer = false;\r\n let samples = 1;\r\n let label: string | undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateMipMaps = !!options.generateMipMaps;\r\n type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_BYTE : options.type;\r\n samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n format = options.format === undefined ? Constants.TEXTUREFORMAT_RGBA : options.format;\r\n useSRGBBuffer = options.useSRGBBuffer === undefined ? false : options.useSRGBBuffer;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n } else {\r\n generateMipMaps = !!options;\r\n }\r\n\r\n useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Type forced to TEXTURETYPE_UNSIGNED_BYTE\");\r\n }\r\n\r\n const texture = new InternalTexture(this, source);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n if (layers !== 0) {\r\n throw new Error(\"Texture layers are not supported in Babylon Native\");\r\n }\r\n\r\n const nativeTexture = texture._hardwareTexture!.underlyingResource;\r\n const nativeTextureFormat = getNativeTextureFormat(format, type);\r\n // REVIEW: We are always setting the renderTarget flag as we don't know whether the texture will be used as a render target.\r\n this._engine.initializeTexture(nativeTexture, width, height, generateMipMaps, nativeTextureFormat, true, useSRGBBuffer, samples);\r\n this._setTextureSampling(nativeTexture, getNativeSamplingMode(samplingMode));\r\n\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = layers;\r\n texture.isReady = true;\r\n texture.samples = samples;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture.format = format;\r\n texture.label = label;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n public override createRenderTargetTexture(\r\n size: number | { width: number; height: number; depth: number },\r\n options: boolean | RenderTargetCreationOptions\r\n ): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as NativeRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const framebuffer = this._engine.createFrameBuffer(\r\n texture ? texture._hardwareTexture!.underlyingResource : null,\r\n width,\r\n height,\r\n generateStencilBuffer,\r\n generateDepthBuffer,\r\n samples\r\n );\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._samples = samples;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n public override updateRenderTargetTextureSampleCount(rtWrapper: RenderTargetWrapper, samples: number): number {\r\n Logger.Warn(\"Updating render target sample count is not currently supported\");\r\n return rtWrapper.samples;\r\n }\r\n\r\n public override updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {\r\n if (texture._hardwareTexture) {\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(texture._hardwareTexture.underlyingResource, filter);\r\n }\r\n\r\n texture.samplingMode = samplingMode;\r\n }\r\n\r\n public override bindFramebuffer(texture: RenderTargetWrapper, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void {\r\n const nativeRTWrapper = texture as NativeRenderTargetWrapper;\r\n\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n\r\n this._currentRenderTarget = texture;\r\n\r\n if (faceIndex) {\r\n throw new Error(\"Cuboid frame buffers are not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (requiredWidth || requiredHeight) {\r\n throw new Error(\"Required width/height for frame buffers not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (nativeRTWrapper._framebufferDepthStencil) {\r\n this._bindUnboundFramebuffer(nativeRTWrapper._framebufferDepthStencil);\r\n } else {\r\n this._bindUnboundFramebuffer(nativeRTWrapper._framebuffer);\r\n }\r\n }\r\n\r\n public override unBindFramebuffer(texture: RenderTargetWrapper, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {\r\n // NOTE: Disabling mipmap generation is not yet supported in NativeEngine.\r\n\r\n this._currentRenderTarget = null;\r\n\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n\r\n public override createDynamicVertexBuffer(data: DataArray): DataBuffer {\r\n return this.createVertexBuffer(data, true);\r\n }\r\n\r\n public override updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {\r\n const buffer = indexBuffer as NativeDataBuffer;\r\n const data = this._normalizeIndexData(indices);\r\n buffer.is32Bits = data.BYTES_PER_ELEMENT === 4;\r\n this._engine.updateDynamicIndexBuffer(buffer.nativeIndexBuffer!, data.buffer, data.byteOffset, data.byteLength, offset);\r\n }\r\n\r\n public override updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset = 0, byteLength?: number): void {\r\n const buffer = vertexBuffer as NativeDataBuffer;\r\n const dataView = data instanceof Array ? new Float32Array(data) : data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n const byteView = new Uint8Array(dataView.buffer, dataView.byteOffset, byteLength ?? dataView.byteLength);\r\n this._engine.updateDynamicVertexBuffer(buffer.nativeVertexBuffer!, byteView.buffer, byteView.byteOffset, byteView.byteLength, byteOffset);\r\n }\r\n\r\n // TODO: Refactor to share more logic with base Engine implementation.\r\n /**\r\n * @internal\r\n */\r\n public override _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {\r\n const uniform = this._boundUniforms[channel] as unknown as NativeUniform;\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._boundTexturesCache[channel] = null;\r\n this._unsetNativeTexture(uniform);\r\n }\r\n return false;\r\n }\r\n\r\n // Video\r\n if ((<VideoTexture>texture).video) {\r\n this._activeChannel = channel;\r\n (<VideoTexture>texture).update();\r\n } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n\r\n let internalTexture: InternalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;\r\n } else if (texture.isReady()) {\r\n internalTexture = <InternalTexture>texture.getInternalTexture();\r\n } else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n } else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n } else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n } else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n\r\n this._activeChannel = channel;\r\n\r\n if (!internalTexture || !internalTexture._hardwareTexture) {\r\n return false;\r\n }\r\n\r\n this._setTextureWrapMode(\r\n internalTexture._hardwareTexture.underlyingResource,\r\n getNativeAddressMode(texture.wrapU),\r\n getNativeAddressMode(texture.wrapV),\r\n getNativeAddressMode(texture.wrapR)\r\n );\r\n this._updateAnisotropicLevel(texture);\r\n\r\n this._setNativeTexture(uniform, internalTexture._hardwareTexture.underlyingResource);\r\n\r\n return true;\r\n }\r\n\r\n // filter is a NativeFilter.XXXX value.\r\n private _setTextureSampling(texture: NativeTexture, filter: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTURESAMPLING);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(filter);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n // addressModes are NativeAddressMode.XXXX values.\r\n private _setTextureWrapMode(texture: NativeTexture, addressModeU: number, addressModeV: number, addressModeW: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTUREWRAPMODE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeU);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeV);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeW);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n private _setNativeTexture(uniform: NativeUniform, texture: NativeTexture) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n private _unsetNativeTexture(uniform: NativeUniform) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_UNSETTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n // TODO: Share more of this logic with the base implementation.\r\n // TODO: Rename to match naming in base implementation once refactoring allows different parameters.\r\n private _updateAnisotropicLevel(texture: BaseTexture) {\r\n const internalTexture = texture.getInternalTexture();\r\n const value = texture.anisotropicFilteringLevel;\r\n\r\n if (!internalTexture || !internalTexture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n if (internalTexture._cachedAnisotropicFilteringLevel !== value) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTUREANISOTROPICLEVEL);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(internalTexture._hardwareTexture.underlyingResource);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n internalTexture._cachedAnisotropicFilteringLevel = value;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {\r\n const uniform = this._boundUniforms[channel] as unknown as NativeUniform;\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n if (texture && texture._hardwareTexture) {\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n this._setNativeTexture(uniform, underlyingResource);\r\n } else {\r\n this._unsetNativeTexture(uniform);\r\n }\r\n }\r\n\r\n /**\r\n * Unbind all textures\r\n */\r\n public override unbindAllTextures(): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DISCARDALLTEXTURES);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n protected override _deleteBuffer(buffer: NativeDataBuffer): void {\r\n if (buffer.nativeIndexBuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEINDEXBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(buffer.nativeIndexBuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n delete buffer.nativeIndexBuffer;\r\n }\r\n\r\n if (buffer.nativeVertexBuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEVERTEXBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(buffer.nativeVertexBuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n delete buffer.nativeVertexBuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Create a canvas\r\n * @param width width\r\n * @param height height\r\n * @returns ICanvas interface\r\n */\r\n public override createCanvas(width: number, height: number): ICanvas {\r\n if (!_native.Canvas) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const canvas = new _native.Canvas();\r\n canvas.width = width;\r\n canvas.height = height;\r\n return canvas;\r\n }\r\n\r\n /**\r\n * Create an image to use with canvas\r\n * @returns IImage interface\r\n */\r\n public override createCanvasImage(): IImage {\r\n if (!_native.Canvas) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const image = new _native.Image();\r\n return image;\r\n }\r\n\r\n /**\r\n * Create a 2D path to use with canvas\r\n * @returns IPath2D interface\r\n * @param d SVG path string\r\n */\r\n public override createCanvasPath2D(d?: string): IPath2D {\r\n if (!_native.Canvas) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const path2d = new _native.Path2D(d);\r\n return path2d;\r\n }\r\n\r\n /**\r\n * Update a portion of an internal texture\r\n * @param texture defines the texture to update\r\n * @param imageData defines the data to store into the texture\r\n * @param xOffset defines the x coordinates of the update rectangle\r\n * @param yOffset defines the y coordinates of the update rectangle\r\n * @param width defines the width of the update rectangle\r\n * @param height defines the height of the update rectangle\r\n * @param faceIndex defines the face index if texture is a cube (0 by default)\r\n * @param lod defines the lod level to update (0 by default)\r\n * @param generateMipMaps defines whether to generate mipmaps or not\r\n */\r\n public override updateTextureData(\r\n texture: InternalTexture,\r\n imageData: ArrayBufferView,\r\n xOffset: number,\r\n yOffset: number,\r\n width: number,\r\n height: number,\r\n faceIndex: number = 0,\r\n lod: number = 0,\r\n generateMipMaps = false\r\n ): void {\r\n throw new Error(\"updateTextureData not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadCompressedDataToTextureDirectly(\r\n texture: InternalTexture,\r\n internalFormat: number,\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n faceIndex: number = 0,\r\n lod: number = 0\r\n ) {\r\n throw new Error(\"_uploadCompressedDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n\r\n public override getFontOffset(font: string): { ascent: number; height: number; descent: number } {\r\n // TODO\r\n const result = { ascent: 0, height: 0, descent: 0 };\r\n return result;\r\n }\r\n\r\n /**\r\n * No equivalent for native. Do nothing.\r\n */\r\n public override flushFramebuffer(): void {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public override _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n _flushRenderer?: boolean,\r\n _noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView> {\r\n if (faceIndex !== undefined && faceIndex !== -1) {\r\n throw new Error(`Reading cubemap faces is not supported, but faceIndex is ${faceIndex}.`);\r\n }\r\n\r\n return (\r\n this._engine\r\n .readTexture(\r\n texture._hardwareTexture?.underlyingResource,\r\n level ?? 0,\r\n x ?? 0,\r\n y ?? 0,\r\n width,\r\n height,\r\n buffer?.buffer ?? null,\r\n buffer?.byteOffset ?? 0,\r\n buffer?.byteLength ?? 0\r\n )\r\n // eslint-disable-next-line github/no-then\r\n .then((rawBuffer) => {\r\n if (!buffer) {\r\n buffer = new Uint8Array(rawBuffer);\r\n }\r\n\r\n return buffer;\r\n })\r\n );\r\n }\r\n\r\n override startTimeQuery(): Nullable<_TimeToken> {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = new _TimeToken();\r\n }\r\n\r\n // Always return the same time token. For native, we don't need a start marker, we just query for native frame stats.\r\n return this._gpuFrameTimeToken;\r\n }\r\n\r\n override endTimeQuery(token: _TimeToken): int {\r\n this._engine.populateFrameStats(this._frameStats);\r\n return this._frameStats.gpuTimeNs;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable, IndicesArray, DataArray, FloatArray, DeepImmutable, int } from \"../types\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { VideoTexture } from \"../Materials/Textures/videoTexture\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateRadianceImageDataArrayBufferViews, GetEnvInfo, UploadEnvSpherical } from \"../Misc/environmentTextureTools\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { RenderTargetCreationOptions, TextureSize, DepthTextureCreationOptions, InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport type { IPipelineContext } from \"./IPipelineContext\";\r\nimport type { IColor3Like, IColor4Like, IViewportLike } from \"../Maths/math.like\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"./constants\";\r\nimport type { ISceneLike } from \"./abstractEngine\";\r\nimport { ThinEngine } from \"./thinEngine\";\r\nimport type { IWebRequest } from \"../Misc/interfaces/iWebRequest\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { ShaderCodeInliner } from \"./Processors/shaderCodeInliner\";\r\nimport { NativeShaderProcessor } from \"./Native/nativeShaderProcessors\";\r\nimport type { IMaterialContext } from \"./IMaterialContext\";\r\nimport type { IDrawContext } from \"./IDrawContext\";\r\nimport type { ICanvas, IImage, IPath2D } from \"./ICanvas\";\r\nimport type { IStencilState } from \"../States/IStencilState\";\r\nimport type { RenderTargetWrapper } from \"./renderTargetWrapper\";\r\nimport type { NativeData } from \"./Native/nativeDataStream\";\r\nimport { NativeDataStream } from \"./Native/nativeDataStream\";\r\nimport type {\r\n INative,\r\n INativeCamera,\r\n INativeEngine,\r\n NativeFramebuffer,\r\n NativeFrameStats,\r\n NativeProgram,\r\n NativeTexture,\r\n NativeUniform,\r\n NativeVertexArrayObject,\r\n} from \"./Native/nativeInterfaces\";\r\nimport { NativePipelineContext } from \"./Native/nativePipelineContext\";\r\nimport { NativeRenderTargetWrapper } from \"./Native/nativeRenderTargetWrapper\";\r\nimport { NativeHardwareTexture } from \"./Native/nativeHardwareTexture\";\r\nimport type { IHardwareTextureWrapper } from \"../Materials/Textures/hardwareTextureWrapper\";\r\nimport {\r\n getNativeAlphaMode,\r\n getNativeAttribType,\r\n getNativeSamplingMode,\r\n getNativeTextureFormat,\r\n getNativeStencilDepthFail,\r\n getNativeStencilDepthPass,\r\n getNativeStencilFunc,\r\n getNativeStencilOpFail,\r\n getNativeAddressMode,\r\n} from \"./Native/nativeHelpers\";\r\nimport { checkNonFloatVertexBuffers } from \"../Buffers/buffer.nonFloatVertexBuffers\";\r\nimport type { _IShaderProcessingContext } from \"./Processors/shaderProcessingOptions\";\r\nimport { NativeShaderProcessingContext } from \"./Native/nativeShaderProcessingContext\";\r\nimport type { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport type { WebGLHardwareTexture } from \"./WebGL/webGLHardwareTexture\";\r\n\r\nimport \"../Buffers/buffer.align\";\r\nimport { _GetCompatibleTextureLoader } from \"core/Materials/Textures/Loaders/textureLoaderManager\";\r\nimport { _TimeToken } from \"../Instrumentation/timeToken\";\r\n\r\n// REVIEW: add a flag to effect to prevent multiple compilations of the same shader.\r\ndeclare module \"../Materials/effect\" {\r\n /** internal */\r\n export interface Effect {\r\n /** internal */\r\n _checkedNonFloatVertexBuffers?: boolean;\r\n }\r\n}\r\n\r\ndeclare const _native: INative;\r\n\r\nconst onNativeObjectInitialized = new Observable<INative>();\r\nif (typeof self !== \"undefined\" && !Object.prototype.hasOwnProperty.call(self, \"_native\")) {\r\n let __native: INative;\r\n Object.defineProperty(self, \"_native\", {\r\n get: () => __native,\r\n set: (value: INative) => {\r\n __native = value;\r\n if (__native) {\r\n onNativeObjectInitialized.notifyObservers(__native);\r\n }\r\n },\r\n });\r\n}\r\n\r\n/**\r\n * Returns _native only after it has been defined by BabylonNative.\r\n * @internal\r\n */\r\nexport async function AcquireNativeObjectAsync(): Promise<INative> {\r\n return await new Promise((resolve) => {\r\n if (typeof _native === \"undefined\") {\r\n onNativeObjectInitialized.addOnce((nativeObject) => resolve(nativeObject));\r\n } else {\r\n resolve(_native);\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Registers a constructor on the _native object. See NativeXRFrame for an example.\r\n * @internal\r\n */\r\nexport async function RegisterNativeTypeAsync<Type>(typeName: string, constructor: Type) {\r\n ((await AcquireNativeObjectAsync()) as any)[typeName] = constructor;\r\n}\r\n\r\n/**\r\n * Container for accessors for natively-stored mesh data buffers.\r\n */\r\nclass NativeDataBuffer extends DataBuffer {\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored index buffer.\r\n */\r\n public nativeIndexBuffer?: NativeData;\r\n\r\n /**\r\n * Accessor value used to identify/retrieve a natively-stored vertex buffer.\r\n */\r\n public nativeVertexBuffer?: NativeData;\r\n}\r\n\r\n/**\r\n * Options to create the Native engine\r\n */\r\nexport interface NativeEngineOptions {\r\n /**\r\n * defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n adaptToDeviceRatio?: boolean;\r\n}\r\n\r\n/** @internal */\r\nclass CommandBufferEncoder {\r\n private readonly _commandStream: NativeDataStream;\r\n private readonly _pending = new Array<NativeData>();\r\n private _isCommandBufferScopeActive = false;\r\n\r\n public constructor(private readonly _engine: INativeEngine) {\r\n this._commandStream = NativeEngine._createNativeDataStream();\r\n this._engine.setCommandDataStream(this._commandStream);\r\n }\r\n\r\n public beginCommandScope() {\r\n if (this._isCommandBufferScopeActive) {\r\n throw new Error(\"Command scope already active.\");\r\n }\r\n\r\n this._isCommandBufferScopeActive = true;\r\n }\r\n\r\n public endCommandScope() {\r\n if (!this._isCommandBufferScopeActive) {\r\n throw new Error(\"Command scope is not active.\");\r\n }\r\n\r\n this._isCommandBufferScopeActive = false;\r\n this._submit();\r\n }\r\n\r\n public startEncodingCommand(command: NativeData) {\r\n this._commandStream.writeNativeData(command);\r\n }\r\n\r\n public encodeCommandArgAsUInt32(commandArg: number) {\r\n this._commandStream.writeUint32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsUInt32s(commandArg: Uint32Array) {\r\n this._commandStream.writeUint32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsInt32(commandArg: number) {\r\n this._commandStream.writeInt32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsInt32s(commandArg: Int32Array) {\r\n this._commandStream.writeInt32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsFloat32(commandArg: number) {\r\n this._commandStream.writeFloat32(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsFloat32s(commandArg: DeepImmutable<FloatArray>) {\r\n this._commandStream.writeFloat32Array(commandArg);\r\n }\r\n\r\n public encodeCommandArgAsNativeData(commandArg: NativeData) {\r\n this._commandStream.writeNativeData(commandArg);\r\n this._pending.push(commandArg);\r\n }\r\n\r\n public finishEncodingCommand() {\r\n if (!this._isCommandBufferScopeActive) {\r\n this._submit();\r\n }\r\n }\r\n\r\n private _submit() {\r\n this._engine.submitCommands();\r\n this._pending.length = 0;\r\n }\r\n}\r\n\r\nconst remappedAttributesNames: string[] = [];\r\n\r\n/** @internal */\r\nexport class NativeEngine extends Engine {\r\n // This must match the protocol version in NativeEngine.cpp\r\n private static readonly PROTOCOL_VERSION = 9;\r\n\r\n private readonly _engine: INativeEngine = new _native.Engine({\r\n version: Engine.Version,\r\n nonFloatVertexBuffers: true,\r\n });\r\n\r\n private readonly _camera: Nullable<INativeCamera> = _native.Camera ? new _native.Camera() : null;\r\n\r\n private readonly _commandBufferEncoder = new CommandBufferEncoder(this._engine);\r\n\r\n private readonly _frameStats: NativeFrameStats = { gpuTimeNs: Number.NaN };\r\n\r\n private _boundBuffersVertexArray: any = null;\r\n private _currentDepthTest: number = _native.Engine.DEPTH_TEST_LEQUAL;\r\n private _stencilTest = false;\r\n private _stencilMask: number = 255;\r\n private _stencilFunc: number = Constants.ALWAYS;\r\n private _stencilFuncRef: number = 0;\r\n private _stencilFuncMask: number = 255;\r\n private _stencilOpStencilFail: number = Constants.KEEP;\r\n private _stencilOpDepthFail: number = Constants.KEEP;\r\n private _stencilOpStencilDepthPass: number = Constants.REPLACE;\r\n private _zOffset: number = 0;\r\n private _zOffsetUnits: number = 0;\r\n private _depthWrite: boolean = true;\r\n // warning for non supported fill mode has already been displayed\r\n private _fillModeWarningDisplayed = false;\r\n\r\n public override setHardwareScalingLevel(level: number): void {\r\n super.setHardwareScalingLevel(level);\r\n this._engine.setHardwareScalingLevel(level);\r\n }\r\n\r\n public constructor(options: NativeEngineOptions = {}) {\r\n super(null, false, undefined, options.adaptToDeviceRatio);\r\n\r\n if (_native.Engine.PROTOCOL_VERSION !== NativeEngine.PROTOCOL_VERSION) {\r\n throw new Error(`Protocol version mismatch: ${_native.Engine.PROTOCOL_VERSION} (Native) !== ${NativeEngine.PROTOCOL_VERSION} (JS)`);\r\n }\r\n\r\n if (this._engine.setDeviceLostCallback) {\r\n this._engine.setDeviceLostCallback(() => {\r\n this.onContextLostObservable.notifyObservers(this);\r\n this._contextWasLost = true;\r\n this._restoreEngineAfterContextLost();\r\n });\r\n }\r\n\r\n this._webGLVersion = 2;\r\n this.disableUniformBuffers = true;\r\n this._shaderPlatformName = \"NATIVE\";\r\n\r\n // TODO: Initialize this more correctly based on the hardware capabilities.\r\n // Init caps\r\n\r\n this._caps = {\r\n maxTexturesImageUnits: 16,\r\n maxVertexTextureImageUnits: 16,\r\n maxCombinedTexturesImageUnits: 32,\r\n maxTextureSize: _native.Engine.CAPS_LIMITS_MAX_TEXTURE_SIZE,\r\n maxCubemapTextureSize: 512,\r\n maxRenderTextureSize: 512,\r\n maxVertexAttribs: 16,\r\n maxVaryingVectors: 16,\r\n maxDrawBuffers: 8,\r\n maxFragmentUniformVectors: 16,\r\n maxVertexUniformVectors: 16,\r\n shaderFloatPrecision: 23, // TODO: is this correct?\r\n standardDerivatives: true,\r\n astc: null,\r\n pvrtc: null,\r\n etc1: null,\r\n etc2: null,\r\n bptc: null,\r\n maxAnisotropy: 16, // TODO: Retrieve this smartly. Currently set to D3D11 maximum allowable value.\r\n uintIndices: true,\r\n fragmentDepthSupported: false,\r\n highPrecisionShaderSupported: true,\r\n colorBufferFloat: false,\r\n blendFloat: false,\r\n supportFloatTexturesResolve: false,\r\n rg11b10ufColorRenderable: false,\r\n textureFloat: true,\r\n textureFloatLinearFiltering: true,\r\n textureFloatRender: true,\r\n textureHalfFloat: true,\r\n textureHalfFloatLinearFiltering: true,\r\n textureHalfFloatRender: true,\r\n textureLOD: true,\r\n texelFetch: false,\r\n drawBuffersExtension: false,\r\n depthTextureExtension: false,\r\n vertexArrayObject: true,\r\n instancedArrays: true,\r\n supportOcclusionQuery: false,\r\n canUseTimestampForTimerQuery: false,\r\n blendMinMax: false,\r\n maxMSAASamples: 16,\r\n canUseGLInstanceID: true,\r\n canUseGLVertexID: true,\r\n supportComputeShaders: false,\r\n supportSRGBBuffers: true,\r\n supportTransformFeedbacks: false,\r\n textureMaxLevel: false,\r\n texture2DArrayMaxLayerCount: _native.Engine.CAPS_LIMITS_MAX_TEXTURE_LAYERS,\r\n disableMorphTargetTexture: false,\r\n parallelShaderCompile: { COMPLETION_STATUS_KHR: 0 },\r\n textureNorm16: false,\r\n blendParametersPerTarget: false,\r\n dualSourceBlending: false,\r\n };\r\n\r\n this._features = {\r\n forceBitmapOverHTMLImageElement: true,\r\n supportRenderAndCopyToLodForFloatTextures: false,\r\n supportDepthStencilTexture: false,\r\n supportShadowSamplers: false,\r\n uniformBufferHardCheckMatrix: false,\r\n allowTexturePrefiltering: false,\r\n trackUbosInFrame: false,\r\n checkUbosContentBeforeUpload: false,\r\n supportCSM: false,\r\n basisNeedsPOT: false,\r\n support3DTextures: false,\r\n needTypeSuffixInShaderConstants: false,\r\n supportMSAA: true,\r\n supportSSAO2: false,\r\n supportIBLShadows: false,\r\n supportExtendedTextureFormats: false,\r\n supportSwitchCaseInShader: false,\r\n supportSyncTextureRead: false,\r\n needsInvertingBitmap: true,\r\n useUBOBindingCache: true,\r\n needShaderCodeInlining: true,\r\n needToAlwaysBindUniformBuffers: false,\r\n supportRenderPasses: true,\r\n supportSpriteInstancing: false,\r\n forceVertexBufferStrideAndOffsetMultiple4Bytes: true,\r\n _checkNonFloatVertexBuffersDontRecreatePipelineContext: false,\r\n _collectUbosUpdatedInFrame: false,\r\n };\r\n\r\n Tools.Log(\"Babylon Native (v\" + Engine.Version + \") launched\");\r\n\r\n Tools.LoadScript = function (scriptUrl, onSuccess, onError, scriptId) {\r\n Tools.LoadFile(\r\n scriptUrl,\r\n (data) => {\r\n Function(data as string).apply(null);\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n },\r\n undefined,\r\n undefined,\r\n false,\r\n (request, exception) => {\r\n if (onError) {\r\n onError(\"LoadScript Error\", exception);\r\n }\r\n }\r\n );\r\n };\r\n\r\n // Wrappers\r\n if (typeof URL === \"undefined\") {\r\n (window.URL as any) = {\r\n createObjectURL: function () {},\r\n revokeObjectURL: function () {},\r\n };\r\n }\r\n\r\n // TODO: Remove in next protocol version update\r\n if (typeof Blob === \"undefined\") {\r\n (window.Blob as any) = function (v: any) {\r\n return v;\r\n };\r\n }\r\n\r\n // polyfill for Chakra\r\n if (!Array.prototype.flat) {\r\n Object.defineProperty(Array.prototype, \"flat\", {\r\n configurable: true,\r\n value: function flat() {\r\n const depth = isNaN(arguments[0]) ? 1 : Number(arguments[0]);\r\n\r\n return depth\r\n ? Array.prototype.reduce.call(\r\n this,\r\n function (acc: any, cur: any) {\r\n if (Array.isArray(cur)) {\r\n // eslint-disable-next-line prefer-spread\r\n acc.push.apply(acc, flat.call(cur, depth - 1));\r\n } else {\r\n acc.push(cur);\r\n }\r\n return acc;\r\n },\r\n []\r\n )\r\n : Array.prototype.slice.call(this);\r\n },\r\n writable: true,\r\n });\r\n }\r\n\r\n // Currently we do not fully configure the ThinEngine on construction of NativeEngine.\r\n // Setup resolution scaling based on display settings.\r\n const devicePixelRatio = window ? window.devicePixelRatio || 1.0 : 1.0;\r\n this._hardwareScalingLevel = options.adaptToDeviceRatio ? 1.0 / devicePixelRatio : 1.0;\r\n this._engine.setHardwareScalingLevel(this._hardwareScalingLevel);\r\n this._lastDevicePixelRatio = devicePixelRatio;\r\n this.resize();\r\n\r\n const currentDepthFunction = this.getDepthFunction();\r\n if (currentDepthFunction) {\r\n this.setDepthFunction(currentDepthFunction);\r\n }\r\n\r\n // Shader processor\r\n this._shaderProcessor = new NativeShaderProcessor();\r\n\r\n this.onNewSceneAddedObservable.add((scene) => {\r\n const originalRender = scene.render;\r\n scene.render = (...args: Parameters<typeof originalRender>) => {\r\n this._commandBufferEncoder.beginCommandScope();\r\n originalRender.apply(scene, args);\r\n this._commandBufferEncoder.endCommandScope();\r\n };\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._boundBuffersVertexArray) {\r\n this._deleteVertexArray(this._boundBuffersVertexArray);\r\n }\r\n this._engine.dispose();\r\n }\r\n\r\n /** @internal */\r\n public static _createNativeDataStream(): NativeDataStream {\r\n return new NativeDataStream();\r\n }\r\n\r\n /**\r\n * Can be used to override the current requestAnimationFrame requester.\r\n * @internal\r\n */\r\n protected override _queueNewFrame(bindedRenderFunction: any, requester?: any): number {\r\n // Use the provided requestAnimationFrame, unless the requester is the window. In that case, we will default to the Babylon Native version of requestAnimationFrame.\r\n if (requester.requestAnimationFrame && requester !== window) {\r\n requester.requestAnimationFrame(bindedRenderFunction);\r\n } else {\r\n this._engine.requestAnimationFrame(bindedRenderFunction);\r\n }\r\n return 0;\r\n }\r\n\r\n protected override _restoreEngineAfterContextLost(): void {\r\n this._clearEmptyResources();\r\n\r\n const depthTest = this._depthCullingState.depthTest; // backup those values because the call to initEngine / wipeCaches will reset them\r\n const depthFunc = this._depthCullingState.depthFunc;\r\n const depthMask = this._depthCullingState.depthMask;\r\n const stencilTest = this._stencilState.stencilTest;\r\n\r\n this._rebuildGraphicsResources();\r\n\r\n this._depthCullingState.depthTest = depthTest;\r\n this._depthCullingState.depthFunc = depthFunc;\r\n this._depthCullingState.depthMask = depthMask;\r\n this._stencilState.stencilTest = stencilTest;\r\n\r\n this._flagContextRestored();\r\n }\r\n\r\n /**\r\n * Override default engine behavior.\r\n * @param framebuffer\r\n */\r\n public override _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n if (this._currentFramebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_UNBINDFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(this._currentFramebuffer as NativeFramebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n if (framebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_BINDFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(framebuffer as NativeFramebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Gets host document\r\n * @returns the host document object\r\n */\r\n public override getHostDocument(): Nullable<Document> {\r\n return null;\r\n }\r\n\r\n public override clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil: boolean = false, stencilClearValue = 0): void {\r\n if (this.useReverseDepthBuffer) {\r\n throw new Error(\"reverse depth buffer is not currently implemented\");\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_CLEAR);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(backBuffer && color ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.r : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.g : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.b : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(color ? color.a : 1);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depth ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(1);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencil ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencilClearValue);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override createIndexBuffer(indices: IndicesArray, updateable?: boolean, _label?: string): NativeDataBuffer {\r\n const data = this._normalizeIndexData(indices);\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n buffer.is32Bits = data.BYTES_PER_ELEMENT === 4;\r\n if (data.byteLength) {\r\n buffer.nativeIndexBuffer = this._engine.createIndexBuffer(data.buffer, data.byteOffset, data.byteLength, buffer.is32Bits, updateable ?? false);\r\n }\r\n return buffer;\r\n }\r\n\r\n public override createVertexBuffer(vertices: DataArray, updateable?: boolean, _label?: string): NativeDataBuffer {\r\n const data = ArrayBuffer.isView(vertices) ? vertices : new Float32Array(vertices);\r\n const buffer = new NativeDataBuffer();\r\n buffer.references = 1;\r\n if (data.byteLength) {\r\n buffer.nativeVertexBuffer = this._engine.createVertexBuffer(data.buffer, data.byteOffset, data.byteLength, updateable ?? false);\r\n }\r\n return buffer;\r\n }\r\n\r\n protected _recordVertexArrayObject(\r\n vertexArray: any,\r\n vertexBuffers: { [key: string]: VertexBuffer },\r\n indexBuffer: Nullable<NativeDataBuffer>,\r\n effect: Effect,\r\n overrideVertexBuffers?: { [kind: string]: Nullable<VertexBuffer> }\r\n ): void {\r\n if (!effect._checkedNonFloatVertexBuffers) {\r\n checkNonFloatVertexBuffers(vertexBuffers, effect);\r\n effect._checkedNonFloatVertexBuffers = true;\r\n }\r\n\r\n if (indexBuffer) {\r\n this._engine.recordIndexBuffer(vertexArray, indexBuffer.nativeIndexBuffer!);\r\n }\r\n\r\n const attributes = effect.getAttributesNames();\r\n for (let index = 0; index < attributes.length; index++) {\r\n const location = effect.getAttributeLocation(index);\r\n if (location >= 0) {\r\n const kind = attributes[index];\r\n let vertexBuffer: Nullable<VertexBuffer> = null;\r\n\r\n if (overrideVertexBuffers) {\r\n vertexBuffer = overrideVertexBuffers[kind];\r\n }\r\n if (!vertexBuffer) {\r\n vertexBuffer = vertexBuffers[kind];\r\n }\r\n\r\n if (vertexBuffer) {\r\n const buffer = vertexBuffer.effectiveBuffer as Nullable<NativeDataBuffer>;\r\n if (buffer && buffer.nativeVertexBuffer) {\r\n this._engine.recordVertexBuffer(\r\n vertexArray,\r\n buffer.nativeVertexBuffer,\r\n location,\r\n vertexBuffer.effectiveByteOffset,\r\n vertexBuffer.effectiveByteStride,\r\n vertexBuffer.getSize(),\r\n getNativeAttribType(vertexBuffer.type),\r\n vertexBuffer.normalized,\r\n vertexBuffer.getInstanceDivisor()\r\n );\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n public override bindBuffers(vertexBuffers: { [key: string]: VertexBuffer }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): void {\r\n if (this._boundBuffersVertexArray) {\r\n this._deleteVertexArray(this._boundBuffersVertexArray);\r\n }\r\n this._boundBuffersVertexArray = this._engine.createVertexArray();\r\n this._recordVertexArrayObject(this._boundBuffersVertexArray, vertexBuffers, indexBuffer, effect);\r\n this.bindVertexArrayObject(this._boundBuffersVertexArray);\r\n }\r\n\r\n public override recordVertexArrayObject(\r\n vertexBuffers: { [key: string]: VertexBuffer },\r\n indexBuffer: Nullable<NativeDataBuffer>,\r\n effect: Effect,\r\n overrideVertexBuffers?: { [kind: string]: Nullable<VertexBuffer> }\r\n ): WebGLVertexArrayObject {\r\n const vertexArray = this._engine.createVertexArray();\r\n this._recordVertexArrayObject(vertexArray, vertexBuffers, indexBuffer, effect, overrideVertexBuffers);\r\n return vertexArray;\r\n }\r\n\r\n private _deleteVertexArray(vertexArray: NativeVertexArrayObject) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEVERTEXARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(vertexArray);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_BINDVERTEXARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(vertexArray as NativeVertexArrayObject);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject) {\r\n this._deleteVertexArray(vertexArray as NativeVertexArrayObject);\r\n }\r\n\r\n public override getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n const nativeShaderProcessingContext = nativePipelineContext.shaderProcessingContext!;\r\n\r\n remappedAttributesNames.length = 0;\r\n for (let index = 0; index < attributesNames.length; index++) {\r\n const origAttributeName = attributesNames[index];\r\n const attributeName = nativeShaderProcessingContext.remappedAttributeNames[origAttributeName] ?? origAttributeName;\r\n remappedAttributesNames[index] = attributeName;\r\n }\r\n return this._engine.getAttributes(nativePipelineContext.program, remappedAttributesNames);\r\n }\r\n\r\n /**\r\n * Triangle Fan and Line Loop are not supported by modern rendering API\r\n * @param fillMode defines the primitive to use\r\n * @returns true if supported\r\n */\r\n private _checkSupportedFillMode(fillMode: number): boolean {\r\n if (fillMode == Constants.MATERIAL_LineLoopDrawMode || fillMode == Constants.MATERIAL_TriangleFanDrawMode) {\r\n if (!this._fillModeWarningDisplayed) {\r\n Logger.Warn(\"Line Loop and Triangle Fan are not supported fill modes with Babylon Native. Elements with these fill mode will not be visible.\");\r\n this._fillModeWarningDisplayed = true;\r\n }\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\r\n */\r\n public override drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void {\r\n if (!this._checkSupportedFillMode(fillMode)) {\r\n return;\r\n }\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n if (instancesCount) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINDEXEDINSTANCED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexCount);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(instancesCount);\r\n } else {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINDEXED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(indexCount);\r\n }\r\n\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\r\n */\r\n public override drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void {\r\n if (!this._checkSupportedFillMode(fillMode)) {\r\n return;\r\n }\r\n // Apply states\r\n this._drawCalls.addCount(1, false);\r\n\r\n if (instancesCount) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAWINSTANCED);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesCount);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(instancesCount);\r\n } else {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DRAW);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(fillMode);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesStart);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(verticesCount);\r\n }\r\n\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override createPipelineContext(shaderProcessingContext: Nullable<_IShaderProcessingContext>): IPipelineContext {\r\n const isAsync = !!this._caps.parallelShaderCompile;\r\n return new NativePipelineContext(this, isAsync, shaderProcessingContext as Nullable<NativeShaderProcessingContext>);\r\n }\r\n\r\n public override createMaterialContext(): IMaterialContext | undefined {\r\n return undefined;\r\n }\r\n\r\n public override createDrawContext(): IDrawContext | undefined {\r\n return undefined;\r\n }\r\n\r\n /**\r\n * Function is not technically Async\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public override _preparePipelineContextAsync(\r\n pipelineContext: IPipelineContext,\r\n vertexSourceCode: string,\r\n fragmentSourceCode: string,\r\n createAsRaw: boolean,\r\n _rawVertexSourceCode: string,\r\n _rawFragmentSourceCode: string,\r\n _rebuildRebind: any,\r\n defines: Nullable<string>,\r\n _transformFeedbackVaryings: Nullable<string[]>,\r\n _key: string,\r\n onReady: () => void\r\n ) {\r\n if (createAsRaw) {\r\n this.createRawShaderProgram();\r\n } else {\r\n this.createShaderProgram(pipelineContext, vertexSourceCode, fragmentSourceCode, defines);\r\n }\r\n\r\n onReady();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _getShaderProcessingContext(_shaderLanguage: ShaderLanguage): Nullable<_IShaderProcessingContext> {\r\n return new NativeShaderProcessingContext();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void) {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n if (nativePipelineContext.isAsync) {\r\n if (nativePipelineContext.onCompiled) {\r\n const oldHandler = nativePipelineContext.onCompiled;\r\n nativePipelineContext.onCompiled = () => {\r\n oldHandler();\r\n action();\r\n };\r\n } else {\r\n nativePipelineContext.onCompiled = action;\r\n }\r\n } else {\r\n action();\r\n }\r\n }\r\n\r\n public override createRawShaderProgram(): WebGLProgram {\r\n throw new Error(\"Not Supported\");\r\n }\r\n\r\n public override createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>): WebGLProgram {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n\r\n const vertexInliner = new ShaderCodeInliner(vertexCode);\r\n vertexInliner.processCode();\r\n vertexCode = vertexInliner.code;\r\n\r\n const fragmentInliner = new ShaderCodeInliner(fragmentCode);\r\n fragmentInliner.processCode();\r\n fragmentCode = fragmentInliner.code;\r\n\r\n vertexCode = ThinEngine._ConcatenateShader(vertexCode, defines);\r\n fragmentCode = ThinEngine._ConcatenateShader(fragmentCode, defines);\r\n\r\n const onSuccess = () => {\r\n nativePipelineContext.isCompiled = true;\r\n nativePipelineContext.onCompiled?.();\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n };\r\n\r\n if (pipelineContext.isAsync) {\r\n nativePipelineContext.program = this._engine.createProgramAsync(vertexCode, fragmentCode, onSuccess, (error: Error) => {\r\n nativePipelineContext.compilationError = error;\r\n });\r\n } else {\r\n try {\r\n nativePipelineContext.program = this._engine.createProgram(vertexCode, fragmentCode);\r\n onSuccess();\r\n } catch (e) {\r\n const message = e?.message;\r\n throw new Error(\"SHADER ERROR\" + (typeof message === \"string\" ? \"\\n\" + message : \"\"));\r\n }\r\n }\r\n\r\n return nativePipelineContext.program as WebGLProgram;\r\n }\r\n\r\n /**\r\n * Inline functions in shader code that are marked to be inlined\r\n * @param code code to inline\r\n * @returns inlined code\r\n */\r\n public override inlineShaderCode(code: string): string {\r\n const sci = new ShaderCodeInliner(code);\r\n sci.debug = false;\r\n sci.processCode();\r\n return sci.code;\r\n }\r\n\r\n protected override _setProgram(program: WebGLProgram): void {\r\n if (this._currentProgram !== program) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETPROGRAM);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(program as NativeProgram);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n this._currentProgram = program;\r\n }\r\n }\r\n\r\n public override _deletePipelineContext(pipelineContext: IPipelineContext): void {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n if (nativePipelineContext && nativePipelineContext.program) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEPROGRAM);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(nativePipelineContext.program);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n public override getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[] {\r\n const nativePipelineContext = pipelineContext as NativePipelineContext;\r\n return this._engine.getUniforms(nativePipelineContext.program, uniformsNames);\r\n }\r\n\r\n public override bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void {\r\n // TODO\r\n throw new Error(\"Not Implemented\");\r\n }\r\n\r\n public override bindSamplers(effect: Effect): void {\r\n const nativePipelineContext = effect.getPipelineContext() as NativePipelineContext;\r\n this._setProgram(nativePipelineContext.program as WebGLProgram);\r\n\r\n // TODO: share this with engine?\r\n const samplers = effect.getSamplers();\r\n for (let index = 0; index < samplers.length; index++) {\r\n const uniform = effect.getUniform(samplers[index]);\r\n\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n }\r\n\r\n public override getRenderWidth(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n\r\n return this._engine.getRenderWidth();\r\n }\r\n\r\n public override getRenderHeight(useScreen = false): number {\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n\r\n return this._engine.getRenderHeight();\r\n }\r\n\r\n public override setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void {\r\n this._cachedViewport = viewport;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETVIEWPORT);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.width);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(viewport.height);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override enableScissor(x: number, y: number, width: number, height: number): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSCISSOR);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(width);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(height);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override disableScissor() {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSCISSOR);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(0);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n public override setStateCullFaceType(_cullBackFaces?: boolean, _force?: boolean): void {\r\n throw new Error(\"setStateCullFaceType: Not Implemented\");\r\n }\r\n\r\n public override setState(\r\n culling: boolean,\r\n zOffset: number = 0,\r\n force?: boolean,\r\n reverseSide = false,\r\n cullBackFaces?: boolean,\r\n stencil?: IStencilState,\r\n zOffsetUnits: number = 0\r\n ): void {\r\n this._zOffset = zOffset;\r\n this._zOffsetUnits = zOffsetUnits;\r\n if (this._zOffset !== 0) {\r\n Tools.Warn(\"zOffset is not supported in Native engine.\");\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSTATE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(culling ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(zOffset);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(zOffsetUnits);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32((this.cullBackFaces ?? cullBackFaces ?? true) ? 1 : 0);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(reverseSide ? 1 : 0);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets the client rect of native canvas. Needed for InputManager.\r\n * @returns a client rectangle\r\n */\r\n public override getInputElementClientRect(): Nullable<DOMRect> {\r\n const rect = {\r\n bottom: this.getRenderHeight(),\r\n height: this.getRenderHeight(),\r\n left: 0,\r\n right: this.getRenderWidth(),\r\n top: 0,\r\n width: this.getRenderWidth(),\r\n x: 0,\r\n y: 0,\r\n toJSON: () => {},\r\n };\r\n return rect;\r\n }\r\n\r\n /**\r\n * Set the z offset Factor to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public override setZOffset(value: number): void {\r\n if (value !== this._zOffset) {\r\n this._zOffset = value;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETZOFFSET);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(this.useReverseDepthBuffer ? -value : value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset Factor\r\n * @returns the current zOffset Factor state\r\n */\r\n public override getZOffset(): number {\r\n return this._zOffset;\r\n }\r\n\r\n /**\r\n * Set the z offset Units to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n public override setZOffsetUnits(value: number): void {\r\n if (value !== this._zOffsetUnits) {\r\n this._zOffsetUnits = value;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETZOFFSETUNITS);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(this.useReverseDepthBuffer ? -value : value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current value of the zOffset Units\r\n * @returns the current zOffset Units state\r\n */\r\n public override getZOffsetUnits(): number {\r\n return this._zOffsetUnits;\r\n }\r\n\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n public override setDepthBuffer(enable: boolean): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHTEST);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(enable ? this._currentDepthTest : _native.Engine.DEPTH_TEST_ALWAYS);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n public override getDepthWrite(): boolean {\r\n return this._depthWrite;\r\n }\r\n\r\n public override getDepthFunction(): Nullable<number> {\r\n switch (this._currentDepthTest) {\r\n case _native.Engine.DEPTH_TEST_NEVER:\r\n return Constants.NEVER;\r\n case _native.Engine.DEPTH_TEST_ALWAYS:\r\n return Constants.ALWAYS;\r\n case _native.Engine.DEPTH_TEST_GREATER:\r\n return Constants.GREATER;\r\n case _native.Engine.DEPTH_TEST_GEQUAL:\r\n return Constants.GEQUAL;\r\n case _native.Engine.DEPTH_TEST_NOTEQUAL:\r\n return Constants.NOTEQUAL;\r\n case _native.Engine.DEPTH_TEST_EQUAL:\r\n return Constants.EQUAL;\r\n case _native.Engine.DEPTH_TEST_LESS:\r\n return Constants.LESS;\r\n case _native.Engine.DEPTH_TEST_LEQUAL:\r\n return Constants.LEQUAL;\r\n }\r\n return null;\r\n }\r\n\r\n public override setDepthFunction(depthFunc: number) {\r\n let nativeDepthFunc = 0;\r\n switch (depthFunc) {\r\n case Constants.NEVER:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_NEVER;\r\n break;\r\n case Constants.ALWAYS:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_ALWAYS;\r\n break;\r\n case Constants.GREATER:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_GREATER;\r\n break;\r\n case Constants.GEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_GEQUAL;\r\n break;\r\n case Constants.NOTEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_NOTEQUAL;\r\n break;\r\n case Constants.EQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_EQUAL;\r\n break;\r\n case Constants.LESS:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_LESS;\r\n break;\r\n case Constants.LEQUAL:\r\n nativeDepthFunc = _native.Engine.DEPTH_TEST_LEQUAL;\r\n break;\r\n }\r\n\r\n this._currentDepthTest = nativeDepthFunc;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHTEST);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(this._currentDepthTest);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n public override setDepthWrite(enable: boolean): void {\r\n this._depthWrite = enable;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETDEPTHWRITE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(Number(enable));\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n public override setColorWrite(enable: boolean): void {\r\n this._colorWrite = enable;\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETCOLORWRITE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(Number(enable));\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n public override getColorWrite(): boolean {\r\n return this._colorWrite;\r\n }\r\n\r\n private applyStencil(): void {\r\n this._setStencil(\r\n this._stencilMask,\r\n getNativeStencilOpFail(this._stencilOpStencilFail),\r\n getNativeStencilDepthFail(this._stencilOpDepthFail),\r\n getNativeStencilDepthPass(this._stencilOpStencilDepthPass),\r\n getNativeStencilFunc(this._stencilFunc),\r\n this._stencilFuncRef\r\n );\r\n }\r\n\r\n private _setStencil(mask: number, stencilOpFail: number, depthOpFail: number, depthOpPass: number, func: number, ref: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETSTENCIL);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(mask);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(stencilOpFail);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depthOpFail);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(depthOpPass);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(func);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(ref);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n public override setStencilBuffer(enable: boolean): void {\r\n this._stencilTest = enable;\r\n if (enable) {\r\n this.applyStencil();\r\n } else {\r\n this._setStencil(\r\n 255,\r\n _native.Engine.STENCIL_OP_FAIL_S_KEEP,\r\n _native.Engine.STENCIL_OP_FAIL_Z_KEEP,\r\n _native.Engine.STENCIL_OP_PASS_Z_KEEP,\r\n _native.Engine.STENCIL_TEST_ALWAYS,\r\n 0\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n public override getStencilBuffer(): boolean {\r\n return this._stencilTest;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n public override getStencilOperationPass(): number {\r\n return this._stencilOpStencilDepthPass;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n public override setStencilOperationPass(operation: number): void {\r\n this._stencilOpStencilDepthPass = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public override setStencilMask(mask: number): void {\r\n this._stencilMask = mask;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n public override setStencilFunction(stencilFunc: number) {\r\n this._stencilFunc = stencilFunc;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n public override setStencilFunctionReference(reference: number) {\r\n this._stencilFuncRef = reference;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n public override setStencilFunctionMask(mask: number) {\r\n this._stencilFuncMask = mask;\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n public override setStencilOperationFail(operation: number): void {\r\n this._stencilOpStencilFail = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n public override setStencilOperationDepthFail(operation: number): void {\r\n this._stencilOpDepthFail = operation;\r\n this.applyStencil();\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n public override getStencilMask(): number {\r\n return this._stencilMask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n public override getStencilFunction(): number {\r\n return this._stencilFunc;\r\n }\r\n\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n public override getStencilFunctionReference(): number {\r\n return this._stencilFuncRef;\r\n }\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n public override getStencilFunctionMask(): number {\r\n return this._stencilFuncMask;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n public override getStencilOperationFail(): number {\r\n return this._stencilOpStencilFail;\r\n }\r\n\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n public override getStencilOperationDepthFail(): number {\r\n return this._stencilOpDepthFail;\r\n }\r\n\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n public override setAlphaConstants(r: number, g: number, b: number, a: number) {\r\n throw new Error(\"Setting alpha blend constant color not yet implemented.\");\r\n }\r\n\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @param targetIndex defines the index of the target to set the alpha mode for (default is 0)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n */\r\n public override setAlphaMode(mode: number, noDepthWriteChange: boolean = false, targetIndex = 0): void {\r\n if (this._alphaMode[targetIndex] === mode) {\r\n return;\r\n }\r\n\r\n const nativeMode = getNativeAlphaMode(mode);\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETBLENDMODE);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(nativeMode);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n\r\n if (!noDepthWriteChange) {\r\n this.setDepthWrite(mode === Constants.ALPHA_DISABLE);\r\n }\r\n\r\n this._alphaMode[targetIndex] = mode;\r\n }\r\n\r\n public override setInt(uniform: WebGLUniformLocation, int: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINT);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32(int);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETINTARRAY4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsInt32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOATARRAY4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(array);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setArray(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray2(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray2(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray3(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray3(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setArray4(uniform: WebGLUniformLocation, array: number[]): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n return this.setFloatArray4(uniform, new Float32Array(array));\r\n }\r\n\r\n public override setMatrices(uniform: WebGLUniformLocation, matrices: DeepImmutable<FloatArray>): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRICES);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrices);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n\r\n return true;\r\n }\r\n\r\n public override setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRIX3X3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrix);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETMATRIX2X2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32s(matrix);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat(uniform: WebGLUniformLocation, value: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat2(uniform: WebGLUniformLocation, x: number, y: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT2);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT3);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(z);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public override setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETFLOAT4);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform as any as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(x);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(y);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(z);\r\n this._commandBufferEncoder.encodeCommandArgAsFloat32(w);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n return true;\r\n }\r\n\r\n public setColor3(uniform: WebGLUniformLocation, color3: IColor3Like): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this.setFloat3(uniform, color3.r, color3.g, color3.b);\r\n return true;\r\n }\r\n\r\n public setColor4(uniform: WebGLUniformLocation, color3: IColor3Like, alpha: number): boolean {\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n this.setFloat4(uniform, color3.r, color3.g, color3.b, alpha);\r\n return true;\r\n }\r\n\r\n public override wipeCaches(bruteForce?: boolean): void {\r\n if (this.preventCacheWipeBetweenFrames) {\r\n return;\r\n }\r\n this.resetTextureCache();\r\n this._currentEffect = null;\r\n\r\n if (bruteForce) {\r\n this._currentProgram = null;\r\n\r\n this._stencilStateComposer.reset();\r\n this._depthCullingState.reset();\r\n this._alphaState.reset();\r\n }\r\n\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n }\r\n\r\n protected override _createTexture(): WebGLTexture {\r\n return this._engine.createTexture();\r\n }\r\n\r\n protected override _deleteTexture(texture: Nullable<WebGLHardwareTexture>): void {\r\n if (texture) {\r\n this._engine.deleteTexture(texture.underlyingResource as NativeTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param canvas defines the canvas containing the source\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n */\r\n public override updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: any, invertY: boolean, premulAlpha: boolean = false, format?: number): void {\r\n if (premulAlpha === void 0) {\r\n premulAlpha = false;\r\n }\r\n\r\n if (!!texture && !!texture._hardwareTexture) {\r\n const destination = texture._hardwareTexture.underlyingResource;\r\n const context = canvas.getContext();\r\n // flush need to happen before getCanvasTexture: flush will create the render target synchronously (if it's not been created before)\r\n context.flush();\r\n const source = canvas.getCanvasTexture();\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_COPYTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(source as NativeData);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(destination as NativeData);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n texture.isReady = true;\r\n }\r\n }\r\n\r\n public override createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {\r\n // it's not possible to create 0x0 texture sized. Many bgfx methods assume texture size is at least 1x1(best case).\r\n // Worst case is getting a crash/assert.\r\n width = Math.max(width, 1);\r\n height = Math.max(height, 1);\r\n return this.createRawTexture(new Uint8Array(width * height * 4), width, height, Constants.TEXTUREFORMAT_RGBA, false, false, samplingMode);\r\n }\r\n\r\n public override createVideoElement(constraints: MediaTrackConstraints): any {\r\n // create native object depending on stream. Only NativeCamera is supported for now.\r\n if (this._camera) {\r\n return this._camera.createVideo(constraints);\r\n }\r\n return null;\r\n }\r\n\r\n public override updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void {\r\n if (texture && texture._hardwareTexture && this._camera) {\r\n const webGLTexture = texture._hardwareTexture.underlyingResource;\r\n this._camera.updateVideoTexture(webGLTexture, video, invertY);\r\n }\r\n }\r\n\r\n public override createRawTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = texture.baseWidth;\r\n texture.height = texture.baseHeight;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n\r\n if (texture._hardwareTexture) {\r\n const webGLTexture = texture._hardwareTexture.underlyingResource;\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(webGLTexture, filter);\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n }\r\n\r\n public override createRawTexture2DArray(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw2DArray);\r\n\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.is2DArray = true;\r\n\r\n if (texture._hardwareTexture) {\r\n const nativeTexture = texture._hardwareTexture.underlyingResource;\r\n this._engine.loadRawTexture2DArray(nativeTexture, data, width, height, depth, getNativeTextureFormat(format, textureType), generateMipMaps, invertY);\r\n\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(nativeTexture, filter);\r\n }\r\n\r\n texture.isReady = true;\r\n\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n }\r\n\r\n public override updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n bufferView: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n useSRGBBuffer: boolean = false\r\n ): void {\r\n if (!texture) {\r\n return;\r\n }\r\n\r\n if (bufferView && texture._hardwareTexture) {\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n this._engine.loadRawTexture(\r\n underlyingResource,\r\n bufferView,\r\n texture.width,\r\n texture.height,\r\n getNativeTextureFormat(format, type),\r\n texture.generateMipMaps,\r\n texture.invertY\r\n );\r\n }\r\n\r\n texture.isReady = true;\r\n }\r\n\r\n // TODO: Refactor to share more logic with babylon.engine.ts version.\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a NativeTexture\r\n * @param url defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param mimeType defines an optional mime type\r\n * @param loaderOptions options to be passed to the loader\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n public override createTexture(\r\n url: Nullable<string>,\r\n noMipmap: boolean,\r\n invertY: boolean,\r\n scene: Nullable<ISceneLike>,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n onLoad: Nullable<(texture: InternalTexture) => void> = null,\r\n onError: Nullable<(message: string, exception: any) => void> = null,\r\n buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null,\r\n fallback: Nullable<InternalTexture> = null,\r\n format: Nullable<number> = null,\r\n forcedExtension: Nullable<string> = null,\r\n mimeType?: string,\r\n loaderOptions?: any,\r\n creationFlags?: number,\r\n useSRGBBuffer = false\r\n ): InternalTexture {\r\n url = url || \"\";\r\n const fromData = url.substring(0, 5) === \"data:\";\r\n //const fromBlob = url.substring(0, 5) === \"blob:\";\r\n const isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);\r\n\r\n const originalUrl = url;\r\n if (this._transformTextureUrl && !isBase64 && !fallback && !buffer) {\r\n url = this._transformTextureUrl(url);\r\n }\r\n\r\n // establish the file extension, if possible\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n\r\n // some formats are already supported by bimg, no need to try to load them with JS\r\n // leaving TextureLoader extension check for future use\r\n let loaderPromise = null;\r\n if (extension.endsWith(\".basis\") || extension.endsWith(\".ktx\") || extension.endsWith(\".ktx2\") || mimeType === \"image/ktx\" || mimeType === \"image/ktx2\") {\r\n loaderPromise = _GetCompatibleTextureLoader(extension);\r\n }\r\n\r\n if (scene) {\r\n scene.addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, noMipmap);\r\n\r\n if (!this.doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n\r\n let onLoadObserver: Nullable<Observer<InternalTexture>> = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n\r\n if (!fallback) {\r\n this._internalTexturesCache.push(texture);\r\n }\r\n\r\n const onInternalError = (message?: string, exception?: any) => {\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n if (url === originalUrl) {\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n\r\n if (EngineStore.UseFallbackTexture) {\r\n this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n }\r\n\r\n if (onError) {\r\n onError((message || \"Unknown error\") + (EngineStore.UseFallbackTexture ? \" - Fallback texture was used\" : \"\"), exception);\r\n }\r\n } else {\r\n // fall back to the original url if the transformed url fails to load\r\n Logger.Warn(`Failed to load ${url}, falling back to ${originalUrl}`);\r\n this.createTexture(originalUrl, noMipmap, texture.invertY, scene, samplingMode, onLoad, onError, buffer, texture, format, forcedExtension, mimeType, loaderOptions);\r\n }\r\n };\r\n\r\n // processing for non-image formats\r\n if (loaderPromise) {\r\n throw new Error(\"Loading textures from IInternalTextureLoader not yet implemented.\");\r\n } else {\r\n const onload = (data: ArrayBufferView) => {\r\n if (!texture._hardwareTexture) {\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n\r\n this._engine.loadTexture(\r\n underlyingResource,\r\n data,\r\n !noMipmap,\r\n invertY,\r\n texture._useSRGBBuffer,\r\n () => {\r\n texture.baseWidth = this._engine.getTextureWidth(underlyingResource);\r\n texture.baseHeight = this._engine.getTextureHeight(underlyingResource);\r\n texture.width = texture.baseWidth;\r\n texture.height = texture.baseHeight;\r\n texture.isReady = true;\r\n\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(underlyingResource, filter);\r\n\r\n if (scene) {\r\n scene.removePendingData(texture);\r\n }\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n },\r\n () => {\r\n throw new Error(\"Could not load a native texture.\");\r\n }\r\n );\r\n };\r\n\r\n if (fromData && buffer) {\r\n if (buffer instanceof ArrayBuffer) {\r\n onload(new Uint8Array(buffer));\r\n } else if (ArrayBuffer.isView(buffer)) {\r\n onload(buffer);\r\n } else if (typeof buffer === \"string\") {\r\n onload(new Uint8Array(Tools.DecodeBase64(buffer)));\r\n } else {\r\n throw new Error(\"Unsupported buffer type\");\r\n }\r\n } else {\r\n if (isBase64) {\r\n onload(new Uint8Array(Tools.DecodeBase64(url)));\r\n } else {\r\n this._loadFile(\r\n url,\r\n (data) => onload(new Uint8Array(data as ArrayBuffer)),\r\n undefined,\r\n undefined,\r\n true,\r\n (request?: IWebRequest, exception?: any) => {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n }\r\n );\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Wraps an external native texture in a Babylon texture.\r\n * @param texture defines the external texture\r\n * @param hasMipMaps defines whether the external texture has mip maps\r\n * @param samplingMode defines the sampling mode for the external texture (default: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE)\r\n * @returns the babylon internal texture\r\n */\r\n public wrapNativeTexture(texture: NativeTexture, hasMipMaps: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): InternalTexture {\r\n const hardwareTexture = new NativeHardwareTexture(texture, this._engine);\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);\r\n internalTexture._hardwareTexture = hardwareTexture;\r\n internalTexture.baseWidth = this._engine.getTextureWidth(texture);\r\n internalTexture.baseHeight = this._engine.getTextureHeight(texture);\r\n internalTexture.width = internalTexture.baseWidth;\r\n internalTexture.height = internalTexture.baseHeight;\r\n internalTexture.isReady = true;\r\n internalTexture.useMipMaps = hasMipMaps;\r\n this.updateTextureSamplingMode(samplingMode, internalTexture);\r\n return internalTexture;\r\n }\r\n\r\n // eslint-disable-next-line jsdoc/require-returns-check\r\n /**\r\n * Wraps an external web gl texture in a Babylon texture.\r\n * @returns the babylon internal texture\r\n */\r\n public override wrapWebGLTexture(): InternalTexture {\r\n throw new Error(\"wrapWebGLTexture is not supported, use wrapNativeTexture instead.\");\r\n }\r\n\r\n public override _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n // TODO: handle other options?\r\n const generateStencil = options.generateStencil || false;\r\n const samples = options.samples || 1;\r\n\r\n const nativeRTWrapper = rtWrapper as NativeRenderTargetWrapper;\r\n const texture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const framebuffer = this._engine.createFrameBuffer(texture._hardwareTexture!.underlyingResource, width, height, generateStencil, true, samples);\r\n nativeRTWrapper._framebufferDepthStencil = framebuffer;\r\n return texture;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _releaseFramebufferObjects(framebuffer: Nullable<NativeFramebuffer>): void {\r\n if (framebuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEFRAMEBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(framebuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n }\r\n\r\n /**\r\n * @internal Engine abstraction for loading and creating an image bitmap from a given source string.\r\n * @param imageSource source to load the image from.\r\n * @param _options An object that sets options for the image's extraction.\r\n * @returns ImageBitmap\r\n */\r\n public override async _createImageBitmapFromSource(imageSource: string, _options?: ImageBitmapOptions): Promise<ImageBitmap> {\r\n const promise = new Promise<ImageBitmap>((resolve, reject) => {\r\n const image = this.createCanvasImage();\r\n image.onload = () => {\r\n try {\r\n const imageBitmap = this._engine.createImageBitmap(image);\r\n resolve(imageBitmap);\r\n } catch (error) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n }\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n };\r\n\r\n image.src = imageSource;\r\n });\r\n\r\n return await promise;\r\n }\r\n\r\n /**\r\n * Engine abstraction for createImageBitmap\r\n * @param image source for image\r\n * @param options An object that sets options for the image's extraction.\r\n * @returns ImageBitmap\r\n */\r\n public override async createImageBitmap(image: ImageBitmapSource, options?: ImageBitmapOptions): Promise<ImageBitmap> {\r\n // Back-compat: Because of the previous Blob hack, this could be an array of BlobParts.\r\n if (Array.isArray(image)) {\r\n const arr = <Array<ArrayBuffer>>image;\r\n if (arr.length) {\r\n return this._engine.createImageBitmap(arr[0]);\r\n }\r\n }\r\n\r\n if (image instanceof Blob) {\r\n const data = await image.arrayBuffer();\r\n return this._engine.createImageBitmap(data);\r\n }\r\n\r\n throw new Error(\"Unsupported data for createImageBitmap.\");\r\n }\r\n\r\n /**\r\n * Resize an image and returns the image data as an uint8array\r\n * @param image image to resize\r\n * @param bufferWidth destination buffer width\r\n * @param bufferHeight destination buffer height\r\n * @returns an uint8array containing RGBA values of bufferWidth * bufferHeight size\r\n */\r\n public override resizeImageBitmap(image: ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array {\r\n return this._engine.resizeImageBitmap(image, bufferWidth, bufferHeight);\r\n }\r\n\r\n /**\r\n * Creates a cube texture\r\n * @param rootUrl defines the url where the files to load is located\r\n * @param scene defines the current scene\r\n * @param files defines the list of files to load (1 per face)\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)\r\n * @param onLoad defines an optional callback raised when the texture is loaded\r\n * @param onError defines an optional callback raised if there is an issue to load the texture\r\n * @param format defines the format of the data\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param createPolynomials if a polynomial sphere should be created for the cube texture\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param fallback defines texture to use while falling back when (compressed) texture file not found.\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @param buffer defines the data buffer to load instead of loading the rootUrl\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n public override createCubeTexture(\r\n rootUrl: string,\r\n scene: Nullable<Scene>,\r\n files: Nullable<string[]>,\r\n noMipmap?: boolean,\r\n onLoad: Nullable<(data?: any) => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format?: number,\r\n forcedExtension: any = null,\r\n createPolynomials = false,\r\n lodScale: number = 0,\r\n lodOffset: number = 0,\r\n fallback: Nullable<InternalTexture> = null,\r\n loaderOptions?: any,\r\n useSRGBBuffer = false,\r\n buffer: Nullable<ArrayBufferView> = null\r\n ): InternalTexture {\r\n const texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);\r\n texture.isCube = true;\r\n texture.url = rootUrl;\r\n texture.generateMipMaps = !noMipmap;\r\n texture._lodGenerationScale = lodScale;\r\n texture._lodGenerationOffset = lodOffset;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !!noMipmap);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._extension = forcedExtension;\r\n texture._files = files;\r\n texture._buffer = buffer;\r\n }\r\n\r\n const lastDot = rootUrl.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : \"\";\r\n\r\n // TODO: use texture loader to load env files?\r\n if (extension === \".env\") {\r\n const onloaddata = (data: ArrayBufferView) => {\r\n const info = GetEnvInfo(data)!;\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n UploadEnvSpherical(texture, info);\r\n\r\n const specularInfo = info.specular;\r\n if (!specularInfo) {\r\n throw new Error(`Nothing else parsed so far`);\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n const imageData = CreateRadianceImageDataArrayBufferViews(data, info);\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture.getEngine().updateTextureSamplingMode(Texture.TRILINEAR_SAMPLINGMODE, texture);\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n this._engine.loadCubeTextureWithMips(\r\n texture._hardwareTexture!.underlyingResource,\r\n imageData,\r\n false,\r\n texture._useSRGBBuffer,\r\n () => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n () => {\r\n throw new Error(\"Could not load a native cube texture.\");\r\n }\r\n );\r\n };\r\n\r\n if (buffer) {\r\n onloaddata(buffer);\r\n } else if (files && files.length === 6) {\r\n throw new Error(`Multi-file loading not allowed on env files.`);\r\n } else {\r\n const onInternalError = (request?: IWebRequest, exception?: any) => {\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n this._loadFile(\r\n rootUrl,\r\n (data) => {\r\n onloaddata(new Uint8Array(data as ArrayBuffer, 0, (data as ArrayBuffer).byteLength));\r\n },\r\n undefined,\r\n undefined,\r\n true,\r\n onInternalError\r\n );\r\n }\r\n } else {\r\n if (!files || files.length !== 6) {\r\n throw new Error(\"Cannot load cubemap because 6 files were not defined\");\r\n }\r\n\r\n // Reorder from [+X, +Y, +Z, -X, -Y, -Z] to [+X, -X, +Y, -Y, +Z, -Z].\r\n const reorderedFiles = [files[0], files[3], files[1], files[4], files[2], files[5]];\r\n // eslint-disable-next-line github/no-then\r\n Promise.all(reorderedFiles.map(async (file) => await this._loadFileAsync(file, undefined, true).then((data) => new Uint8Array(data, 0, data.byteLength))))\r\n // eslint-disable-next-line github/no-then\r\n .then(async (data) => {\r\n return await new Promise<void>((resolve, reject) => {\r\n this._engine.loadCubeTexture(texture._hardwareTexture!.underlyingResource, data, !noMipmap, true, texture._useSRGBBuffer, resolve, reject);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then(\r\n () => {\r\n texture.isReady = true;\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n (error) => {\r\n if (onError) {\r\n onError(`Failed to load cubemap: ${error.message}`, error);\r\n }\r\n }\r\n );\r\n }\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n /** @internal */\r\n public override _createHardwareTexture(): IHardwareTextureWrapper {\r\n return new NativeHardwareTexture(this._createTexture() as NativeTexture, this._engine);\r\n }\r\n\r\n /** @internal */\r\n public override _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new NativeRenderTargetWrapper(isMulti, isCube, size, this);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n }\r\n\r\n /** @internal */\r\n public override _createInternalTexture(\r\n size: TextureSize,\r\n options: boolean | InternalTextureCreationOptions,\r\n _delayGPUTextureCreation = true,\r\n source = InternalTextureSource.Unknown\r\n ): InternalTexture {\r\n let generateMipMaps = false;\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n let samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n let format = Constants.TEXTUREFORMAT_RGBA;\r\n let useSRGBBuffer = false;\r\n let samples = 1;\r\n let label: string | undefined;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateMipMaps = !!options.generateMipMaps;\r\n type = options.type === undefined ? Constants.TEXTURETYPE_UNSIGNED_BYTE : options.type;\r\n samplingMode = options.samplingMode === undefined ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n format = options.format === undefined ? Constants.TEXTUREFORMAT_RGBA : options.format;\r\n useSRGBBuffer = options.useSRGBBuffer === undefined ? false : options.useSRGBBuffer;\r\n samples = options.samples ?? 1;\r\n label = options.label;\r\n } else {\r\n generateMipMaps = !!options;\r\n }\r\n\r\n useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n } else if (type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n Logger.Warn(\"Float textures are not supported. Type forced to TEXTURETYPE_UNSIGNED_BYTE\");\r\n }\r\n\r\n const texture = new InternalTexture(this, source);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n if (layers !== 0) {\r\n throw new Error(\"Texture layers are not supported in Babylon Native\");\r\n }\r\n\r\n const nativeTexture = texture._hardwareTexture!.underlyingResource;\r\n const nativeTextureFormat = getNativeTextureFormat(format, type);\r\n // REVIEW: We are always setting the renderTarget flag as we don't know whether the texture will be used as a render target.\r\n this._engine.initializeTexture(nativeTexture, width, height, generateMipMaps, nativeTextureFormat, true, useSRGBBuffer, samples);\r\n this._setTextureSampling(nativeTexture, getNativeSamplingMode(samplingMode));\r\n\r\n texture._useSRGBBuffer = useSRGBBuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = layers;\r\n texture.isReady = true;\r\n texture.samples = samples;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.type = type;\r\n texture.format = format;\r\n texture.label = label;\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n }\r\n\r\n public override createRenderTargetTexture(\r\n size: number | { width: number; height: number; depth: number },\r\n options: boolean | RenderTargetCreationOptions\r\n ): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as NativeRenderTargetWrapper;\r\n\r\n let generateDepthBuffer = true;\r\n let generateStencilBuffer = false;\r\n let noColorAttachment = false;\r\n let colorAttachment: InternalTexture | undefined = undefined;\r\n let samples = 1;\r\n if (options !== undefined && typeof options === \"object\") {\r\n generateDepthBuffer = options.generateDepthBuffer ?? true;\r\n generateStencilBuffer = !!options.generateStencilBuffer;\r\n noColorAttachment = !!options.noColorAttachment;\r\n colorAttachment = options.colorAttachment;\r\n samples = options.samples ?? 1;\r\n }\r\n\r\n const texture = colorAttachment || (noColorAttachment ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget));\r\n const width = (<{ width: number; height: number; layers?: number }>size).width ?? <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height ?? <number>size;\r\n\r\n const framebuffer = this._engine.createFrameBuffer(\r\n texture ? texture._hardwareTexture!.underlyingResource : null,\r\n width,\r\n height,\r\n generateStencilBuffer,\r\n generateDepthBuffer,\r\n samples\r\n );\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = generateStencilBuffer;\r\n rtWrapper._samples = samples;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n public override updateRenderTargetTextureSampleCount(rtWrapper: RenderTargetWrapper, samples: number): number {\r\n Logger.Warn(\"Updating render target sample count is not currently supported\");\r\n return rtWrapper.samples;\r\n }\r\n\r\n public override updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void {\r\n if (texture._hardwareTexture) {\r\n const filter = getNativeSamplingMode(samplingMode);\r\n this._setTextureSampling(texture._hardwareTexture.underlyingResource, filter);\r\n }\r\n\r\n texture.samplingMode = samplingMode;\r\n }\r\n\r\n public override bindFramebuffer(texture: RenderTargetWrapper, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void {\r\n const nativeRTWrapper = texture as NativeRenderTargetWrapper;\r\n\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n\r\n this._currentRenderTarget = texture;\r\n\r\n if (faceIndex) {\r\n throw new Error(\"Cuboid frame buffers are not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (requiredWidth || requiredHeight) {\r\n throw new Error(\"Required width/height for frame buffers not yet supported in NativeEngine.\");\r\n }\r\n\r\n if (nativeRTWrapper._framebufferDepthStencil) {\r\n this._bindUnboundFramebuffer(nativeRTWrapper._framebufferDepthStencil);\r\n } else {\r\n this._bindUnboundFramebuffer(nativeRTWrapper._framebuffer);\r\n }\r\n }\r\n\r\n public override unBindFramebuffer(texture: RenderTargetWrapper, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void {\r\n // NOTE: Disabling mipmap generation is not yet supported in NativeEngine.\r\n\r\n this._currentRenderTarget = null;\r\n\r\n if (onBeforeUnbind) {\r\n onBeforeUnbind();\r\n }\r\n\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n\r\n public override createDynamicVertexBuffer(data: DataArray): DataBuffer {\r\n return this.createVertexBuffer(data, true);\r\n }\r\n\r\n public override updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset: number = 0): void {\r\n const buffer = indexBuffer as NativeDataBuffer;\r\n const data = this._normalizeIndexData(indices);\r\n buffer.is32Bits = data.BYTES_PER_ELEMENT === 4;\r\n this._engine.updateDynamicIndexBuffer(buffer.nativeIndexBuffer!, data.buffer, data.byteOffset, data.byteLength, offset);\r\n }\r\n\r\n public override updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset = 0, byteLength?: number): void {\r\n const buffer = vertexBuffer as NativeDataBuffer;\r\n const dataView = data instanceof Array ? new Float32Array(data) : data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n const byteView = new Uint8Array(dataView.buffer, dataView.byteOffset, byteLength ?? dataView.byteLength);\r\n this._engine.updateDynamicVertexBuffer(buffer.nativeVertexBuffer!, byteView.buffer, byteView.byteOffset, byteView.byteLength, byteOffset);\r\n }\r\n\r\n // TODO: Refactor to share more logic with base Engine implementation.\r\n /**\r\n * @internal\r\n */\r\n public override _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean {\r\n const uniform = this._boundUniforms[channel] as unknown as NativeUniform;\r\n if (!uniform) {\r\n return false;\r\n }\r\n\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._boundTexturesCache[channel] = null;\r\n this._unsetNativeTexture(uniform);\r\n }\r\n return false;\r\n }\r\n\r\n // Video\r\n if ((<VideoTexture>texture).video) {\r\n this._activeChannel = channel;\r\n (<VideoTexture>texture).update();\r\n } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n\r\n let internalTexture: InternalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = (<RenderTargetTexture>texture).depthStencilTexture!;\r\n } else if (texture.isReady()) {\r\n internalTexture = <InternalTexture>texture.getInternalTexture();\r\n } else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n } else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n } else if (texture.is2DArray) {\r\n internalTexture = this.emptyTexture2DArray;\r\n } else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n\r\n this._activeChannel = channel;\r\n\r\n if (!internalTexture || !internalTexture._hardwareTexture) {\r\n return false;\r\n }\r\n\r\n this._setTextureWrapMode(\r\n internalTexture._hardwareTexture.underlyingResource,\r\n getNativeAddressMode(texture.wrapU),\r\n getNativeAddressMode(texture.wrapV),\r\n getNativeAddressMode(texture.wrapR)\r\n );\r\n this._updateAnisotropicLevel(texture);\r\n\r\n this._setNativeTexture(uniform, internalTexture._hardwareTexture.underlyingResource);\r\n\r\n return true;\r\n }\r\n\r\n // filter is a NativeFilter.XXXX value.\r\n private _setTextureSampling(texture: NativeTexture, filter: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTURESAMPLING);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(filter);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n // addressModes are NativeAddressMode.XXXX values.\r\n private _setTextureWrapMode(texture: NativeTexture, addressModeU: number, addressModeV: number, addressModeW: number) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTUREWRAPMODE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeU);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeV);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(addressModeW);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n private _setNativeTexture(uniform: NativeUniform, texture: NativeTexture) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(texture);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n private _unsetNativeTexture(uniform: NativeUniform) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_UNSETTEXTURE);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(uniform);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n // TODO: Share more of this logic with the base implementation.\r\n // TODO: Rename to match naming in base implementation once refactoring allows different parameters.\r\n private _updateAnisotropicLevel(texture: BaseTexture) {\r\n const internalTexture = texture.getInternalTexture();\r\n const value = texture.anisotropicFilteringLevel;\r\n\r\n if (!internalTexture || !internalTexture._hardwareTexture) {\r\n return;\r\n }\r\n\r\n if (internalTexture._cachedAnisotropicFilteringLevel !== value) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_SETTEXTUREANISOTROPICLEVEL);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(internalTexture._hardwareTexture.underlyingResource);\r\n this._commandBufferEncoder.encodeCommandArgAsUInt32(value);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n internalTexture._cachedAnisotropicFilteringLevel = value;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bindTexture(channel: number, texture: Nullable<InternalTexture>): void {\r\n const uniform = this._boundUniforms[channel] as unknown as NativeUniform;\r\n if (!uniform) {\r\n return;\r\n }\r\n\r\n if (texture && texture._hardwareTexture) {\r\n const underlyingResource = texture._hardwareTexture.underlyingResource;\r\n this._setNativeTexture(uniform, underlyingResource);\r\n } else {\r\n this._unsetNativeTexture(uniform);\r\n }\r\n }\r\n\r\n /**\r\n * Unbind all textures\r\n */\r\n public override unbindAllTextures(): void {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DISCARDALLTEXTURES);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n }\r\n\r\n protected override _deleteBuffer(buffer: NativeDataBuffer): void {\r\n if (buffer.nativeIndexBuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEINDEXBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(buffer.nativeIndexBuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n delete buffer.nativeIndexBuffer;\r\n }\r\n\r\n if (buffer.nativeVertexBuffer) {\r\n this._commandBufferEncoder.startEncodingCommand(_native.Engine.COMMAND_DELETEVERTEXBUFFER);\r\n this._commandBufferEncoder.encodeCommandArgAsNativeData(buffer.nativeVertexBuffer);\r\n this._commandBufferEncoder.finishEncodingCommand();\r\n delete buffer.nativeVertexBuffer;\r\n }\r\n }\r\n\r\n /**\r\n * Create a canvas\r\n * @param width width\r\n * @param height height\r\n * @returns ICanvas interface\r\n */\r\n public override createCanvas(width: number, height: number): ICanvas {\r\n if (!_native.Canvas) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const canvas = new _native.Canvas();\r\n canvas.width = width;\r\n canvas.height = height;\r\n return canvas;\r\n }\r\n\r\n /**\r\n * Create an image to use with canvas\r\n * @returns IImage interface\r\n */\r\n public override createCanvasImage(): IImage {\r\n if (!_native.Image) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const image = new _native.Image();\r\n return image;\r\n }\r\n\r\n /**\r\n * Create a 2D path to use with canvas\r\n * @returns IPath2D interface\r\n * @param d SVG path string\r\n */\r\n public override createCanvasPath2D(d?: string): IPath2D {\r\n if (!_native.Path2D) {\r\n throw new Error(\"Native Canvas plugin not available.\");\r\n }\r\n const path2d = new _native.Path2D(d);\r\n return path2d;\r\n }\r\n\r\n /**\r\n * Update a portion of an internal texture\r\n * @param texture defines the texture to update\r\n * @param imageData defines the data to store into the texture\r\n * @param xOffset defines the x coordinates of the update rectangle\r\n * @param yOffset defines the y coordinates of the update rectangle\r\n * @param width defines the width of the update rectangle\r\n * @param height defines the height of the update rectangle\r\n * @param faceIndex defines the face index if texture is a cube (0 by default)\r\n * @param lod defines the lod level to update (0 by default)\r\n * @param generateMipMaps defines whether to generate mipmaps or not\r\n */\r\n public override updateTextureData(\r\n texture: InternalTexture,\r\n imageData: ArrayBufferView,\r\n xOffset: number,\r\n yOffset: number,\r\n width: number,\r\n height: number,\r\n faceIndex: number = 0,\r\n lod: number = 0,\r\n generateMipMaps = false\r\n ): void {\r\n throw new Error(\"updateTextureData not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadCompressedDataToTextureDirectly(\r\n texture: InternalTexture,\r\n internalFormat: number,\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n faceIndex: number = 0,\r\n lod: number = 0\r\n ) {\r\n throw new Error(\"_uploadCompressedDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadDataToTextureDirectly not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex: number = 0, lod: number = 0): void {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex: number = 0, lod: number = 0) {\r\n throw new Error(\"_uploadArrayBufferViewToTexture not implemented.\");\r\n }\r\n\r\n public override getFontOffset(font: string): { ascent: number; height: number; descent: number } {\r\n // TODO\r\n const result = { ascent: 0, height: 0, descent: 0 };\r\n return result;\r\n }\r\n\r\n /**\r\n * No equivalent for native. Do nothing.\r\n */\r\n public override flushFramebuffer(): void {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public override _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n _flushRenderer?: boolean,\r\n _noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView> {\r\n if (faceIndex !== undefined && faceIndex !== -1) {\r\n throw new Error(`Reading cubemap faces is not supported, but faceIndex is ${faceIndex}.`);\r\n }\r\n\r\n return (\r\n this._engine\r\n .readTexture(\r\n texture._hardwareTexture?.underlyingResource,\r\n level ?? 0,\r\n x ?? 0,\r\n y ?? 0,\r\n width,\r\n height,\r\n buffer?.buffer ?? null,\r\n buffer?.byteOffset ?? 0,\r\n buffer?.byteLength ?? 0\r\n )\r\n // eslint-disable-next-line github/no-then\r\n .then((rawBuffer) => {\r\n if (!buffer) {\r\n buffer = new Uint8Array(rawBuffer);\r\n }\r\n\r\n return buffer;\r\n })\r\n );\r\n }\r\n\r\n override startTimeQuery(): Nullable<_TimeToken> {\r\n if (!this._gpuFrameTimeToken) {\r\n this._gpuFrameTimeToken = new _TimeToken();\r\n }\r\n\r\n // Always return the same time token. For native, we don't need a start marker, we just query for native frame stats.\r\n return this._gpuFrameTimeToken;\r\n }\r\n\r\n override endTimeQuery(token: _TimeToken): int {\r\n this._engine.populateFrameStats(this._frameStats);\r\n return this._frameStats.gpuTimeNs;\r\n }\r\n}\r\n"]}