@babylonjs/core 5.24.0 → 5.26.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/action.d.ts +12 -21
- package/Actions/action.js +8 -17
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +2 -5
- package/Actions/actionManager.js +2 -5
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.d.ts +9 -50
- package/Actions/condition.js +3 -26
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.d.ts +7 -7
- package/Actions/directActions.js +7 -7
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.d.ts +2 -2
- package/Actions/directAudioActions.js +2 -2
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +5 -6
- package/Animations/animatable.js +1 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.d.ts +6 -20
- package/Animations/animation.js +6 -20
- package/Animations/animation.js.map +1 -1
- package/Animations/animationEvent.d.ts +1 -1
- package/Animations/animationEvent.js +1 -1
- package/Animations/animationEvent.js.map +1 -1
- package/Animations/animationGroup.d.ts +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +13 -26
- package/Animations/easing.js +13 -26
- package/Animations/easing.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +3 -4
- package/Animations/runtimeAnimation.js +1 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +1 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +1 -1
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +3 -4
- package/Audio/sound.js +2 -3
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.d.ts +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +7 -9
- package/Bones/bone.js +7 -9
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.d.ts +6 -8
- package/Bones/skeleton.js +6 -8
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.d.ts +6 -6
- package/Buffers/buffer.js +14 -16
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -3
- package/Cameras/RigModes/vrRigMode.js +1 -3
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
- package/Cameras/RigModes/webVRRigMode.js +1 -3
- package/Cameras/RigModes/webVRRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
- package/Cameras/VR/vrCameraMetrics.js +4 -4
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +20 -48
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +9 -9
- package/Cameras/VR/webVRCamera.js +9 -9
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +11 -12
- package/Cameras/arcRotateCamera.js +8 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +29 -38
- package/Cameras/camera.js +27 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.d.ts +1 -1
- package/Cameras/deviceOrientationCamera.js +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.d.ts +8 -12
- package/Cameras/flyCamera.js +6 -10
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.d.ts +2 -2
- package/Cameras/followCamera.js +2 -2
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.d.ts +6 -7
- package/Cameras/freeCamera.js +4 -5
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCameraInputsManager.js +2 -2
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/targetCamera.d.ts +21 -24
- package/Cameras/targetCamera.js +20 -23
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +1 -1
- package/Cameras/touchCamera.js +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Collisions/collider.d.ts +13 -44
- package/Collisions/collider.js +10 -41
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +1 -1
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/intersectionInfo.js +1 -1
- package/Collisions/intersectionInfo.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/IComputeContext.d.ts +1 -1
- package/Compute/IComputeContext.js.map +1 -1
- package/Compute/IComputePipelineContext.d.ts +2 -2
- package/Compute/IComputePipelineContext.js.map +1 -1
- package/Compute/computeEffect.d.ts +5 -5
- package/Compute/computeEffect.js +5 -5
- package/Compute/computeEffect.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -9
- package/Culling/Octrees/octreeBlock.js +1 -9
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
- package/Culling/Octrees/octreeSceneComponent.js +1 -5
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -5
- package/Culling/boundingBox.js +3 -4
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -2
- package/Culling/boundingInfo.js +1 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -2
- package/Culling/boundingSphere.js +1 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.d.ts +6 -6
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/physicsViewer.d.ts +6 -6
- package/Debug/physicsViewer.js +4 -4
- package/Debug/physicsViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js +1 -1
- package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
- package/DeviceInput/internalDeviceSourceManager.js +1 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js +1 -1
- package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -19
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
- package/Engines/Extensions/engine.cubeTexture.js +3 -2
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.d.ts +4 -4
- package/Engines/Extensions/engine.debugging.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +22 -22
- package/Engines/Extensions/engine.query.js +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.rawTexture.js +3 -7
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +13 -13
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/IDrawContext.d.ts +1 -1
- package/Engines/IDrawContext.js.map +1 -1
- package/Engines/IMaterialContext.d.ts +1 -1
- package/Engines/IMaterialContext.js.map +1 -1
- package/Engines/IPipelineContext.d.ts +5 -5
- package/Engines/IPipelineContext.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +2 -2
- package/Engines/Native/nativeDataStream.js +1 -1
- package/Engines/Native/nativeDataStream.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -10
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
- package/Engines/Processors/shaderCodeCursor.js +1 -1
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
- package/Engines/WebGL/webGLPipelineContext.js +6 -25
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
- package/Engines/WebGPU/webgpuBundleList.js +7 -7
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
- package/Engines/WebGPU/webgpuConstants.js +38 -38
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.d.ts +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js +2 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +16 -35
- package/Engines/engine.js +19 -69
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package/Misc/decorators.js.map
CHANGED
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eslint-disable @typescript-eslint/no-unused-vars */\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Tags } from \"../Misc/tags\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _WarnImport } from \"./devTools\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\ndeclare type ImageProcessingConfiguration = import(\"../Materials/imageProcessingConfiguration\").ImageProcessingConfiguration;\r\ndeclare type FresnelParameters = import(\"../Materials/fresnelParameters\").FresnelParameters;\r\ndeclare type ColorCurves = import(\"../Materials/colorCurves\").ColorCurves;\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\n\r\nconst __decoratorInitialStore = {};\r\nconst __mergedStore = {};\r\n\r\nconst _copySource = function <T>(creationFunction: () => T, source: T, instanciate: boolean): T {\r\n const destination = creationFunction();\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, (<any>source).tags);\r\n }\r\n\r\n const classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (const property in classStore) {\r\n const propertyDescriptor = classStore[property];\r\n const sourceProperty = (<any>source)[property];\r\n const propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n (<any>destination)[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n (<any>destination)[property] = instanciate || sourceProperty.isRenderTarget ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n (<any>destination)[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n};\r\n\r\nfunction getDirectStore(target: any): any {\r\n const classKey = target.getClassName();\r\n\r\n if (!(<any>__decoratorInitialStore)[classKey]) {\r\n (<any>__decoratorInitialStore)[classKey] = {};\r\n }\r\n\r\n return (<any>__decoratorInitialStore)[classKey];\r\n}\r\n\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target host object\r\n */\r\nfunction getMergedStore(target: any): any {\r\n const classKey = target.getClassName();\r\n\r\n if ((<any>__mergedStore)[classKey]) {\r\n return (<any>__mergedStore)[classKey];\r\n }\r\n\r\n (<any>__mergedStore)[classKey] = {};\r\n\r\n const store = (<any>__mergedStore)[classKey];\r\n let currentTarget = target;\r\n let currentKey = classKey;\r\n while (currentKey) {\r\n const initialStore = (<any>__decoratorInitialStore)[currentKey];\r\n for (const property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n\r\n let parent: any;\r\n let done = false;\r\n\r\n do {\r\n parent = Object.getPrototypeOf(currentTarget);\r\n if (!parent.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n\r\n if (parent.getClassName() !== currentKey) {\r\n break;\r\n }\r\n\r\n currentTarget = parent;\r\n } while (parent);\r\n\r\n if (done) {\r\n break;\r\n }\r\n\r\n currentKey = parent.getClassName();\r\n currentTarget = parent;\r\n }\r\n\r\n return store;\r\n}\r\n\r\nfunction generateSerializableMember(type: number, sourceName?: string) {\r\n return (target: any, propertyKey: string | symbol) => {\r\n const classStore = getDirectStore(target);\r\n\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\n\r\nfunction generateExpandMember(setCallback: string, targetKey: Nullable<string> = null) {\r\n return (target: any, propertyKey: string) => {\r\n const key = targetKey || \"_\" + propertyKey;\r\n Object.defineProperty(target, propertyKey, {\r\n get: function (this: any) {\r\n return this[key];\r\n },\r\n set: function (this: any, value) {\r\n // does this object (i.e. vector3) has an equals function? use it!\r\n // Note - not using \"with epsilon\" here, it is expected te behave like the internal cache does.\r\n if (typeof this.equals === \"function\") {\r\n if (this.equals(value)) {\r\n return;\r\n }\r\n }\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n };\r\n}\r\n\r\nexport function expandToProperty(callback: string, targetKey: Nullable<string> = null) {\r\n return generateExpandMember(callback, targetKey);\r\n}\r\n\r\nexport function serialize(sourceName?: string) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\n\r\nexport function serializeAsTexture(sourceName?: string) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\n\r\nexport function serializeAsColor3(sourceName?: string) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\n\r\nexport function serializeAsFresnelParameters(sourceName?: string) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\n\r\nexport function serializeAsVector2(sourceName?: string) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\n\r\nexport function serializeAsVector3(sourceName?: string) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\n\r\nexport function serializeAsMeshReference(sourceName?: string) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\n\r\nexport function serializeAsColorCurves(sourceName?: string) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\n\r\nexport function serializeAsColor4(sourceName?: string) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\n\r\nexport function serializeAsImageProcessingConfiguration(sourceName?: string) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\n\r\nexport function serializeAsQuaternion(sourceName?: string) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\n\r\nexport function serializeAsMatrix(sourceName?: string) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName?: string) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nexport class SerializationHelper {\r\n /**\r\n * Gets or sets a boolean to indicate if the UniqueId property should be serialized\r\n */\r\n public static AllowLoadingUniqueId = false;\r\n\r\n /**\r\n * @param sourceProperty\r\n * @hidden\r\n */\r\n public static _ImageProcessingConfigurationParser = (sourceProperty: any): ImageProcessingConfiguration => {\r\n throw _WarnImport(\"ImageProcessingConfiguration\");\r\n };\r\n\r\n /**\r\n * @param sourceProperty\r\n * @hidden\r\n */\r\n public static _FresnelParametersParser = (sourceProperty: any): FresnelParameters => {\r\n throw _WarnImport(\"FresnelParameters\");\r\n };\r\n\r\n /**\r\n * @param sourceProperty\r\n * @hidden\r\n */\r\n public static _ColorCurvesParser = (sourceProperty: any): ColorCurves => {\r\n throw _WarnImport(\"ColorCurves\");\r\n };\r\n\r\n /**\r\n * @param sourceProperty\r\n * @param scene\r\n * @param rootUrl\r\n * @hidden\r\n */\r\n public static _TextureParser = (sourceProperty: any, scene: Scene, rootUrl: string): Nullable<BaseTexture> => {\r\n throw _WarnImport(\"Texture\");\r\n };\r\n\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n public static AppendSerializedAnimations(source: IAnimatable, destination: any): void {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (let animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n const animation = source.animations[animationIndex];\r\n\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target object where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n public static Serialize<T>(entity: T, serializationObject?: any): any {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n\r\n const serializedProperties = getMergedStore(entity);\r\n\r\n // Properties\r\n for (const property in serializedProperties) {\r\n const propertyDescriptor = serializedProperties[property];\r\n const targetPropertyName = propertyDescriptor.sourceName || property;\r\n const propertyType = propertyDescriptor.type;\r\n const sourceProperty = (<any>entity)[property];\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = (<Color4>sourceProperty).asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = (<ImageProcessingConfiguration>sourceProperty).serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = (<Quaternion>sourceProperty).asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = (<Camera>sourceProperty).id;\r\n break;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = (<Matrix>sourceProperty).asArray();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n public static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl: Nullable<string> = null): T {\r\n const destination = creationFunction();\r\n\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n\r\n const classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (const property in classStore) {\r\n const propertyDescriptor = classStore[property];\r\n const sourceProperty = source[propertyDescriptor.sourceName || property];\r\n const propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n const dest = <any>destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshById(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraById(sourceProperty);\r\n }\r\n break;\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n }\r\n\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n public static Clone<T>(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, false);\r\n }\r\n\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n public static Instanciate<T>(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, true);\r\n }\r\n}\r\n\r\n/** @hidden */\r\ndeclare const _native: any;\r\n\r\n/**\r\n * Decorator used to redirect a function to a native implementation if available.\r\n * @param target\r\n * @param propertyKey\r\n * @param descriptor\r\n * @param predicate\r\n * @hidden\r\n */\r\nexport function nativeOverride<T extends (...params: any[]) => boolean>(\r\n target: any,\r\n propertyKey: string,\r\n descriptor: TypedPropertyDescriptor<(...params: Parameters<T>) => unknown>,\r\n predicate?: T\r\n) {\r\n // Cache the original JS function for later.\r\n const jsFunc = descriptor.value!;\r\n\r\n // Override the JS function to check for a native override on first invocation. Setting descriptor.value overrides the function at the early stage of code being loaded/imported.\r\n descriptor.value = (...params: Parameters<T>): unknown => {\r\n // Assume the resolved function will be the original JS function, then we will check for the Babylon Native context.\r\n let func = jsFunc;\r\n\r\n // Check if we are executing in a Babylon Native context (e.g. check the presence of the _native global property) and if so also check if a function override is available.\r\n if (typeof _native !== \"undefined\" && _native[propertyKey]) {\r\n const nativeFunc = _native[propertyKey] as (...params: Parameters<T>) => unknown;\r\n // If a predicate was provided, then we'll need to invoke the predicate on each invocation of the underlying function to determine whether to call the native function or the JS function.\r\n if (predicate) {\r\n // The resolved function will execute the predicate and then either execute the native function or the JS function.\r\n func = (...params: Parameters<T>) => (predicate(...params) ? nativeFunc(...params) : jsFunc(...params));\r\n } else {\r\n // The resolved function will directly execute the native function.\r\n func = nativeFunc;\r\n }\r\n }\r\n\r\n // Override the JS function again with the final resolved target function.\r\n target[propertyKey] = func;\r\n\r\n // The JS function has now been overridden based on whether we're executing in the context of Babylon Native, but we still need to invoke that function.\r\n // Future invocations of the function will just directly invoke the final overridden function, not any of the decorator setup logic above.\r\n return func(...params);\r\n };\r\n}\r\n\r\n/**\r\n * Decorator factory that applies the nativeOverride decorator, but determines whether to redirect to the native implementation based on a filter function that evaluates the function arguments.\r\n * @param predicate\r\n * @example @nativeOverride.filter((...[arg1]: Parameters<typeof someClass.someMethod>) => arg1.length > 20)\r\n * public someMethod(arg1: string, arg2: number): string {\r\n * @hidden\r\n */\r\nnativeOverride.filter = function <T extends (...params: any) => boolean>(predicate: T) {\r\n return (target: any, propertyKey: string, descriptor: TypedPropertyDescriptor<(...params: Parameters<T>) => unknown>) =>\r\n nativeOverride(target, propertyKey, descriptor, predicate);\r\n};\r\n"]}
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1
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eslint-disable @typescript-eslint/no-unused-vars */\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { Tags } from \"../Misc/tags\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _WarnImport } from \"./devTools\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Camera = import(\"../Cameras/camera\").Camera;\r\n\r\ndeclare type ImageProcessingConfiguration = import(\"../Materials/imageProcessingConfiguration\").ImageProcessingConfiguration;\r\ndeclare type FresnelParameters = import(\"../Materials/fresnelParameters\").FresnelParameters;\r\ndeclare type ColorCurves = import(\"../Materials/colorCurves\").ColorCurves;\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\n\r\nconst __decoratorInitialStore = {};\r\nconst __mergedStore = {};\r\n\r\nconst _copySource = function <T>(creationFunction: () => T, source: T, instanciate: boolean): T {\r\n const destination = creationFunction();\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, (<any>source).tags);\r\n }\r\n\r\n const classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (const property in classStore) {\r\n const propertyDescriptor = classStore[property];\r\n const sourceProperty = (<any>source)[property];\r\n const propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n (<any>destination)[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n (<any>destination)[property] = instanciate || sourceProperty.isRenderTarget ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n (<any>destination)[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n};\r\n\r\nfunction getDirectStore(target: any): any {\r\n const classKey = target.getClassName();\r\n\r\n if (!(<any>__decoratorInitialStore)[classKey]) {\r\n (<any>__decoratorInitialStore)[classKey] = {};\r\n }\r\n\r\n return (<any>__decoratorInitialStore)[classKey];\r\n}\r\n\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target host object\r\n */\r\nfunction getMergedStore(target: any): any {\r\n const classKey = target.getClassName();\r\n\r\n if ((<any>__mergedStore)[classKey]) {\r\n return (<any>__mergedStore)[classKey];\r\n }\r\n\r\n (<any>__mergedStore)[classKey] = {};\r\n\r\n const store = (<any>__mergedStore)[classKey];\r\n let currentTarget = target;\r\n let currentKey = classKey;\r\n while (currentKey) {\r\n const initialStore = (<any>__decoratorInitialStore)[currentKey];\r\n for (const property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n\r\n let parent: any;\r\n let done = false;\r\n\r\n do {\r\n parent = Object.getPrototypeOf(currentTarget);\r\n if (!parent.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n\r\n if (parent.getClassName() !== currentKey) {\r\n break;\r\n }\r\n\r\n currentTarget = parent;\r\n } while (parent);\r\n\r\n if (done) {\r\n break;\r\n }\r\n\r\n currentKey = parent.getClassName();\r\n currentTarget = parent;\r\n }\r\n\r\n return store;\r\n}\r\n\r\nfunction generateSerializableMember(type: number, sourceName?: string) {\r\n return (target: any, propertyKey: string | symbol) => {\r\n const classStore = getDirectStore(target);\r\n\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\n\r\nfunction generateExpandMember(setCallback: string, targetKey: Nullable<string> = null) {\r\n return (target: any, propertyKey: string) => {\r\n const key = targetKey || \"_\" + propertyKey;\r\n Object.defineProperty(target, propertyKey, {\r\n get: function (this: any) {\r\n return this[key];\r\n },\r\n set: function (this: any, value) {\r\n // does this object (i.e. vector3) has an equals function? use it!\r\n // Note - not using \"with epsilon\" here, it is expected te behave like the internal cache does.\r\n if (typeof this.equals === \"function\") {\r\n if (this.equals(value)) {\r\n return;\r\n }\r\n }\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n };\r\n}\r\n\r\nexport function expandToProperty(callback: string, targetKey: Nullable<string> = null) {\r\n return generateExpandMember(callback, targetKey);\r\n}\r\n\r\nexport function serialize(sourceName?: string) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\n\r\nexport function serializeAsTexture(sourceName?: string) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\n\r\nexport function serializeAsColor3(sourceName?: string) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\n\r\nexport function serializeAsFresnelParameters(sourceName?: string) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\n\r\nexport function serializeAsVector2(sourceName?: string) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\n\r\nexport function serializeAsVector3(sourceName?: string) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\n\r\nexport function serializeAsMeshReference(sourceName?: string) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\n\r\nexport function serializeAsColorCurves(sourceName?: string) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\n\r\nexport function serializeAsColor4(sourceName?: string) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\n\r\nexport function serializeAsImageProcessingConfiguration(sourceName?: string) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\n\r\nexport function serializeAsQuaternion(sourceName?: string) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\n\r\nexport function serializeAsMatrix(sourceName?: string) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName?: string) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nexport class SerializationHelper {\r\n /**\r\n * Gets or sets a boolean to indicate if the UniqueId property should be serialized\r\n */\r\n public static AllowLoadingUniqueId = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _ImageProcessingConfigurationParser = (sourceProperty: any): ImageProcessingConfiguration => {\r\n throw _WarnImport(\"ImageProcessingConfiguration\");\r\n };\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _FresnelParametersParser = (sourceProperty: any): FresnelParameters => {\r\n throw _WarnImport(\"FresnelParameters\");\r\n };\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _ColorCurvesParser = (sourceProperty: any): ColorCurves => {\r\n throw _WarnImport(\"ColorCurves\");\r\n };\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _TextureParser = (sourceProperty: any, scene: Scene, rootUrl: string): Nullable<BaseTexture> => {\r\n throw _WarnImport(\"Texture\");\r\n };\r\n\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n public static AppendSerializedAnimations(source: IAnimatable, destination: any): void {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (let animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n const animation = source.animations[animationIndex];\r\n\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target object where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n public static Serialize<T>(entity: T, serializationObject?: any): any {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n\r\n const serializedProperties = getMergedStore(entity);\r\n\r\n // Properties\r\n for (const property in serializedProperties) {\r\n const propertyDescriptor = serializedProperties[property];\r\n const targetPropertyName = propertyDescriptor.sourceName || property;\r\n const propertyType = propertyDescriptor.type;\r\n const sourceProperty = (<any>entity)[property];\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = (<Color4>sourceProperty).asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = (<ImageProcessingConfiguration>sourceProperty).serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = (<Quaternion>sourceProperty).asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = (<Camera>sourceProperty).id;\r\n break;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = (<Matrix>sourceProperty).asArray();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n public static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl: Nullable<string> = null): T {\r\n const destination = creationFunction();\r\n\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n\r\n const classStore = getMergedStore(destination);\r\n\r\n // Properties\r\n for (const property in classStore) {\r\n const propertyDescriptor = classStore[property];\r\n const sourceProperty = source[propertyDescriptor.sourceName || property];\r\n const propertyType = propertyDescriptor.type;\r\n\r\n if (sourceProperty !== undefined && sourceProperty !== null && (property !== \"uniqueId\" || SerializationHelper.AllowLoadingUniqueId)) {\r\n const dest = <any>destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshById(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraById(sourceProperty);\r\n }\r\n break;\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return destination;\r\n }\r\n\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n public static Clone<T>(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, false);\r\n }\r\n\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n public static Instanciate<T>(creationFunction: () => T, source: T): T {\r\n return _copySource(creationFunction, source, true);\r\n }\r\n}\r\n\r\n/** @internal */\r\ndeclare const _native: any;\r\n\r\n/**\r\n * Decorator used to redirect a function to a native implementation if available.\r\n * @internal\r\n */\r\nexport function nativeOverride<T extends (...params: any[]) => boolean>(\r\n target: any,\r\n propertyKey: string,\r\n descriptor: TypedPropertyDescriptor<(...params: Parameters<T>) => unknown>,\r\n predicate?: T\r\n) {\r\n // Cache the original JS function for later.\r\n const jsFunc = descriptor.value!;\r\n\r\n // Override the JS function to check for a native override on first invocation. Setting descriptor.value overrides the function at the early stage of code being loaded/imported.\r\n descriptor.value = (...params: Parameters<T>): unknown => {\r\n // Assume the resolved function will be the original JS function, then we will check for the Babylon Native context.\r\n let func = jsFunc;\r\n\r\n // Check if we are executing in a Babylon Native context (e.g. check the presence of the _native global property) and if so also check if a function override is available.\r\n if (typeof _native !== \"undefined\" && _native[propertyKey]) {\r\n const nativeFunc = _native[propertyKey] as (...params: Parameters<T>) => unknown;\r\n // If a predicate was provided, then we'll need to invoke the predicate on each invocation of the underlying function to determine whether to call the native function or the JS function.\r\n if (predicate) {\r\n // The resolved function will execute the predicate and then either execute the native function or the JS function.\r\n func = (...params: Parameters<T>) => (predicate(...params) ? nativeFunc(...params) : jsFunc(...params));\r\n } else {\r\n // The resolved function will directly execute the native function.\r\n func = nativeFunc;\r\n }\r\n }\r\n\r\n // Override the JS function again with the final resolved target function.\r\n target[propertyKey] = func;\r\n\r\n // The JS function has now been overridden based on whether we're executing in the context of Babylon Native, but we still need to invoke that function.\r\n // Future invocations of the function will just directly invoke the final overridden function, not any of the decorator setup logic above.\r\n return func(...params);\r\n };\r\n}\r\n\r\n/**\r\n * Decorator factory that applies the nativeOverride decorator, but determines whether to redirect to the native implementation based on a filter function that evaluates the function arguments.\r\n * @param predicate\r\n * @example @nativeOverride.filter((...[arg1]: Parameters<typeof someClass.someMethod>) => arg1.length > 20)\r\n * public someMethod(arg1: string, arg2: number): string {\r\n * @internal\r\n */\r\nnativeOverride.filter = function <T extends (...params: any) => boolean>(predicate: T) {\r\n return (target: any, propertyKey: string, descriptor: TypedPropertyDescriptor<(...params: Parameters<T>) => unknown>) =>\r\n nativeOverride(target, propertyKey, descriptor, predicate);\r\n};\r\n"]}
|
package/Misc/depthReducer.d.ts
CHANGED
|
@@ -27,11 +27,7 @@ export declare class DepthReducer extends MinMaxReducer {
|
|
|
27
27
|
*/
|
|
28
28
|
setDepthRenderer(depthRenderer?: Nullable<DepthRenderer>, type?: number, forceFullscreenViewport?: boolean): void;
|
|
29
29
|
/**
|
|
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|
-
* @
|
|
31
|
-
* @param depthRedux
|
|
32
|
-
* @param type
|
|
33
|
-
* @param forceFullscreenViewport
|
|
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|
-
* @hidden
|
|
30
|
+
* @internal
|
|
35
31
|
*/
|
|
36
32
|
setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
|
|
37
33
|
/**
|
package/Misc/depthReducer.js
CHANGED
|
@@ -44,11 +44,7 @@ export class DepthReducer extends MinMaxReducer {
|
|
|
44
44
|
super.setSourceTexture(depthRenderer.getDepthMap(), true, type, forceFullscreenViewport);
|
|
45
45
|
}
|
|
46
46
|
/**
|
|
47
|
-
* @
|
|
48
|
-
* @param depthRedux
|
|
49
|
-
* @param type
|
|
50
|
-
* @param forceFullscreenViewport
|
|
51
|
-
* @hidden
|
|
47
|
+
* @internal
|
|
52
48
|
*/
|
|
53
49
|
setSourceTexture(sourceTexture, depthRedux, type = 2, forceFullscreenViewport = true) {
|
|
54
50
|
super.setSourceTexture(sourceTexture, depthRedux, type, forceFullscreenViewport);
|
package/Misc/depthReducer.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"depthReducer.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/depthReducer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,aAAa;IAY3C;;;OAGG;IACH,YAAY,MAAc;QACtB,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAdD;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAUD;;;;;OAKG;IACI,gBAAgB,CAAC,gBAAyC,IAAI,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAClJ,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,OAAO,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEnD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;SAC9B;QAED,IAAI,aAAa,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE;gBACvB,KAAK,CAAC,cAAc,GAAG,EAAE,CAAC;aAC7B;YAED,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,KAAK,EAAE,SAAS,CAAC,4BAA4B,CAAC,CAAC;YAClI,aAAa,CAAC,OAAO,GAAG,KAAK,CAAC;YAE9B,IAAI,CAAC,gBAAgB,GAAG,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;YACnD,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,GAAG,aAAa,CAAC;SAC/D;QAED,KAAK,CAAC,gBAAgB,CAAC,aAAa,CAAC,WAAW,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IAC7F,CAAC;IAED;;OAEG;IACI,gBAAgB,CAAC,aAAkC,EAAE,UAAmB,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAC5J,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,UAAU,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IACrF,CAAC;IAED;;;;OAIG;IACI,QAAQ;QACX,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,IAAI,CAAC;SACtC;QAED,KAAK,CAAC,QAAQ,EAAE,CAAC;IACrB,CAAC;IAED;;OAEG;IACI,UAAU;QACb,KAAK,CAAC,UAAU,EAAE,CAAC;QAEnB,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,KAAK,CAAC;SACvC;IACL,CAAC;IAED;;;OAGG;IACI,OAAO,CAAC,UAAU,GAAG,IAAI;QAC5B,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAE1B,IAAI,IAAI,CAAC,cAAc,IAAI,UAAU,EAAE;YACnC,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC,QAAQ,EAAE,CAAC;YAC3D,IAAI,KAAK,EAAE;gBACP,OAAO,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACtD;YAED,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;SAC9B;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer\";\r\n\r\nimport { MinMaxReducer } from \"./minMaxReducer\";\r\n\r\n/**\r\n * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture\r\n */\r\nexport class DepthReducer extends MinMaxReducer {\r\n private _depthRenderer: Nullable<DepthRenderer>;\r\n private _depthRendererId: string;\r\n\r\n /**\r\n * Gets the depth renderer used for the computation.\r\n * Note that the result is null if you provide your own renderer when calling setDepthRenderer.\r\n */\r\n public get depthRenderer(): Nullable<DepthRenderer> {\r\n return this._depthRenderer;\r\n }\r\n\r\n /**\r\n * Creates a depth reducer\r\n * @param camera The camera used to render the depth texture\r\n */\r\n constructor(camera: Camera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Sets the depth renderer to use to generate the depth map\r\n * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically\r\n * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setDepthRenderer(depthRenderer: Nullable<DepthRenderer> = null, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n const scene = this._camera.getScene();\r\n\r\n if (this._depthRenderer) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n\r\n if (depthRenderer === null) {\r\n if (!scene._depthRenderer) {\r\n scene._depthRenderer = {};\r\n }\r\n\r\n depthRenderer = this._depthRenderer = new DepthRenderer(scene, type, this._camera, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n depthRenderer.enabled = false;\r\n\r\n this._depthRendererId = \"minmax\" + this._camera.id;\r\n scene._depthRenderer[this._depthRendererId] = depthRenderer;\r\n }\r\n\r\n super.setSourceTexture(depthRenderer.getDepthMap(), true, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n super.setSourceTexture(sourceTexture, depthRedux, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = true;\r\n }\r\n\r\n super.activate();\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n super.deactivate();\r\n\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the depth reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n super.dispose(disposeAll);\r\n\r\n if (this._depthRenderer && disposeAll) {\r\n const scene = this._depthRenderer.getDepthMap().getScene();\r\n if (scene) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n }\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n }\r\n}\r\n"]}
|
package/Misc/devTools.d.ts
CHANGED
package/Misc/devTools.js
CHANGED
package/Misc/devTools.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"devTools.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/devTools.ts"],"names":[],"mappings":"AAAA
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|
1
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{"version":3,"file":"devTools.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Misc/devTools.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,IAAY;IACpC,OAAO,GAAG,IAAI,kFAAkF,CAAC;AACrG,CAAC","sourcesContent":["/**\r\n * @internal\r\n */\r\nexport function _WarnImport(name: string) {\r\n return `${name} needs to be imported before as it contains a side-effect required by your code.`;\r\n}\r\n"]}
|
|
@@ -154,12 +154,7 @@ export declare function UploadLevelsAsync(texture: InternalTexture, imageData: A
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154
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export declare function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
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* @hidden
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* @internal
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export declare function _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<InternalTexture>;
|
|
165
160
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/**
|
|
@@ -495,12 +495,7 @@ export function UploadEnvSpherical(texture, info) {
|
|
|
495
495
|
texture._sphericalPolynomial = sp;
|
|
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496
|
}
|
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497
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/**
|
|
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|
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* @
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|
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* @param data
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|
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|
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* @param sphericalPolynomial
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* @hidden
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498
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* @internal
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499
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|
|
505
500
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export function _UpdateRGBDAsync(internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
|
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506
501
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const proxy = internalTexture
|
|
@@ -1 +1 @@
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|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport \"../Shaders/rgbdEncode.fragment\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = Scalar.ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await Tools.DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Scalar.Log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess!.getEffect().executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = Scalar.ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture.isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (typeof Image === \"undefined\" || engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @param internalTexture\r\n * @param data\r\n * @param sphericalPolynomial\r\n * @param lodScale\r\n * @param lodOffset\r\n * @hidden\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\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 const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
|
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport \"../Shaders/rgbdEncode.fragment\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = Scalar.ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await Tools.DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Scalar.Log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess!.getEffect().executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = Scalar.ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture.isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (typeof Image === \"undefined\" || engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\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 const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
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