@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/Shaders/screenSpaceReflection.fragment.js +1 -1
- package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
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- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
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- package/Shaders/sprites.fragment.js +1 -1
- package/Shaders/sprites.fragment.js.map +1 -1
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- package/Shaders/sprites.vertex.js +1 -1
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- package/Shaders/ssao.fragment.js +1 -1
- package/Shaders/ssao.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.d.ts +1 -1
- package/Shaders/ssao2.fragment.js +1 -1
- package/Shaders/ssao2.fragment.js.map +1 -1
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- package/Shaders/ssaoCombine.fragment.js +1 -1
- package/Shaders/ssaoCombine.fragment.js.map +1 -1
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- package/Shaders/standard.fragment.js +1 -1
- package/Shaders/standard.fragment.js.map +1 -1
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- package/Shaders/stereoscopicInterlace.fragment.js +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
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- package/Shaders/subSurfaceScattering.fragment.js +1 -1
- package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
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- package/Shaders/tonemap.fragment.js.map +1 -1
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- package/Shaders/volumetricLightScattering.fragment.js +1 -1
- package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.d.ts +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/Shaders/vrDistortionCorrection.fragment.d.ts +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.d.ts +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
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- package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
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- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
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- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
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- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
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- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/Sprites/spriteManager.d.ts +4 -0
- package/Sprites/spriteManager.js +2 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +6 -6
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +5 -6
- package/Sprites/thinSprite.js +1 -2
- package/Sprites/thinSprite.js.map +1 -1
- package/States/IStencilState.d.ts +1 -1
- package/States/IStencilState.js.map +1 -1
- package/States/alphaCullingState.d.ts +1 -1
- package/States/alphaCullingState.js +1 -1
- package/States/alphaCullingState.js.map +1 -1
- package/States/depthCullingState.d.ts +1 -1
- package/States/depthCullingState.js +1 -1
- package/States/depthCullingState.js.map +1 -1
- package/States/stencilState.d.ts +1 -1
- package/States/stencilState.js +1 -1
- package/States/stencilState.js.map +1 -1
- package/States/stencilStateComposer.d.ts +1 -1
- package/States/stencilStateComposer.js +1 -1
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.d.ts +1 -1
- package/XR/features/WebXRControllerPhysics.js +1 -1
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
- package/XR/features/WebXRControllerPointerSelection.js +3 -6
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRLayers.d.ts +2 -2
- package/XR/features/WebXRLayers.js +4 -4
- package/XR/features/WebXRLayers.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +2 -2
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +3 -4
- package/XR/motionController/webXRAbstractMotionController.js +2 -3
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +2 -2
- package/XR/native/nativeXRFrame.js +1 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/native/nativeXRRenderTarget.d.ts +3 -3
- package/XR/native/nativeXRRenderTarget.js +3 -3
- package/XR/native/nativeXRRenderTarget.js.map +1 -1
- package/XR/webXRCamera.d.ts +2 -2
- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +6 -6
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +21 -1
- package/XR/webXRExperienceHelper.js +37 -7
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +1 -1
- package/XR/webXRLayerWrapper.js +1 -1
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
- package/XR/webXRRenderTargetTextureProvider.js +1 -1
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -2
- package/XR/webXRSessionManager.js +1 -2
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRWebGLLayer.d.ts +2 -2
- package/XR/webXRWebGLLayer.js +2 -2
- package/XR/webXRWebGLLayer.js.map +1 -1
- package/abstractScene.d.ts +1 -1
- package/abstractScene.js +1 -1
- package/abstractScene.js.map +1 -1
- package/node.d.ts +40 -52
- package/node.js +40 -55
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +83 -107
- package/scene.js +94 -108
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +4 -2
- package/sceneComponent.js +4 -2
- package/sceneComponent.js.map +1 -1
- package/types.d.ts +2 -2
- package/types.js +1 -1
- package/types.js.map +1 -1
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-
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type { Nullable } from \"../../types\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n createRawTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n type: number,\r\n creationFlags?: number,\r\n useSRGBBuffer?: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n createRawTexture3D(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n createRawTexture2DArray(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n // Babylon's internalSizedFomat but gl's texImage2D internalFormat\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n\r\n // Babylon's internalFormat but gl's texImage2D format\r\n const internalFormat = this._getInternalFormat(format);\r\n const textureType = this._getWebGLTextureType(type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, <DataView>data);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n creationFlags = 0,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n texture.isCube = true;\r\n texture.format = format;\r\n texture.type = type;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n }\r\n\r\n // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable\r\n if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n const width = size;\r\n const height = width;\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n\r\n // Double check on POT to generate Mips.\r\n const isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (!isPot) {\r\n generateMipMaps = false;\r\n }\r\n\r\n // Upload data if needed. The texture won't be ready until then.\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n // Filters\r\n if (data && generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n data: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n level: number = 0\r\n): void {\r\n texture._bufferViewArray = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gl = this._gl;\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (texture.width % 4 !== 0) {\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n // Data are known to be in +X +Y +Z -X -Y -Z\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let faceData = data[faceIndex];\r\n\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n <DataView>faceData\r\n );\r\n } else {\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);\r\n }\r\n }\r\n\r\n const isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (isPot && texture.generateMipMaps && level === 0) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faceIndex];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n // this.resetTextureCache();\r\n scene?.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\n/**\r\n * @param rgbData\r\n * @param width\r\n * @param height\r\n * @param textureType\r\n * @hidden\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n\r\n/**\r\n * Create a function for createRawTexture3D/createRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @hidden\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeCreateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): InternalTexture {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const source = is3D ? InternalTextureSource.Raw3D : InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n if (is3D) {\r\n texture.is3D = true;\r\n } else {\r\n texture.is2DArray = true;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n if (is3D) {\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n } else {\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n }\r\n this._bindTextureDirectly(target, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n };\r\n}\r\n\r\nThinEngine.prototype.createRawTexture2DArray = _makeCreateRawTextureFunction(false);\r\nThinEngine.prototype.createRawTexture3D = _makeCreateRawTextureFunction(true);\r\n\r\n/**\r\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @hidden\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeUpdateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): void {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const internalType = this._getWebGLTextureType(textureType);\r\n const internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);\r\n\r\n this._bindTextureDirectly(target, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage3D(target, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);\r\n } else {\r\n this._gl.texImage3D(target, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n };\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture2DArray = _makeUpdateRawTextureFunction(false);\r\nThinEngine.prototype.updateRawTexture3D = _makeUpdateRawTextureFunction(true);\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../../types\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n createRawTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n type: number,\r\n creationFlags?: number,\r\n useSRGBBuffer?: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n createRawTexture3D(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n createRawTexture2DArray(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n // Babylon's internalSizedFomat but gl's texImage2D internalFormat\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n\r\n // Babylon's internalFormat but gl's texImage2D format\r\n const internalFormat = this._getInternalFormat(format);\r\n const textureType = this._getWebGLTextureType(type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, <DataView>data);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n creationFlags = 0,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n texture.isCube = true;\r\n texture.format = format;\r\n texture.type = type;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n }\r\n\r\n // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable\r\n if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n const width = size;\r\n const height = width;\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n\r\n // Double check on POT to generate Mips.\r\n const isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (!isPot) {\r\n generateMipMaps = false;\r\n }\r\n\r\n // Upload data if needed. The texture won't be ready until then.\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n // Filters\r\n if (data && generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n data: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n level: number = 0\r\n): void {\r\n texture._bufferViewArray = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gl = this._gl;\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (texture.width % 4 !== 0) {\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n // Data are known to be in +X +Y +Z -X -Y -Z\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let faceData = data[faceIndex];\r\n\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n <DataView>faceData\r\n );\r\n } else {\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);\r\n }\r\n }\r\n\r\n const isPot = !this.needPOTTextures || (Tools.IsExponentOfTwo(texture.width) && Tools.IsExponentOfTwo(texture.height));\r\n if (isPot && texture.generateMipMaps && level === 0) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faceIndex];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n // this.resetTextureCache();\r\n scene?.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n\r\n/**\r\n * Create a function for createRawTexture3D/createRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeCreateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): InternalTexture {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const source = is3D ? InternalTextureSource.Raw3D : InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n if (is3D) {\r\n texture.is3D = true;\r\n } else {\r\n texture.is2DArray = true;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n if (is3D) {\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n } else {\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n }\r\n this._bindTextureDirectly(target, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n };\r\n}\r\n\r\nThinEngine.prototype.createRawTexture2DArray = _makeCreateRawTextureFunction(false);\r\nThinEngine.prototype.createRawTexture3D = _makeCreateRawTextureFunction(true);\r\n\r\n/**\r\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeUpdateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): void {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const internalType = this._getWebGLTextureType(textureType);\r\n const internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);\r\n\r\n this._bindTextureDirectly(target, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage3D(target, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);\r\n } else {\r\n this._gl.texImage3D(target, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n };\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture2DArray = _makeUpdateRawTextureFunction(false);\r\nThinEngine.prototype.updateRawTexture3D = _makeUpdateRawTextureFunction(true);\r\n"]}
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@@ -2,9 +2,9 @@ import type { InternalTexture } from "../../Materials/Textures/internalTexture";
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2
2
|
import type { Nullable } from "../../types";
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3
3
|
declare module "../../Engines/thinEngine" {
|
|
4
4
|
interface ThinEngine {
|
|
5
|
-
/** @
|
|
5
|
+
/** @internal */
|
|
6
6
|
_readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>, flushRenderer?: boolean, noDataConversion?: boolean, x?: number, y?: number): Promise<ArrayBufferView>;
|
|
7
|
-
/** @
|
|
7
|
+
/** @internal */
|
|
8
8
|
_readTexturePixelsSync(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>, flushRenderer?: boolean, noDataConversion?: boolean, x?: number, y?: number): ArrayBufferView;
|
|
9
9
|
}
|
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10
10
|
}
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@@ -1 +1 @@
|
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|
1
|
-
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @hidden */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @hidden */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\n/**\r\n * Allocate a typed array depending on a texture type. Optionally can copy existing data in the buffer.\r\n * @param type type of the texture\r\n * @param sizeOrDstBuffer size of the array OR an existing buffer that will be used as the destination of the copy (if copyBuffer is provided)\r\n * @param sizeInBytes true if the size of the array is given in bytes, false if it is the number of elements of the array\r\n * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)\r\n * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer\r\n */\r\nexport function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBuffer, sizeInBytes = false, copyBuffer?: ArrayBuffer): ArrayBufferView {\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int8Array(sizeOrDstBuffer) : new Int8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_SHORT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_INT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Float32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n }\r\n\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n}\r\n\r\nThinEngine.prototype._readTexturePixelsSync = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): ArrayBufferView {\r\n const gl = this._gl;\r\n if (!gl) {\r\n throw new Error(\"Engine does not have gl rendering context.\");\r\n }\r\n if (!this._dummyFramebuffer) {\r\n const dummy = gl.createFramebuffer();\r\n\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._hardwareTexture?.underlyingResource, level);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture?.underlyingResource, level);\r\n }\r\n\r\n let readType = texture.type !== undefined ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n\r\n if (!noDataConversion) {\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n } else if (!buffer) {\r\n buffer = allocateAndCopyTypedBuffer(texture.type, 4 * width * height);\r\n }\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n gl.readPixels(x, y, width, height, gl.RGBA, readType, <DataView>buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n\r\n return buffer;\r\n};\r\n\r\nThinEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): Promise<ArrayBufferView> {\r\n return Promise.resolve(this._readTexturePixelsSync(texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y));\r\n};\r\n"]}
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+
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @internal */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\n/**\r\n * Allocate a typed array depending on a texture type. Optionally can copy existing data in the buffer.\r\n * @param type type of the texture\r\n * @param sizeOrDstBuffer size of the array OR an existing buffer that will be used as the destination of the copy (if copyBuffer is provided)\r\n * @param sizeInBytes true if the size of the array is given in bytes, false if it is the number of elements of the array\r\n * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)\r\n * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer\r\n */\r\nexport function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBuffer, sizeInBytes = false, copyBuffer?: ArrayBuffer): ArrayBufferView {\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int8Array(sizeOrDstBuffer) : new Int8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_SHORT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_INT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Float32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n }\r\n\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n}\r\n\r\nThinEngine.prototype._readTexturePixelsSync = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): ArrayBufferView {\r\n const gl = this._gl;\r\n if (!gl) {\r\n throw new Error(\"Engine does not have gl rendering context.\");\r\n }\r\n if (!this._dummyFramebuffer) {\r\n const dummy = gl.createFramebuffer();\r\n\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._hardwareTexture?.underlyingResource, level);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture?.underlyingResource, level);\r\n }\r\n\r\n let readType = texture.type !== undefined ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n\r\n if (!noDataConversion) {\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n } else if (!buffer) {\r\n buffer = allocateAndCopyTypedBuffer(texture.type, 4 * width * height);\r\n }\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n gl.readPixels(x, y, width, height, gl.RGBA, readType, <DataView>buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n\r\n return buffer;\r\n};\r\n\r\nThinEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0\r\n): Promise<ArrayBufferView> {\r\n return Promise.resolve(this._readTexturePixelsSync(texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y));\r\n};\r\n"]}
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@@ -33,9 +33,9 @@ declare module "../../Engines/thinEngine" {
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* @returns the effective sample count (could be 0 if multisample render targets are not supported)
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*/
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updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;
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-
/** @
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+
/** @internal */
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_createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;
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-
/** @
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+
/** @internal */
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_createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;
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}
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}
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@@ -1 +1 @@
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1
|
-
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @hidden */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @hidden */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
|
|
1
|
+
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{ InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { RenderTargetWrapper } from \"../renderTargetWrapper\";\r\nimport { WebGLRenderTargetWrapper } from \"../WebGL/webGLRenderTargetWrapper\";\r\nimport type { WebGLHardwareTexture } from \"../WebGL/webGLHardwareTexture\";\r\n\r\nimport { Constants } from \"../constants\";\r\n\r\n/**\r\n * Type used to define a texture size (either with a number or with a rect width and height)\r\n * @deprecated please use TextureSize instead\r\n */\r\nexport type RenderTargetTextureSize = TextureSize;\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target wrapper ready to render texture\r\n */\r\n createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;\r\n\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created\r\n * @returns The texture\r\n */\r\n createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see https://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param rtWrapper defines the render target wrapper to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n updateRenderTargetTextureSampleCount(rtWrapper: Nullable<RenderTargetWrapper>, samples: number): number;\r\n\r\n /** @internal */\r\n _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;\r\n\r\n /** @internal */\r\n _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;\r\n }\r\n}\r\n\r\nThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper {\r\n const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);\r\n this._renderTargetWrapperCache.push(rtWrapper);\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createRenderTargetTexture = function (this: ThinEngine, size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper {\r\n const rtWrapper = this._createHardwareRenderTargetWrapper(false, false, size) as WebGLRenderTargetWrapper;\r\n\r\n const fullOptions: RenderTargetCreationOptions = {};\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateDepthBuffer = !!options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = !!options.generateStencilBuffer;\r\n fullOptions.noColorTarget = !!options.noColorTarget;\r\n } else {\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.noColorTarget = false;\r\n }\r\n\r\n const texture = fullOptions.noColorTarget ? null : this._createInternalTexture(size, options, true, InternalTextureSource.RenderTarget);\r\n const width = (<{ width: number; height: number; layers?: number }>size).width || <number>size;\r\n const height = (<{ width: number; height: number; layers?: number }>size).height || <number>size;\r\n\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n const gl = this._gl;\r\n\r\n // Create the framebuffer\r\n const framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n\r\n // No need to rebind on every frame\r\n if (texture && !texture.is2DArray) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture!.underlyingResource, 0);\r\n }\r\n\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n rtWrapper._framebuffer = framebuffer;\r\n rtWrapper._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n rtWrapper._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n\r\n rtWrapper.setTextures(texture);\r\n\r\n return rtWrapper;\r\n};\r\n\r\nThinEngine.prototype.createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n if (options.isCube) {\r\n const width = (<{ width: number; height: number }>size).width || <number>size;\r\n return this._createDepthStencilCubeTexture(width, options, rtWrapper);\r\n } else {\r\n return this._createDepthStencilTexture(size, options, rtWrapper);\r\n }\r\n};\r\n\r\nThinEngine.prototype._createDepthStencilTexture = function (size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture {\r\n const gl = this._gl;\r\n const layers = (<{ width: number; height: number; layers?: number }>size).layers || 0;\r\n const target = layers !== 0 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D;\r\n const internalTexture = new InternalTexture(this, InternalTextureSource.DepthStencil);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n\r\n const internalOptions = {\r\n bilinearFiltering: false,\r\n comparisonFunction: 0,\r\n generateStencil: false,\r\n ...options,\r\n };\r\n\r\n this._bindTextureDirectly(target, internalTexture, true);\r\n\r\n this._setupDepthStencilTexture(\r\n internalTexture,\r\n size,\r\n internalOptions.generateStencil,\r\n internalOptions.comparisonFunction === 0 ? false : internalOptions.bilinearFiltering,\r\n internalOptions.comparisonFunction\r\n );\r\n\r\n if (internalOptions.depthTextureFormat !== undefined) {\r\n if (\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH16 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32_FLOAT &&\r\n internalOptions.depthTextureFormat !== Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8\r\n ) {\r\n Logger.Error(\"Depth texture format is not supported.\");\r\n return internalTexture;\r\n }\r\n internalTexture.format = internalOptions.depthTextureFormat;\r\n } else {\r\n internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH24;\r\n }\r\n\r\n const hasStencil =\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8;\r\n\r\n rtWrapper._depthStencilTexture = internalTexture;\r\n rtWrapper._depthStencilTextureWithStencil = hasStencil;\r\n\r\n let type = gl.UNSIGNED_INT;\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n type = gl.UNSIGNED_SHORT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n type = gl.UNSIGNED_INT_24_8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n type = gl.FLOAT;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n\r\n const format = hasStencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT;\r\n let internalFormat = format;\r\n if (this.webGLVersion > 1) {\r\n if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH16) {\r\n internalFormat = gl.DEPTH_COMPONENT16;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24) {\r\n internalFormat = gl.DEPTH_COMPONENT24;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 || internalTexture.format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8) {\r\n internalFormat = gl.DEPTH24_STENCIL8;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT) {\r\n internalFormat = gl.DEPTH_COMPONENT32F;\r\n } else if (internalTexture.format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8) {\r\n internalFormat = gl.DEPTH32F_STENCIL8;\r\n }\r\n }\r\n\r\n if (internalTexture.is2DArray) {\r\n gl.texImage3D(target, 0, internalFormat, internalTexture.width, internalTexture.height, layers, 0, format, type, null);\r\n } else {\r\n gl.texImage2D(target, 0, internalFormat, internalTexture.width, internalTexture.height, 0, format, type, null);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(internalTexture);\r\n\r\n // Dispose previous depth/stencil render buffers and clear the corresponding attachment.\r\n // Next time this framebuffer is bound, the new depth/stencil texture will be attached.\r\n const glRtWrapper = <WebGLRenderTargetWrapper>(rtWrapper as any);\r\n if (glRtWrapper._depthStencilBuffer) {\r\n const currentFrameBuffer = this._currentFramebuffer;\r\n this._bindUnboundFramebuffer(glRtWrapper._framebuffer);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, null);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n\r\n gl.deleteRenderbuffer(glRtWrapper._depthStencilBuffer);\r\n glRtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n return internalTexture;\r\n};\r\n\r\nThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper: Nullable<WebGLRenderTargetWrapper>, samples: number): number {\r\n if (this.webGLVersion < 2 || !rtWrapper || !rtWrapper.texture) {\r\n return 1;\r\n }\r\n\r\n if (rtWrapper.samples === samples) {\r\n return samples;\r\n }\r\n\r\n const gl = this._gl;\r\n\r\n samples = Math.min(samples, this.getCaps().maxMSAASamples);\r\n\r\n // Dispose previous render buffers\r\n if (rtWrapper._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(rtWrapper._depthStencilBuffer);\r\n rtWrapper._depthStencilBuffer = null;\r\n }\r\n\r\n if (rtWrapper._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(rtWrapper._MSAAFramebuffer);\r\n rtWrapper._MSAAFramebuffer = null;\r\n }\r\n\r\n const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture;\r\n if (hardwareTexture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer);\r\n hardwareTexture._MSAARenderBuffer = null;\r\n }\r\n\r\n if (samples > 1 && gl.renderbufferStorageMultisample) {\r\n const framebuffer = gl.createFramebuffer();\r\n\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n rtWrapper._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(rtWrapper._MSAAFramebuffer);\r\n\r\n const colorRenderbuffer = this._createRenderBuffer(\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples,\r\n -1 /* not used */,\r\n this._getRGBAMultiSampleBufferFormat(rtWrapper.texture.type),\r\n gl.COLOR_ATTACHMENT0,\r\n false\r\n );\r\n\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n\r\n hardwareTexture._MSAARenderBuffer = colorRenderbuffer;\r\n } else {\r\n this._bindUnboundFramebuffer(rtWrapper._framebuffer);\r\n }\r\n\r\n rtWrapper.texture.samples = samples;\r\n rtWrapper._depthStencilBuffer = this._setupFramebufferDepthAttachments(\r\n rtWrapper._generateStencilBuffer,\r\n rtWrapper._generateDepthBuffer,\r\n rtWrapper.texture.width,\r\n rtWrapper.texture.height,\r\n samples\r\n );\r\n\r\n this._bindUnboundFramebuffer(null);\r\n\r\n return samples;\r\n};\r\n"]}
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@@ -1,9 +1,9 @@
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1
1
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import type { Nullable } from "../../types";
|
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2
2
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declare module "../../Engines/engine" {
|
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3
3
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interface Engine {
|
|
4
|
-
/** @
|
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4
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+
/** @internal */
|
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5
5
|
_excludedCompressedTextures: string[];
|
|
6
|
-
/** @
|
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6
|
+
/** @internal */
|
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7
7
|
_textureFormatInUse: string;
|
|
8
8
|
/**
|
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9
9
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* Gets the list of texture formats supported
|
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"engine.textureSelector.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.textureSelector.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAoDnC,SAAS,mBAAmB,CAAe,GAAW;IAClD,MAAM,SAAS,GAAG,CAAC,KAAa,EAAE,EAAE;QAChC,MAAM,eAAe,GAAW,KAAK,GAAG,KAAK,GAAG,KAAK,CAAC;QACtD,OAAO,GAAG,IAAI,CAAC,GAAG,KAAK,KAAK,IAAI,GAAG,CAAC,KAAK,CAAC,IAAI,MAAM,CAAC,eAAe,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;IACjF,CAAC,CAAC;IAEF,IAAI,IAAI,CAAC,2BAA2B,IAAI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,SAAS,CAAC,EAAE;QACtF,OAAO,GAAG,CAAC;KACd;IAED,MAAM,OAAO,GAAG,GAAG,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IACrC,MAAM,gBAAgB,GAAG,GAAG,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IAC9C,MAAM,WAAW,GAAG,gBAAgB,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,gBAAgB,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;IAC7F,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,mBAAmB,GAAG,WAAW,CAAC;AACrG,CAAC;AAED,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACzD,GAAG,EAAE;QACD,wEAAwE;QACxE,qFAAqF;QACrF,2DAA2D;QAC3D,6EAA6E;QAC7E,4EAA4E;QAC5E,MAAM,iBAAiB,GAAG,IAAI,KAAK,EAAU,CAAC;QAC9C,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACtC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE;YAClB,iBAAiB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;SACxC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC,SAAS,EAAE,oBAAoB,EAAE;IAC1D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC;IAC5C,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,MAAM,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,YAA2B;IACnF,IAAI,CAAC,2BAA2B,GAAG,YAAY,CAAC;AACpD,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,gBAA+B;IAC9E,MAAM,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;IACjD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,IAAI,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;QAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,IAAI,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;YAC3D,IAAI,iBAAiB,CAAC,CAAC,CAAC,KAAK,gBAAgB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,EAAE;gBAC5D,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC3D,OAAO,CAAC,IAAI,CAAC,mBAAmB,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5D;SACJ;KACJ;IACD,4EAA4E;IAC5E,iCAAiC;IACjC,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IAC9B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;IACjC,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Engine } from \"../engine\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @
|
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1
|
+
{"version":3,"file":"engine.textureSelector.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.textureSelector.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AAoDnC,SAAS,mBAAmB,CAAe,GAAW;IAClD,MAAM,SAAS,GAAG,CAAC,KAAa,EAAE,EAAE;QAChC,MAAM,eAAe,GAAW,KAAK,GAAG,KAAK,GAAG,KAAK,CAAC;QACtD,OAAO,GAAG,IAAI,CAAC,GAAG,KAAK,KAAK,IAAI,GAAG,CAAC,KAAK,CAAC,IAAI,MAAM,CAAC,eAAe,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC;IACjF,CAAC,CAAC;IAEF,IAAI,IAAI,CAAC,2BAA2B,IAAI,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,SAAS,CAAC,EAAE;QACtF,OAAO,GAAG,CAAC;KACd;IAED,MAAM,OAAO,GAAG,GAAG,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IACrC,MAAM,gBAAgB,GAAG,GAAG,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IAC9C,MAAM,WAAW,GAAG,gBAAgB,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,gBAAgB,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;IAC7F,OAAO,CAAC,OAAO,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,mBAAmB,GAAG,WAAW,CAAC;AACrG,CAAC;AAED,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC,SAAS,EAAE,mBAAmB,EAAE;IACzD,GAAG,EAAE;QACD,wEAAwE;QACxE,qFAAqF;QACrF,2DAA2D;QAC3D,6EAA6E;QAC7E,4EAA4E;QAC5E,MAAM,iBAAiB,GAAG,IAAI,KAAK,EAAU,CAAC;QAC9C,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;SACtC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE;YAClB,iBAAiB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;SACxC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;YACjB,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;SACvC;QACD,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,MAAM,CAAC,cAAc,CAAC,MAAM,CAAC,SAAS,EAAE,oBAAoB,EAAE;IAC1D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC;IAC5C,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,MAAM,CAAC,SAAS,CAAC,8BAA8B,GAAG,UAAU,YAA2B;IACnF,IAAI,CAAC,2BAA2B,GAAG,YAAY,CAAC;AACpD,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,gBAA+B;IAC9E,MAAM,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,CAAC;IACjD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,IAAI,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;QAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,IAAI,GAAG,gBAAgB,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,EAAE,CAAC,EAAE,EAAE;YAC3D,IAAI,iBAAiB,CAAC,CAAC,CAAC,KAAK,gBAAgB,CAAC,CAAC,CAAC,CAAC,WAAW,EAAE,EAAE;gBAC5D,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;gBAC3D,OAAO,CAAC,IAAI,CAAC,mBAAmB,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC;aAC5D;SACJ;KACJ;IACD,4EAA4E;IAC5E,iCAAiC;IACjC,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IAC9B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;IACjC,OAAO,IAAI,CAAC;AAChB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Engine } from \"../engine\";\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /** @internal */\r\n _excludedCompressedTextures: string[];\r\n\r\n /** @internal */\r\n _textureFormatInUse: string;\r\n\r\n /**\r\n * Gets the list of texture formats supported\r\n */\r\n readonly texturesSupported: Array<string>;\r\n\r\n /**\r\n * Gets the texture format in use\r\n */\r\n readonly textureFormatInUse: Nullable<string>;\r\n\r\n /**\r\n * Set the compressed texture extensions or file names to skip.\r\n *\r\n * @param skippedFiles defines the list of those texture files you want to skip\r\n * Example: [\".dds\", \".env\", \"myfile.png\"]\r\n */\r\n setCompressedTextureExclusions(skippedFiles: Array<string>): void;\r\n\r\n /**\r\n * Set the compressed texture format to use, based on the formats you have, and the formats\r\n * supported by the hardware / browser.\r\n *\r\n * Khronos Texture Container (.ktx) files are used to support this. This format has the\r\n * advantage of being specifically designed for OpenGL. Header elements directly correspond\r\n * to API arguments needed to compressed textures. This puts the burden on the container\r\n * generator to house the arcane code for determining these for current & future formats.\r\n *\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n *\r\n * Note: The result of this call is not taken into account when a texture is base64.\r\n *\r\n * @param formatsAvailable defines the list of those format families you have created\r\n * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)\r\n *\r\n * Current families are astc, dxt, pvrtc, etc2, & etc1.\r\n * @returns The extension selected.\r\n */\r\n setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;\r\n }\r\n}\r\n\r\nfunction transformTextureUrl(this: Engine, url: string): string {\r\n const excludeFn = (entry: string) => {\r\n const strRegExPattern: string = \"\\\\b\" + entry + \"\\\\b\";\r\n return url && (url === entry || url.match(new RegExp(strRegExPattern, \"g\")));\r\n };\r\n\r\n if (this._excludedCompressedTextures && this._excludedCompressedTextures.some(excludeFn)) {\r\n return url;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const lastQuestionMark = url.lastIndexOf(\"?\");\r\n const querystring = lastQuestionMark > -1 ? url.substring(lastQuestionMark, url.length) : \"\";\r\n return (lastDot > -1 ? url.substring(0, lastDot) : url) + this._textureFormatInUse + querystring;\r\n}\r\n\r\nObject.defineProperty(Engine.prototype, \"texturesSupported\", {\r\n get: function (this: Engine) {\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n const texturesSupported = new Array<string>();\r\n if (this._caps.astc) {\r\n texturesSupported.push(\"-astc.ktx\");\r\n }\r\n if (this._caps.s3tc) {\r\n texturesSupported.push(\"-dxt.ktx\");\r\n }\r\n if (this._caps.pvrtc) {\r\n texturesSupported.push(\"-pvrtc.ktx\");\r\n }\r\n if (this._caps.etc2) {\r\n texturesSupported.push(\"-etc2.ktx\");\r\n }\r\n if (this._caps.etc1) {\r\n texturesSupported.push(\"-etc1.ktx\");\r\n }\r\n return texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Engine.prototype, \"textureFormatInUse\", {\r\n get: function (this: Engine) {\r\n return this._textureFormatInUse || null;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nEngine.prototype.setCompressedTextureExclusions = function (skippedFiles: Array<string>): void {\r\n this._excludedCompressedTextures = skippedFiles;\r\n};\r\n\r\nEngine.prototype.setTextureFormatToUse = function (formatsAvailable: Array<string>): Nullable<string> {\r\n const texturesSupported = this.texturesSupported;\r\n for (let i = 0, len1 = texturesSupported.length; i < len1; i++) {\r\n for (let j = 0, len2 = formatsAvailable.length; j < len2; j++) {\r\n if (texturesSupported[i] === formatsAvailable[j].toLowerCase()) {\r\n this._transformTextureUrl = transformTextureUrl.bind(this);\r\n return (this._textureFormatInUse = texturesSupported[i]);\r\n }\r\n }\r\n }\r\n // actively set format to nothing, to allow this to be called more than once\r\n // and possibly fail the 2nd time\r\n this._textureFormatInUse = \"\";\r\n this._transformTextureUrl = null;\r\n return null;\r\n};\r\n"]}
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@@ -1,6 +1,6 @@
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1
1
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import type { Nullable } from "../../types";
|
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2
2
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import type { DataBuffer } from "../../Buffers/dataBuffer";
|
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3
|
-
/** @
|
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3
|
+
/** @internal */
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4
4
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export declare var _forceTransformFeedbackToBundle: boolean;
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5
5
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declare module "../../Engines/engine" {
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6
6
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interface Engine {
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"engine.transformFeedback.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.transformFeedback.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,
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1
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+
{"version":3,"file":"engine.transformFeedback.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Engines/Extensions/engine.transformFeedback.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,gBAAgB;AAChB,kCAAkC;AAClC,MAAM,CAAC,IAAI,+BAA+B,GAAG,IAAI,CAAC;AAiDlD,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG;IACvC,MAAM,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,uBAAuB,EAAE,CAAC;IAC7D,IAAI,CAAC,iBAAiB,EAAE;QACpB,MAAM,IAAI,KAAK,CAAC,qCAAqC,CAAC,CAAC;KAC1D;IACD,OAAO,iBAAiB,CAAC;AAC7B,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,uBAAuB,GAAG,UAAU,KAA6B;IAC9E,IAAI,CAAC,GAAG,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;AAC5C,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,qBAAqB,GAAG,UAAU,KAAuC;IACtF,IAAI,CAAC,GAAG,CAAC,qBAAqB,CAAC,IAAI,CAAC,GAAG,CAAC,kBAAkB,EAAE,KAAK,CAAC,CAAC;AACvE,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,sBAAsB,GAAG,UAAU,YAAqB,IAAI;IACzE,IAAI,CAAC,GAAG,CAAC,sBAAsB,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;AACtF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,oBAAoB,GAAG;IACpC,IAAI,CAAC,GAAG,CAAC,oBAAoB,EAAE,CAAC;AACpC,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,OAAqB,EAAE,KAAe;IAC3F,IAAI,CAAC,GAAG,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;AACrF,CAAC,CAAC;AAEF,MAAM,CAAC,SAAS,CAAC,2BAA2B,GAAG,UAAU,KAA2B;IAChF,IAAI,CAAC,GAAG,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,CAAC,yBAAyB,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;AAC5G,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport type { DataBuffer } from \"../../Buffers/dataBuffer\";\r\n\r\n/** @internal */\r\n// eslint-disable-next-line no-var\r\nexport var _forceTransformFeedbackToBundle = true;\r\n\r\ndeclare module \"../../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Creates a webGL transform feedback object\r\n * Please makes sure to check webGLVersion property to check if you are running webGL 2+\r\n * @returns the webGL transform feedback object\r\n */\r\n createTransformFeedback(): WebGLTransformFeedback;\r\n\r\n /**\r\n * Delete a webGL transform feedback object\r\n * @param value defines the webGL transform feedback object to delete\r\n */\r\n deleteTransformFeedback(value: WebGLTransformFeedback): void;\r\n\r\n /**\r\n * Bind a webGL transform feedback object to the webgl context\r\n * @param value defines the webGL transform feedback object to bind\r\n */\r\n bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;\r\n\r\n /**\r\n * Begins a transform feedback operation\r\n * @param usePoints defines if points or triangles must be used\r\n */\r\n beginTransformFeedback(usePoints: boolean): void;\r\n\r\n /**\r\n * Ends a transform feedback operation\r\n */\r\n endTransformFeedback(): void;\r\n\r\n /**\r\n * Specify the varyings to use with transform feedback\r\n * @param program defines the associated webGL program\r\n * @param value defines the list of strings representing the varying names\r\n */\r\n setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;\r\n\r\n /**\r\n * Bind a webGL buffer for a transform feedback operation\r\n * @param value defines the webGL buffer to bind\r\n */\r\n bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;\r\n }\r\n}\r\n\r\nEngine.prototype.createTransformFeedback = function (): WebGLTransformFeedback {\r\n const transformFeedback = this._gl.createTransformFeedback();\r\n if (!transformFeedback) {\r\n throw new Error(\"Unable to create Transform Feedback\");\r\n }\r\n return transformFeedback;\r\n};\r\n\r\nEngine.prototype.deleteTransformFeedback = function (value: WebGLTransformFeedback): void {\r\n this._gl.deleteTransformFeedback(value);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedback = function (value: Nullable<WebGLTransformFeedback>): void {\r\n this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);\r\n};\r\n\r\nEngine.prototype.beginTransformFeedback = function (usePoints: boolean = true): void {\r\n this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);\r\n};\r\n\r\nEngine.prototype.endTransformFeedback = function (): void {\r\n this._gl.endTransformFeedback();\r\n};\r\n\r\nEngine.prototype.setTranformFeedbackVaryings = function (program: WebGLProgram, value: string[]): void {\r\n this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);\r\n};\r\n\r\nEngine.prototype.bindTransformFeedbackBuffer = function (value: Nullable<DataBuffer>): void {\r\n this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value ? value.underlyingResource : null);\r\n};\r\n"]}
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@@ -23,7 +23,7 @@ export declare class EngineView {
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}
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declare module "../../Engines/engine" {
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interface Engine {
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/** @
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/** @internal */
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_inputElement: Nullable<HTMLElement>;
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/**
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* Gets or sets the HTML element to use for attaching events
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@@ -31,7 +31,7 @@ declare module "../../Engines/engine" {
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inputElement: Nullable<HTMLElement>;
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/**
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* Observable to handle when a change to inputElement occurs
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* @
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* @internal
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*/
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_onEngineViewChanged?: () => void;
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/**
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