@babylonjs/core 5.22.1 → 5.24.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (351) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/actionManager.d.ts +5 -5
  5. package/Actions/actionManager.js +5 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Animations/animatable.js +2 -1
  8. package/Animations/animatable.js.map +1 -1
  9. package/Animations/animation.js +137 -139
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/animationGroup.d.ts +3 -3
  12. package/Animations/animationGroup.js +3 -3
  13. package/Animations/animationGroup.js.map +1 -1
  14. package/Animations/runtimeAnimation.js +6 -7
  15. package/Animations/runtimeAnimation.js.map +1 -1
  16. package/Audio/audioSceneComponent.d.ts +1 -1
  17. package/Audio/audioSceneComponent.js.map +1 -1
  18. package/Audio/sound.d.ts +2 -1
  19. package/Audio/sound.js +21 -9
  20. package/Audio/sound.js.map +1 -1
  21. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  22. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  23. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  24. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  25. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  26. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  27. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  28. package/Behaviors/Cameras/framingBehavior.js +1 -1
  29. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  30. package/Bones/bone.d.ts +1 -1
  31. package/Bones/bone.js +1 -1
  32. package/Bones/bone.js.map +1 -1
  33. package/Bones/skeleton.d.ts +2 -2
  34. package/Bones/skeleton.js +11 -5
  35. package/Bones/skeleton.js.map +1 -1
  36. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +3 -22
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  38. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  39. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  40. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +1 -11
  41. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  42. package/Cameras/Inputs/flyCameraMouseInput.js +3 -3
  43. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -4
  45. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  46. package/Cameras/Inputs/freeCameraMouseInput.js +3 -3
  47. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  48. package/Cameras/arcRotateCamera.d.ts +1 -1
  49. package/Cameras/arcRotateCamera.js +1 -1
  50. package/Cameras/arcRotateCamera.js.map +1 -1
  51. package/Cameras/camera.d.ts +2 -2
  52. package/Cameras/camera.js +2 -2
  53. package/Cameras/camera.js.map +1 -1
  54. package/Cameras/freeCamera.d.ts +1 -1
  55. package/Cameras/freeCamera.js +1 -1
  56. package/Cameras/freeCamera.js.map +1 -1
  57. package/Cameras/gamepadCamera.d.ts +1 -1
  58. package/Cameras/gamepadCamera.js +1 -1
  59. package/Cameras/gamepadCamera.js.map +1 -1
  60. package/Cameras/targetCamera.d.ts +1 -1
  61. package/Cameras/targetCamera.js +1 -1
  62. package/Cameras/targetCamera.js.map +1 -1
  63. package/Cameras/touchCamera.d.ts +1 -1
  64. package/Cameras/touchCamera.js +1 -1
  65. package/Cameras/touchCamera.js.map +1 -1
  66. package/Cameras/universalCamera.d.ts +1 -1
  67. package/Cameras/universalCamera.js +1 -1
  68. package/Cameras/universalCamera.js.map +1 -1
  69. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  70. package/Cameras/virtualJoysticksCamera.js +1 -1
  71. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  72. package/Culling/boundingBox.d.ts +2 -2
  73. package/Culling/boundingBox.js +2 -2
  74. package/Culling/boundingBox.js.map +1 -1
  75. package/Culling/ray.d.ts +1 -1
  76. package/Culling/ray.js +1 -1
  77. package/Culling/ray.js.map +1 -1
  78. package/Debug/debugLayer.d.ts +1 -1
  79. package/Debug/debugLayer.js +1 -1
  80. package/Debug/debugLayer.js.map +1 -1
  81. package/DeviceInput/webDeviceInputSystem.js +20 -2
  82. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +8 -10
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.query.d.ts +2 -2
  86. package/Engines/Extensions/engine.query.js.map +1 -1
  87. package/Engines/ICanvas.d.ts +11 -0
  88. package/Engines/ICanvas.js.map +1 -1
  89. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -19
  90. package/Engines/WebGL/webGLPipelineContext.js +99 -311
  91. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  92. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  93. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  94. package/Engines/engine.d.ts +2 -2
  95. package/Engines/engine.js +2 -2
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -2
  98. package/Engines/nativeEngine.js +2 -2
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/renderTargetWrapper.d.ts +1 -0
  101. package/Engines/renderTargetWrapper.js +5 -2
  102. package/Engines/renderTargetWrapper.js.map +1 -1
  103. package/Engines/thinEngine.d.ts +6 -5
  104. package/Engines/thinEngine.js +11 -7
  105. package/Engines/thinEngine.js.map +1 -1
  106. package/Engines/webgpuEngine.js +4 -1
  107. package/Engines/webgpuEngine.js.map +1 -1
  108. package/Events/clipboardEvents.d.ts +1 -1
  109. package/Events/clipboardEvents.js +1 -1
  110. package/Events/clipboardEvents.js.map +1 -1
  111. package/Events/deviceInputEvents.d.ts +11 -4
  112. package/Events/deviceInputEvents.js.map +1 -1
  113. package/Gamepads/Controllers/windowsMotionController.d.ts +1 -1
  114. package/Gamepads/Controllers/windowsMotionController.js +1 -1
  115. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  116. package/Gizmos/boundingBoxGizmo.d.ts +4 -0
  117. package/Gizmos/boundingBoxGizmo.js +6 -0
  118. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  119. package/Inputs/scene.inputManager.js +4 -4
  120. package/Inputs/scene.inputManager.js.map +1 -1
  121. package/Layers/effectLayer.d.ts +3 -3
  122. package/Layers/effectLayer.js +1 -1
  123. package/Layers/effectLayer.js.map +1 -1
  124. package/Layers/glowLayer.d.ts +3 -3
  125. package/Layers/glowLayer.js +2 -2
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +3 -3
  128. package/Layers/highlightLayer.js +2 -2
  129. package/Layers/highlightLayer.js.map +1 -1
  130. package/Lights/directionalLight.d.ts +2 -2
  131. package/Lights/directionalLight.js +2 -2
  132. package/Lights/directionalLight.js.map +1 -1
  133. package/Lights/hemisphericLight.d.ts +3 -3
  134. package/Lights/hemisphericLight.js +3 -3
  135. package/Lights/hemisphericLight.js.map +1 -1
  136. package/Lights/light.d.ts +2 -2
  137. package/Lights/light.js +2 -2
  138. package/Lights/light.js.map +1 -1
  139. package/Lights/lightConstants.d.ts +1 -1
  140. package/Lights/lightConstants.js +1 -1
  141. package/Lights/lightConstants.js.map +1 -1
  142. package/Loading/Plugins/babylonFileLoader.js +3 -0
  143. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  144. package/Loading/sceneLoader.d.ts +1 -1
  145. package/Loading/sceneLoader.js.map +1 -1
  146. package/Materials/Background/backgroundMaterial.js +4 -0
  147. package/Materials/Background/backgroundMaterial.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -1
  149. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  150. package/Materials/Node/nodeMaterial.d.ts +1 -1
  151. package/Materials/Node/nodeMaterial.js +5 -1
  152. package/Materials/Node/nodeMaterial.js.map +1 -1
  153. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  154. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  155. package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -1
  156. package/Materials/Textures/Filtering/hdrFiltering.js +1 -1
  157. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  158. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  159. package/Materials/Textures/Procedurals/customProceduralTexture.js +9 -3
  160. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  161. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +9 -9
  162. package/Materials/Textures/Procedurals/proceduralTexture.js +9 -9
  163. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  164. package/Materials/Textures/colorGradingTexture.d.ts +1 -1
  165. package/Materials/Textures/colorGradingTexture.js +1 -1
  166. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  167. package/Materials/Textures/cubeTexture.d.ts +2 -2
  168. package/Materials/Textures/cubeTexture.js +2 -2
  169. package/Materials/Textures/cubeTexture.js.map +1 -1
  170. package/Materials/Textures/rawCubeTexture.d.ts +1 -1
  171. package/Materials/Textures/rawCubeTexture.js +1 -1
  172. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  173. package/Materials/Textures/renderTargetTexture.d.ts +3 -5
  174. package/Materials/Textures/renderTargetTexture.js +19 -19
  175. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  176. package/Materials/colorCurves.d.ts +3 -3
  177. package/Materials/colorCurves.js +3 -3
  178. package/Materials/colorCurves.js.map +1 -1
  179. package/Materials/effect.d.ts +27 -27
  180. package/Materials/effect.js +22 -288
  181. package/Materials/effect.js.map +1 -1
  182. package/Materials/fresnelParameters.d.ts +1 -1
  183. package/Materials/fresnelParameters.js +1 -1
  184. package/Materials/fresnelParameters.js.map +1 -1
  185. package/Materials/imageProcessingConfiguration.d.ts +4 -4
  186. package/Materials/imageProcessingConfiguration.js +4 -4
  187. package/Materials/imageProcessingConfiguration.js.map +1 -1
  188. package/Materials/shaderMaterial.d.ts +25 -25
  189. package/Materials/shaderMaterial.js +25 -25
  190. package/Materials/shaderMaterial.js.map +1 -1
  191. package/Materials/standardMaterial.js +4 -1
  192. package/Materials/standardMaterial.js.map +1 -1
  193. package/Maths/index.d.ts +1 -0
  194. package/Maths/index.js +1 -0
  195. package/Maths/index.js.map +1 -1
  196. package/Maths/math.functions.d.ts +2 -2
  197. package/Maths/math.functions.js +2 -2
  198. package/Maths/math.functions.js.map +1 -1
  199. package/Maths/math.polar.d.ts +77 -0
  200. package/Maths/math.polar.js +114 -0
  201. package/Maths/math.polar.js.map +1 -0
  202. package/Maths/math.scalar.d.ts +2 -2
  203. package/Maths/math.scalar.js +2 -2
  204. package/Maths/math.scalar.js.map +1 -1
  205. package/Maths/math.vector.d.ts +13 -12
  206. package/Maths/math.vector.js +13 -12
  207. package/Maths/math.vector.js.map +1 -1
  208. package/Meshes/abstractMesh.d.ts +1 -1
  209. package/Meshes/abstractMesh.js +13 -2
  210. package/Meshes/abstractMesh.js.map +1 -1
  211. package/Meshes/geometry.d.ts +3 -3
  212. package/Meshes/geometry.js +3 -3
  213. package/Meshes/geometry.js.map +1 -1
  214. package/Meshes/groundMesh.d.ts +5 -4
  215. package/Meshes/groundMesh.js +5 -4
  216. package/Meshes/groundMesh.js.map +1 -1
  217. package/Meshes/instancedMesh.d.ts +1 -1
  218. package/Meshes/instancedMesh.js +1 -1
  219. package/Meshes/instancedMesh.js.map +1 -1
  220. package/Meshes/mesh.d.ts +3 -3
  221. package/Meshes/mesh.js +7 -3
  222. package/Meshes/mesh.js.map +1 -1
  223. package/Meshes/subMesh.d.ts +1 -1
  224. package/Meshes/subMesh.js +1 -1
  225. package/Meshes/subMesh.js.map +1 -1
  226. package/Meshes/thinInstanceMesh.d.ts +1 -1
  227. package/Meshes/thinInstanceMesh.js.map +1 -1
  228. package/Meshes/transformNode.js +6 -0
  229. package/Meshes/transformNode.js.map +1 -1
  230. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +2 -2
  231. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -2
  232. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  233. package/Misc/HighDynamicRange/hdr.d.ts +3 -3
  234. package/Misc/HighDynamicRange/hdr.js +3 -3
  235. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  236. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -1
  237. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  238. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  239. package/Misc/arrayTools.d.ts +13 -12
  240. package/Misc/arrayTools.js +70 -39
  241. package/Misc/arrayTools.js.map +1 -1
  242. package/Misc/assetsManager.d.ts +3 -3
  243. package/Misc/assetsManager.js +3 -3
  244. package/Misc/assetsManager.js.map +1 -1
  245. package/Misc/basis.js +17 -3
  246. package/Misc/basis.js.map +1 -1
  247. package/Misc/environmentTextureTools.d.ts +4 -4
  248. package/Misc/environmentTextureTools.js +5 -5
  249. package/Misc/environmentTextureTools.js.map +1 -1
  250. package/Misc/fileTools.d.ts +3 -3
  251. package/Misc/fileTools.js +19 -12
  252. package/Misc/fileTools.js.map +1 -1
  253. package/Misc/logger.js +1 -1
  254. package/Misc/logger.js.map +1 -1
  255. package/Misc/observable.d.ts +1 -1
  256. package/Misc/observable.js +1 -1
  257. package/Misc/observable.js.map +1 -1
  258. package/Misc/performanceMonitor.d.ts +3 -3
  259. package/Misc/performanceMonitor.js +3 -3
  260. package/Misc/performanceMonitor.js.map +1 -1
  261. package/Misc/rgbdTextureTools.d.ts +1 -1
  262. package/Misc/rgbdTextureTools.js +1 -1
  263. package/Misc/rgbdTextureTools.js.map +1 -1
  264. package/Misc/sceneOptimizer.d.ts +7 -7
  265. package/Misc/sceneOptimizer.js +7 -7
  266. package/Misc/sceneOptimizer.js.map +1 -1
  267. package/Misc/stringDictionary.d.ts +6 -6
  268. package/Misc/stringDictionary.js +6 -6
  269. package/Misc/stringDictionary.js.map +1 -1
  270. package/Misc/textureTools.d.ts +4 -4
  271. package/Misc/textureTools.js +4 -4
  272. package/Misc/textureTools.js.map +1 -1
  273. package/Misc/tools.d.ts +6 -6
  274. package/Misc/tools.js +6 -6
  275. package/Misc/tools.js.map +1 -1
  276. package/Misc/videoRecorder.d.ts +1 -1
  277. package/Misc/videoRecorder.js +1 -1
  278. package/Misc/videoRecorder.js.map +1 -1
  279. package/Offline/database.js +3 -3
  280. package/Offline/database.js.map +1 -1
  281. package/Particles/IParticleSystem.d.ts +1 -1
  282. package/Particles/IParticleSystem.js.map +1 -1
  283. package/Particles/gpuParticleSystem.d.ts +1 -1
  284. package/Particles/gpuParticleSystem.js +1 -1
  285. package/Particles/gpuParticleSystem.js.map +1 -1
  286. package/Particles/particleSystem.d.ts +1 -1
  287. package/Particles/particleSystem.js +1 -1
  288. package/Particles/particleSystem.js.map +1 -1
  289. package/Particles/solidParticleSystem.d.ts +4 -0
  290. package/Particles/solidParticleSystem.js +25 -3
  291. package/Particles/solidParticleSystem.js.map +1 -1
  292. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
  293. package/Physics/Plugins/ammoJSPlugin.js +1 -1
  294. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  295. package/Physics/Plugins/oimoJSPlugin.js +1 -1
  296. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  297. package/Physics/physicsEngineComponent.d.ts +1 -1
  298. package/Physics/physicsEngineComponent.js +1 -1
  299. package/Physics/physicsEngineComponent.js.map +1 -1
  300. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +3 -3
  301. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  302. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -2
  303. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  304. package/PostProcesses/blurPostProcess.d.ts +3 -3
  305. package/PostProcesses/blurPostProcess.js +3 -3
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +3 -3
  308. package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -3
  309. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  310. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  311. package/Rendering/depthPeelingRenderer.js +32 -5
  312. package/Rendering/depthPeelingRenderer.js.map +1 -1
  313. package/Rendering/edgesRenderer.d.ts +2 -2
  314. package/Rendering/edgesRenderer.js +1 -1
  315. package/Rendering/edgesRenderer.js.map +1 -1
  316. package/Rendering/geometryBufferRenderer.d.ts +4 -2
  317. package/Rendering/geometryBufferRenderer.js +5 -3
  318. package/Rendering/geometryBufferRenderer.js.map +1 -1
  319. package/Rendering/geometryBufferRendererSceneComponent.d.ts +2 -1
  320. package/Rendering/geometryBufferRendererSceneComponent.js +3 -2
  321. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  322. package/Rendering/prePassRenderer.d.ts +11 -3
  323. package/Rendering/prePassRenderer.js +18 -3
  324. package/Rendering/prePassRenderer.js.map +1 -1
  325. package/Rendering/subSurfaceConfiguration.d.ts +2 -2
  326. package/Rendering/subSurfaceConfiguration.js +2 -2
  327. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  328. package/Sprites/spriteSceneComponent.js +4 -1
  329. package/Sprites/spriteSceneComponent.js.map +1 -1
  330. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  331. package/XR/features/WebXRControllerTeleportation.js +24 -19
  332. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  333. package/XR/motionController/webXRAbstractMotionController.d.ts +2 -2
  334. package/XR/motionController/webXRAbstractMotionController.js +2 -2
  335. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  336. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  337. package/XR/motionController/webXRControllerComponent.js +1 -1
  338. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  339. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  340. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  341. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  342. package/node.d.ts +4 -4
  343. package/node.js +3 -3
  344. package/node.js.map +1 -1
  345. package/package.json +1 -1
  346. package/readme.md +0 -4
  347. package/scene.d.ts +80 -63
  348. package/scene.js +92 -46
  349. package/scene.js.map +1 -1
  350. package/sceneComponent.d.ts +1 -1
  351. package/sceneComponent.js.map +1 -1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\n// Ensures Raw texture are included\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | ThinEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n */\r\n public clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @return A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\n// Ensures Raw texture are included\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | ThinEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n */\r\n public clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @returns A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
@@ -81,7 +81,7 @@ export declare class CubeTexture extends BaseTexture {
81
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  * @param scene defines the scene the texture is attached to
82
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  * @param forcedExtension defines the extension of the file if different from the url
83
83
  * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
84
- * @return the prefiltered texture
84
+ * @returns the prefiltered texture
85
85
  */
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86
  static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
87
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  /**
@@ -102,7 +102,7 @@ export declare class CubeTexture extends BaseTexture {
102
102
  * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
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  * @param loaderOptions options to be passed to the loader
104
104
  * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)
105
- * @return the cube texture
105
+ * @returns the cube texture
106
106
  */
107
107
  constructor(rootUrl: string, sceneOrEngine: Scene | ThinEngine, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, loaderOptions?: any, useSRGBBuffer?: boolean);
108
108
  /**
@@ -30,7 +30,7 @@ export class CubeTexture extends BaseTexture {
30
30
  * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
31
31
  * @param loaderOptions options to be passed to the loader
32
32
  * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)
33
- * @return the cube texture
33
+ * @returns the cube texture
34
34
  */
35
35
  constructor(rootUrl, sceneOrEngine, extensions = null, noMipmap = false, files = null, onLoad = null, onError = null, format = 5, prefiltered = false, forcedExtension = null, createPolynomials = false, lodScale = 0.8, lodOffset = 0, loaderOptions, useSRGBBuffer) {
36
36
  super(sceneOrEngine);
@@ -138,7 +138,7 @@ export class CubeTexture extends BaseTexture {
138
138
  * @param scene defines the scene the texture is attached to
139
139
  * @param forcedExtension defines the extension of the file if different from the url
140
140
  * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
141
- * @return the prefiltered texture
141
+ * @returns the prefiltered texture
142
142
  */
143
143
  static CreateFromPrefilteredData(url, scene, forcedExtension = null, createPolynomials = true) {
144
144
  const oldValue = scene.useDelayedTextureLoading;
@@ -1 +1 @@
1
- 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{ serialize, serializeAsMatrix, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @hidden */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @return the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\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 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) (default: false)\r\n * @return the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
1
+ 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{ serialize, serializeAsMatrix, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode\r\n */\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @hidden */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\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 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) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
@@ -40,7 +40,7 @@ export declare class RawCubeTexture extends CubeTexture {
40
40
  updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
41
41
  /**
42
42
  * Clones the raw cube texture.
43
- * @return a new cube texture
43
+ * @returns a new cube texture
44
44
  */
45
45
  clone(): CubeTexture;
46
46
  }
@@ -48,7 +48,7 @@ export class RawCubeTexture extends CubeTexture {
48
48
  }
49
49
  /**
50
50
  * Clones the raw cube texture.
51
- * @return a new cube texture
51
+ * @returns a new cube texture
52
52
  */
53
53
  clone() {
54
54
  return SerializationHelper.Clone(() => {
@@ -1 +1 @@
1
- {"version":3,"file":"rawCubeTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Textures/rawCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,gBAAgB,IAAI,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAIjG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,4CAA4C,CAAC;AAGpD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,WAAW;IAC3C;;;;;;;;;;;OAWG;IACH,YACI,KAAY,EACZ,IAAiC,EACjC,IAAY,EACZ,SAAiB,SAAS,CAAC,kBAAkB,EAC7C,OAAe,SAAS,CAAC,wBAAwB,EACjD,kBAA2B,KAAK,EAChC,UAAmB,KAAK,EACxB,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,cAAgC,IAAI;QAEpC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAEjB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,WAAW,CAAC,CAAC;IAC1I,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,IAAuB,EAAE,MAAc,EAAE,IAAY,EAAE,OAAgB,EAAE,cAAgC,IAAI;QACtH,IAAI,CAAC,QAAS,CAAC,SAAS,EAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,WAAW,CAAC,CAAC;IAC1H,CAAC;IAED;;;;;;;OAOG;IACI,eAAe,CAAC,IAAyB,EAAE,sBAAqD,IAAI,EAAE,WAAmB,GAAG,EAAE,YAAoB,CAAC;QACtJ,OAAO,uBAAuB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE;YAClC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC;YAC/B,MAAM,eAAe,GAAG,IAAI,CAAC,QAAS,CAAC;YAEvC,MAAM,OAAO,GAAG,IAAI,cAAc,CAC9B,KAAK,EACL,eAAe,CAAC,gBAAiB,EACjC,eAAe,CAAC,KAAK,EACrB,eAAe,CAAC,MAAM,EACtB,eAAe,CAAC,IAAI,EACpB,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,OAAO,EACvB,eAAe,CAAC,YAAY,EAC5B,eAAe,CAAC,YAAY,CAC/B,CAAC;YAEF,IAAI,eAAe,CAAC,MAAM,KAAK,qBAAqB,CAAC,WAAW,EAAE;gBAC9D,OAAO,CAAC,eAAe,CACnB,eAAe,CAAC,qBAAsB,EACtC,eAAe,CAAC,oBAAoB,EACpC,eAAe,CAAC,mBAAmB,EACnC,eAAe,CAAC,oBAAoB,CACvC,CAAC;aACL;YAED,OAAO,OAAO,CAAC;QACnB,CAAC,EAAE,IAAI,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { SerializationHelper } from \"../../Misc/decorators\";\r\nimport { _UpdateRGBDAsync as UpdateRGBDAsyncEnvTools } from \"../../Misc/environmentTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { InternalTextureSource } from \"./internalTexture\";\r\nimport { CubeTexture } from \"./cubeTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\n\r\n/**\r\n * Raw cube texture where the raw buffers are passed in\r\n */\r\nexport class RawCubeTexture extends CubeTexture {\r\n /**\r\n * Creates a cube texture where the raw buffers are passed in.\r\n * @param scene defines the scene the texture is attached to\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n */\r\n constructor(\r\n scene: Scene,\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n generateMipMaps: boolean = false,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n compression: Nullable<string> = null\r\n ) {\r\n super(\"\", scene);\r\n\r\n this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);\r\n }\r\n\r\n /**\r\n * Updates the raw cube texture.\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n public update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string> = null): void {\r\n (this._texture!.getEngine() as Engine).updateRawCubeTexture(this._texture!, data, format, type, invertY, compression);\r\n }\r\n\r\n /**\r\n * Updates a raw cube texture with RGBD encoded data.\r\n * @param data defines the array of data [mipmap][face] to use to create each face\r\n * @param sphericalPolynomial defines the spherical polynomial for irradiance\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 * @returns a promise that resolves when the operation is complete\r\n */\r\n public updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial> = null, lodScale: number = 0.8, lodOffset: number = 0): Promise<void> {\r\n return UpdateRGBDAsyncEnvTools(this._texture!, data, sphericalPolynomial, lodScale, lodOffset).then(() => {});\r\n }\r\n\r\n /**\r\n * Clones the raw cube texture.\r\n * @return a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n return SerializationHelper.Clone(() => {\r\n const scene = this.getScene()!;\r\n const internalTexture = this._texture!;\r\n\r\n const texture = new RawCubeTexture(\r\n scene,\r\n internalTexture._bufferViewArray!,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n\r\n if (internalTexture.source === InternalTextureSource.CubeRawRGBD) {\r\n texture.updateRGBDAsync(\r\n internalTexture._bufferViewArrayArray!,\r\n internalTexture._sphericalPolynomial,\r\n internalTexture._lodGenerationScale,\r\n internalTexture._lodGenerationOffset\r\n );\r\n }\r\n\r\n return texture;\r\n }, this);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"rawCubeTexture.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Textures/rawCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,gBAAgB,IAAI,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAIjG,OAAO,EAAE,qBAAqB,EAAE,MAAM,mBAAmB,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,4CAA4C,CAAC;AAGpD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,WAAW;IAC3C;;;;;;;;;;;OAWG;IACH,YACI,KAAY,EACZ,IAAiC,EACjC,IAAY,EACZ,SAAiB,SAAS,CAAC,kBAAkB,EAC7C,OAAe,SAAS,CAAC,wBAAwB,EACjD,kBAA2B,KAAK,EAChC,UAAmB,KAAK,EACxB,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,cAAgC,IAAI;QAEpC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAEjB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,WAAW,CAAC,CAAC;IAC1I,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,IAAuB,EAAE,MAAc,EAAE,IAAY,EAAE,OAAgB,EAAE,cAAgC,IAAI;QACtH,IAAI,CAAC,QAAS,CAAC,SAAS,EAAa,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,WAAW,CAAC,CAAC;IAC1H,CAAC;IAED;;;;;;;OAOG;IACI,eAAe,CAAC,IAAyB,EAAE,sBAAqD,IAAI,EAAE,WAAmB,GAAG,EAAE,YAAoB,CAAC;QACtJ,OAAO,uBAAuB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACI,KAAK;QACR,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE;YAClC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC;YAC/B,MAAM,eAAe,GAAG,IAAI,CAAC,QAAS,CAAC;YAEvC,MAAM,OAAO,GAAG,IAAI,cAAc,CAC9B,KAAK,EACL,eAAe,CAAC,gBAAiB,EACjC,eAAe,CAAC,KAAK,EACrB,eAAe,CAAC,MAAM,EACtB,eAAe,CAAC,IAAI,EACpB,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,OAAO,EACvB,eAAe,CAAC,YAAY,EAC5B,eAAe,CAAC,YAAY,CAC/B,CAAC;YAEF,IAAI,eAAe,CAAC,MAAM,KAAK,qBAAqB,CAAC,WAAW,EAAE;gBAC9D,OAAO,CAAC,eAAe,CACnB,eAAe,CAAC,qBAAsB,EACtC,eAAe,CAAC,oBAAoB,EACpC,eAAe,CAAC,mBAAmB,EACnC,eAAe,CAAC,oBAAoB,CACvC,CAAC;aACL;YAED,OAAO,OAAO,CAAC;QACnB,CAAC,EAAE,IAAI,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { SerializationHelper } from \"../../Misc/decorators\";\r\nimport { _UpdateRGBDAsync as UpdateRGBDAsyncEnvTools } from \"../../Misc/environmentTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { InternalTextureSource } from \"./internalTexture\";\r\nimport { CubeTexture } from \"./cubeTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\n\r\n/**\r\n * Raw cube texture where the raw buffers are passed in\r\n */\r\nexport class RawCubeTexture extends CubeTexture {\r\n /**\r\n * Creates a cube texture where the raw buffers are passed in.\r\n * @param scene defines the scene the texture is attached to\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n */\r\n constructor(\r\n scene: Scene,\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n generateMipMaps: boolean = false,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n compression: Nullable<string> = null\r\n ) {\r\n super(\"\", scene);\r\n\r\n this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);\r\n }\r\n\r\n /**\r\n * Updates the raw cube texture.\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n public update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string> = null): void {\r\n (this._texture!.getEngine() as Engine).updateRawCubeTexture(this._texture!, data, format, type, invertY, compression);\r\n }\r\n\r\n /**\r\n * Updates a raw cube texture with RGBD encoded data.\r\n * @param data defines the array of data [mipmap][face] to use to create each face\r\n * @param sphericalPolynomial defines the spherical polynomial for irradiance\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 * @returns a promise that resolves when the operation is complete\r\n */\r\n public updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial> = null, lodScale: number = 0.8, lodOffset: number = 0): Promise<void> {\r\n return UpdateRGBDAsyncEnvTools(this._texture!, data, sphericalPolynomial, lodScale, lodOffset).then(() => {});\r\n }\r\n\r\n /**\r\n * Clones the raw cube texture.\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n return SerializationHelper.Clone(() => {\r\n const scene = this.getScene()!;\r\n const internalTexture = this._texture!;\r\n\r\n const texture = new RawCubeTexture(\r\n scene,\r\n internalTexture._bufferViewArray!,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n\r\n if (internalTexture.source === InternalTextureSource.CubeRawRGBD) {\r\n texture.updateRGBDAsync(\r\n internalTexture._bufferViewArrayArray!,\r\n internalTexture._sphericalPolynomial,\r\n internalTexture._lodGenerationScale,\r\n internalTexture._lodGenerationOffset\r\n );\r\n }\r\n\r\n return texture;\r\n }, this);\r\n }\r\n}\r\n"]}
@@ -42,15 +42,13 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
42
42
  */
43
43
  renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
44
44
  private _renderList;
45
+ private _unObserveRenderList;
45
46
  /**
46
47
  * Use this list to define the list of mesh you want to render.
47
48
  */
48
49
  get renderList(): Nullable<Array<AbstractMesh>>;
49
- private _renderListHasChangedObservable;
50
- private _renderListHasChangedObserver;
51
- private _startObservingRenderListEvents;
52
- private _stopObservingRenderListEvents;
53
50
  set renderList(value: Nullable<Array<AbstractMesh>>);
51
+ private _renderListHasChanged;
54
52
  /**
55
53
  * Use this function to overload the renderList array at rendering time.
56
54
  * Return null to render with the current renderList, else return the list of meshes to use for rendering.
@@ -362,7 +360,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
362
360
  render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
363
361
  /**
364
362
  * This function will check if the render target texture can be rendered (textures are loaded, shaders are compiled)
365
- * @return true if all required resources are ready
363
+ * @returns true if all required resources are ready
366
364
  */
367
365
  isReadyForRendering(): boolean;
368
366
  private _render;
@@ -8,7 +8,7 @@ import { RenderingManager } from "../../Rendering/renderingManager.js";
8
8
  import "../../Engines/Extensions/engine.renderTarget.js";
9
9
  import "../../Engines/Extensions/engine.renderTargetCube.js";
10
10
  import { Engine } from "../../Engines/engine.js";
11
- import { ArrayTools } from "../../Misc/arrayTools.js";
11
+ import { _ObserveArray } from "../../Misc/arrayTools.js";
12
12
  /**
13
13
  * This Helps creating a texture that will be created from a camera in your scene.
14
14
  * It is basically a dynamic texture that could be used to create special effects for instance.
@@ -38,8 +38,15 @@ export class RenderTargetTexture extends Texture {
38
38
  */
39
39
  constructor(name, size, scene, generateMipMaps, doNotChangeAspectRatio = true, type = 0, isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false, format = 5, delayAllocation = false, samples, creationFlags, noColorTarget = false, useSRGBBuffer = false) {
40
40
  super(null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format);
41
- this._renderListHasChangedObservable = new Observable();
42
- this._renderListHasChangedObserver = null;
41
+ this._unObserveRenderList = null;
42
+ this._renderListHasChanged = (_functionName, previousLength) => {
43
+ const newLength = this._renderList ? this._renderList.length : 0;
44
+ if ((previousLength === 0 && newLength > 0) || newLength === 0) {
45
+ this.getScene()?.meshes.forEach((mesh) => {
46
+ mesh._markSubMeshesAsLightDirty();
47
+ });
48
+ }
49
+ };
43
50
  /**
44
51
  * Define if particles should be rendered in your texture.
45
52
  */
@@ -97,7 +104,6 @@ export class RenderTargetTexture extends Texture {
97
104
  return;
98
105
  }
99
106
  const engine = this.getScene().getEngine();
100
- this._startObservingRenderListEvents();
101
107
  this._coordinatesMode = Texture.PROJECTION_MODE;
102
108
  this.renderList = new Array();
103
109
  this.name = name;
@@ -153,20 +159,15 @@ export class RenderTargetTexture extends Texture {
153
159
  get renderList() {
154
160
  return this._renderList;
155
161
  }
156
- _startObservingRenderListEvents() {
157
- this._renderListHasChangedObserver = this._renderListHasChangedObservable.add(({ target, previousLength }) => {
158
- if (target && previousLength && ((target.length > 0 && previousLength === 0) || (target.length === 0 && previousLength > 0))) {
159
- this.getScene()?.meshes.forEach((mesh) => {
160
- mesh._markSubMeshesAsLightDirty();
161
- });
162
- }
163
- });
164
- }
165
- _stopObservingRenderListEvents() {
166
- this._renderListHasChangedObservable.remove(this._renderListHasChangedObserver);
167
- }
168
162
  set renderList(value) {
169
- this._renderList = ArrayTools.MakeObservableArray(this._renderListHasChangedObservable, value);
163
+ if (this._unObserveRenderList) {
164
+ this._unObserveRenderList();
165
+ this._unObserveRenderList = null;
166
+ }
167
+ if (value) {
168
+ this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);
169
+ }
170
+ this._renderList = value;
170
171
  }
171
172
  /**
172
173
  * Post-processes for this render target
@@ -537,7 +538,7 @@ export class RenderTargetTexture extends Texture {
537
538
  }
538
539
  /**
539
540
  * This function will check if the render target texture can be rendered (textures are loaded, shaders are compiled)
540
- * @return true if all required resources are ready
541
+ * @returns true if all required resources are ready
541
542
  */
542
543
  isReadyForRendering() {
543
544
  return this._render(false, false, true);
@@ -973,7 +974,6 @@ export class RenderTargetTexture extends Texture {
973
974
  this.onAfterUnbindObservable.clear();
974
975
  this.onBeforeBindObservable.clear();
975
976
  this.onBeforeRenderObservable.clear();
976
- this._stopObservingRenderListEvents();
977
977
  if (this._postProcessManager) {
978
978
  this._postProcessManager.dispose();
979
979
  this._postProcessManager = null;