@babylonjs/core 5.35.1 → 5.37.0
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/Audio/sound.d.ts +5 -0
- package/Audio/sound.js +7 -0
- package/Audio/sound.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +2 -2
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Debug/physicsViewer.d.ts +4 -3
- package/Debug/physicsViewer.js +2 -2
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +4 -0
- package/Engines/Extensions/engine.views.js +61 -42
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +3 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -3
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +2 -3
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +2 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +2 -3
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +4 -5
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +35 -19
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +2 -3
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +2 -2
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +7 -6
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +10 -8
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +6 -5
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +10 -8
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +10 -8
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +4 -4
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js +2 -0
- package/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +19 -1
- package/Materials/Node/nodeMaterial.js +30 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +5 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +13 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -1
- package/Materials/Textures/baseTexture.js +3 -2
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +2 -0
- package/Materials/Textures/internalTexture.js +4 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +0 -2
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +2 -0
- package/Materials/Textures/texture.js +35 -7
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +5 -0
- package/Materials/Textures/videoTexture.js +27 -23
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.js +3 -0
- package/Materials/materialHelper.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -4
- package/Meshes/abstractMesh.js +4 -4
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/copyTextureToTexture.d.ts +9 -2
- package/Misc/copyTextureToTexture.js +23 -1
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/virtualJoystick.d.ts +1 -0
- package/Misc/virtualJoystick.js +6 -0
- package/Misc/virtualJoystick.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +15 -1
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +24 -2
- package/Particles/gpuParticleSystem.js +98 -43
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +6 -1
- package/Particles/particleSystem.js +7 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Physics/IPhysicsEngine.d.ts +8 -108
- package/Physics/IPhysicsEngine.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
- package/Physics/Plugins/ammoJSPlugin.js +2 -1414
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
- package/Physics/Plugins/cannonJSPlugin.js +2 -664
- package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
- package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
- package/Physics/Plugins/oimoJSPlugin.js +2 -432
- package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
- package/Physics/index.d.ts +3 -6
- package/Physics/index.js +3 -6
- package/Physics/index.js.map +1 -1
- package/Physics/physicsEngine.d.ts +1 -135
- package/Physics/physicsEngine.js +2 -221
- package/Physics/physicsEngine.js.map +1 -1
- package/Physics/physicsEngineComponent.d.ts +7 -42
- package/Physics/physicsEngineComponent.js +11 -71
- package/Physics/physicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +1 -411
- package/Physics/physicsHelper.js +2 -708
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/physicsImpostor.d.ts +1 -640
- package/Physics/physicsImpostor.js +2 -1004
- package/Physics/physicsImpostor.js.map +1 -1
- package/Physics/physicsJoint.d.ts +1 -275
- package/Physics/physicsJoint.js +2 -222
- package/Physics/physicsJoint.js.map +1 -1
- package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
- package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
- package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
- package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
- package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
- package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
- package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
- package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
- package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
- package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
- package/Physics/v1/Plugins/index.js.map +1 -0
- package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
- package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
- package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
- package/Physics/v1/index.d.ts +7 -0
- package/Physics/v1/index.js +9 -0
- package/Physics/v1/index.js.map +1 -0
- package/Physics/v1/physicsEngine.d.ts +147 -0
- package/Physics/v1/physicsEngine.js +237 -0
- package/Physics/v1/physicsEngine.js.map +1 -0
- package/Physics/v1/physicsEngineComponent.d.ts +45 -0
- package/Physics/v1/physicsEngineComponent.js +70 -0
- package/Physics/v1/physicsEngineComponent.js.map +1 -0
- package/Physics/v1/physicsHelper.d.ts +411 -0
- package/Physics/v1/physicsHelper.js +709 -0
- package/Physics/v1/physicsHelper.js.map +1 -0
- package/Physics/v1/physicsImpostor.d.ts +636 -0
- package/Physics/v1/physicsImpostor.js +1001 -0
- package/Physics/v1/physicsImpostor.js.map +1 -0
- package/Physics/v1/physicsJoint.d.ts +275 -0
- package/Physics/v1/physicsJoint.js +223 -0
- package/Physics/v1/physicsJoint.js.map +1 -0
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
- package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
- package/Physics/v2/Plugins/index.d.ts +0 -0
- package/Physics/v2/Plugins/index.js +2 -0
- package/Physics/v2/Plugins/index.js.map +1 -0
- package/Physics/v2/index.d.ts +6 -0
- package/Physics/v2/index.js +8 -0
- package/Physics/v2/index.js.map +1 -0
- package/Physics/v2/physicsAggregate.d.ts +114 -0
- package/Physics/v2/physicsAggregate.js +46 -0
- package/Physics/v2/physicsAggregate.js.map +1 -0
- package/Physics/v2/physicsBody.d.ts +109 -0
- package/Physics/v2/physicsBody.js +158 -0
- package/Physics/v2/physicsBody.js.map +1 -0
- package/Physics/v2/physicsConstraint.d.ts +184 -0
- package/Physics/v2/physicsConstraint.js +257 -0
- package/Physics/v2/physicsConstraint.js.map +1 -0
- package/Physics/v2/physicsEngine.d.ts +103 -0
- package/Physics/v2/physicsEngine.js +146 -0
- package/Physics/v2/physicsEngine.js.map +1 -0
- package/Physics/v2/physicsEngineComponent.d.ts +31 -0
- package/Physics/v2/physicsEngineComponent.js +50 -0
- package/Physics/v2/physicsEngineComponent.js.map +1 -0
- package/Physics/v2/physicsMaterial.d.ts +45 -0
- package/Physics/v2/physicsMaterial.js +67 -0
- package/Physics/v2/physicsMaterial.js.map +1 -0
- package/Physics/v2/physicsShape.d.ts +182 -0
- package/Physics/v2/physicsShape.js +229 -0
- package/Physics/v2/physicsShape.js.map +1 -0
- package/PostProcesses/postProcess.d.ts +3 -1
- package/PostProcesses/postProcess.js +4 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
- package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
- package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
- package/Rendering/fluidRenderer/index.d.ts +5 -0
- package/Rendering/fluidRenderer/index.js +6 -0
- package/Rendering/fluidRenderer/index.js.map +1 -0
- package/Rendering/index.d.ts +1 -0
- package/Rendering/index.js +2 -0
- package/Rendering/index.js.map +1 -1
- package/Shaders/copyTextureToTexture.fragment.js +4 -1
- package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
- package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
- package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
- package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
- package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
- package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
- package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
- package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
- package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
- package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
- package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
- package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
- package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
- package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
- package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
- package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
- package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
- package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
- package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingRender.fragment.js +46 -0
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
- package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
- package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
- package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
- 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/WebXRHandTracking.js +1 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +6 -1
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +3 -0
- package/sceneComponent.js +3 -0
- package/sceneComponent.js.map +1 -1
- package/Physics/Plugins/index.js.map +0 -1
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\ndeclare type ThinEngine = import(\"../../Engines/thinEngine\").ThinEngine;\r\ndeclare type BaseTexture = import(\"../../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type SphericalPolynomial = import(\"../../Maths/sphericalPolynomial\").SphericalPolynomial;\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas()!, this.invertY, undefined, undefined, true);\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n }\r\n }\r\n}\r\n"]}
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1
|
+
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{ Observable } from \"../../Misc/observable\";\r\nimport type { Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\ndeclare type ThinEngine = import(\"../../Engines/thinEngine\").ThinEngine;\r\ndeclare type BaseTexture = import(\"../../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type SphericalPolynomial = import(\"../../Maths/sphericalPolynomial\").SphericalPolynomial;\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n private _engine: ThinEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): ThinEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas()!, this.invertY, undefined, undefined, true);\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.isCube, this.width, this.height);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n }\r\n }\r\n}\r\n"]}
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@@ -74,7 +74,6 @@ export class MirrorTexture extends RenderTargetTexture {
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scene.setTransformMatrix(this._transformMatrix, scene.getProjectionMatrix());
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saveClipPlane = scene.clipPlane;
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scene.clipPlane = this.mirrorPlane;
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scene.getEngine().cullBackFaces = false;
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scene._mirroredCameraPosition = Vector3.TransformCoordinates(scene.activeCamera.globalPosition, this._mirrorMatrix);
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});
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this.onAfterRenderObservable.add(() => {
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@@ -82,7 +81,6 @@ export class MirrorTexture extends RenderTargetTexture {
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scene.setSceneUniformBuffer(this._currentSceneUBO);
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}
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scene.updateTransformMatrix();
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scene.getEngine().cullBackFaces = null;
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scene._mirroredCameraPosition = null;
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scene.clipPlane = saveClipPlane;
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});
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"mirrorTexture.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/Textures/mirrorTexture.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAEnF,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AAE/C;;;;;;GAMG;AACH,MAAM,OAAO,aAAc,SAAQ,mBAAmB;IA0HlD;;;;;;;;;;;;;;OAcG;IACH,YACI,IAAY,EACZ,IAAoE,EACpE,KAAa,EACb,eAAyB,EACzB,OAAe,SAAS,CAAC,wBAAwB,EACjD,YAAY,GAAG,OAAO,CAAC,qBAAqB,EAC5C,mBAAmB,GAAG,IAAI;QAE1B,KAAK,CAAC,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,EAAE,YAAY,EAAE,mBAAmB,CAAC,CAAC;QAjJpG;;;;WAIG;QACI,gBAAW,GAAG,IAAI,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAwGnC,qBAAgB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QACjC,kBAAa,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAI9B,wBAAmB,GAAG,CAAC,CAAC;QACxB,iBAAY,GAAG,CAAC,CAAC;QACjB,iBAAY,GAAG,CAAC,CAAC;QACjB,eAAU,GAAG,GAAG,CAAC;QA8BrB,KAAK,GAAU,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE/B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QACD,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QAEjC,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,oCAAoC,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvG,IAAI,CAAC,iBAAiB,EAAE,CAAC;QAC7B,CAAC,CAAC,CAAC;QAEH,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,IAAI,MAAM,CAAC,sBAAsB,EAAE;YAC/B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC,wBAAwB,CAAC,mCAAmC,IAAI,IAAI,CAAC,CAAC;SAChG;QAED,IAAI,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;;YACjC,MAAA,MAAM,CAAC,eAAe,uDAAG,yBAAyB,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC;QACjE,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;;YAClC,MAAA,MAAM,CAAC,cAAc,uDAAG,CAAC,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;QAEH,IAAI,aAA8B,CAAC;QAEnC,IAAI,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,IAAI,CAAC,gBAAgB,GAAG,KAAM,CAAC,qBAAqB,EAAE,CAAC;gBACvD,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBAC7C,KAAM,CAAC,qBAAqB,EAAE,CAAC,YAAY,EAAE,CAAC;aACjD;YAED,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAC7D,IAAI,CAAC,aAAa,CAAC,aAAa,CAAC,KAAM,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEhF,KAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,gBAAgB,EAAE,KAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAE/E,aAAa,GAAG,KAAM,CAAC,SAAS,CAAC;YACjC,KAAM,CAAC,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC;YAEpC,KAAM,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,KAAK,CAAC;YAEzC,KAAM,CAAC,uBAAuB,GAAG,OAAO,CAAC,oBAAoB,CAAU,KAAM,CAAC,YAAa,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACpI,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,GAAG,EAAE;YAClC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,KAAM,CAAC,qBAAqB,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;aACvD;YACD,KAAM,CAAC,qBAAqB,EAAE,CAAC;YAC/B,KAAM,CAAC,SAAS,EAAE,CAAC,aAAa,GAAG,IAAI,CAAC;YACxC,KAAM,CAAC,uBAAuB,GAAG,IAAI,CAAC;YAEtC,KAAM,CAAC,SAAS,GAAG,aAAa,CAAC;QACrC,CAAC,CAAC,CAAC;IACP,CAAC;IAtMD;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;YAC3B,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAED;;;OAGG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAEO,sBAAsB;QAC1B,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;QAE5C,MAAM,EAAE,GAAG,IAAI,CAAC,cAAc,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAC3D,MAAM,EAAE,GAAG,IAAI,CAAC,eAAe,EAAE,GAAG,MAAM,CAAC,eAAe,EAAE,CAAC;QAC7D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;QACjD,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,mBAAmB,GAAG,EAAE,CAAC;IACrD,CAAC;IAES,eAAe;QACrB,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;YACxC,IAAI,CAAC,IAAI,CAAC,mBAAmB,EAAE;gBAC3B,IAAI,CAAC,qBAAqB,EAAE,CAAC;aAChC;SACJ;QAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,CAAC,sBAAsB,EAAE,CAAC;SACjC;IACL,CAAC;IAEO,iBAAiB;QACrB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QAED,IAAI,CAAC,UAAU,GAAG,CAAC,KAAK,CAAC,4BAA4B,CAAC,SAAS,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;IAC9H,CAAC;IAsGO,qBAAqB;QACzB,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QAE9B,IAAI,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,EAAE;YACxC,MAAM,MAAM,GAAW,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC;YAEpD,MAAM,WAAW,GACb,MAAM,CAAC,OAAO,EAAE,CAAC,kBAAkB,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC,2BAA2B,CAAC,CAAC,CAAC,SAAS,CAAC,iBAAiB,CAAC,CAAC,CAAC,SAAS,CAAC,sBAAsB,CAAC;YAEzJ,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAC7B,iBAAiB,EACjB,IAAI,OAAO,CAAC,GAAG,EAAE,CAA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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!.getEngine().cullBackFaces = false;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!.getEngine().cullBackFaces = null;\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
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+
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type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport { BlurPostProcess } from \"../../PostProcesses/blurPostProcess\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\n/**\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrortexture\r\n */\r\nexport class MirrorTexture extends RenderTargetTexture {\r\n /**\r\n * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.\r\n * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n */\r\n public mirrorPlane = new Plane(0, 1, 0, 1);\r\n\r\n /**\r\n * Define the blur ratio used to blur the reflection if needed.\r\n */\r\n public set blurRatio(value: number) {\r\n if (this._blurRatio === value) {\r\n return;\r\n }\r\n\r\n this._blurRatio = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurRatio(): number {\r\n return this._blurRatio;\r\n }\r\n\r\n /**\r\n * Define the adaptive blur kernel used to blur the reflection if needed.\r\n * This will autocompute the closest best match for the `blurKernel`\r\n */\r\n public set adaptiveBlurKernel(value: number) {\r\n this._adaptiveBlurKernel = value;\r\n this._autoComputeBlurKernel();\r\n }\r\n\r\n /**\r\n * Define the blur kernel used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernel(value: number) {\r\n this.blurKernelX = value;\r\n this.blurKernelY = value;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the X Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelX(value: number) {\r\n if (this._blurKernelX === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelX = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelX(): number {\r\n return this._blurKernelX;\r\n }\r\n\r\n /**\r\n * Define the blur kernel on the Y Axis used to blur the reflection if needed.\r\n * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.\r\n */\r\n public set blurKernelY(value: number) {\r\n if (this._blurKernelY === value) {\r\n return;\r\n }\r\n\r\n this._blurKernelY = value;\r\n this._preparePostProcesses();\r\n }\r\n\r\n public get blurKernelY(): number {\r\n return this._blurKernelY;\r\n }\r\n\r\n private _autoComputeBlurKernel(): void {\r\n const engine = this.getScene()!.getEngine();\r\n\r\n const dw = this.getRenderWidth() / engine.getRenderWidth();\r\n const dh = this.getRenderHeight() / engine.getRenderHeight();\r\n this.blurKernelX = this._adaptiveBlurKernel * dw;\r\n this.blurKernelY = this._adaptiveBlurKernel * dh;\r\n }\r\n\r\n protected _onRatioRescale(): void {\r\n if (this._sizeRatio) {\r\n this.resize(this._initialSizeParameter);\r\n if (!this._adaptiveBlurKernel) {\r\n this._preparePostProcesses();\r\n }\r\n }\r\n\r\n if (this._adaptiveBlurKernel) {\r\n this._autoComputeBlurKernel();\r\n }\r\n }\r\n\r\n private _updateGammaSpace() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.gammaSpace = !scene.imageProcessingConfiguration.isEnabled || !scene.imageProcessingConfiguration.applyByPostProcess;\r\n }\r\n\r\n private _imageProcessingConfigChangeObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n private _transformMatrix = Matrix.Zero();\r\n private _mirrorMatrix = Matrix.Zero();\r\n\r\n private _blurX: Nullable<BlurPostProcess>;\r\n private _blurY: Nullable<BlurPostProcess>;\r\n private _adaptiveBlurKernel = 0;\r\n private _blurKernelX = 0;\r\n private _blurKernelY = 0;\r\n private _blurRatio = 1.0;\r\n private _sceneUBO: UniformBuffer;\r\n private _currentSceneUBO: UniformBuffer;\r\n\r\n /**\r\n * Instantiates a Mirror Texture.\r\n * Mirror texture can be used to simulate the view from a mirror in a scene.\r\n * It will dynamically be rendered every frame to adapt to the camera point of view.\r\n * You can then easily use it as a reflectionTexture on a flat surface.\r\n * In case the surface is not a plane, please consider relying on reflection probes.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#mirrors\r\n * @param name\r\n * @param size\r\n * @param scene\r\n * @param generateMipMaps\r\n * @param type\r\n * @param samplingMode\r\n * @param generateDepthBuffer\r\n */\r\n constructor(\r\n name: string,\r\n size: number | { width: number; height: number } | { ratio: number },\r\n scene?: Scene,\r\n generateMipMaps?: boolean,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer = true\r\n ) {\r\n super(name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer);\r\n\r\n scene = <Scene>this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n this.ignoreCameraViewport = true;\r\n\r\n this._updateGammaSpace();\r\n this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateGammaSpace();\r\n });\r\n\r\n const engine = scene.getEngine();\r\n\r\n if (engine.supportsUniformBuffers) {\r\n this._sceneUBO = scene.createSceneUniformBuffer(`Scene for Mirror Texture (name \"${name}\")`);\r\n }\r\n\r\n this.onBeforeBindObservable.add(() => {\r\n engine._debugPushGroup?.(`mirror generation for ${name}`, 1);\r\n });\r\n\r\n this.onAfterUnbindObservable.add(() => {\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n let saveClipPlane: Nullable<Plane>;\r\n\r\n this.onBeforeRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n this._currentSceneUBO = scene!.getSceneUniformBuffer();\r\n scene!.setSceneUniformBuffer(this._sceneUBO);\r\n scene!.getSceneUniformBuffer().unbindEffect();\r\n }\r\n\r\n Matrix.ReflectionToRef(this.mirrorPlane, this._mirrorMatrix);\r\n this._mirrorMatrix.multiplyToRef(scene!.getViewMatrix(), this._transformMatrix);\r\n\r\n scene!.setTransformMatrix(this._transformMatrix, scene!.getProjectionMatrix());\r\n\r\n saveClipPlane = scene!.clipPlane;\r\n scene!.clipPlane = this.mirrorPlane;\r\n\r\n scene!._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene!.activeCamera).globalPosition, this._mirrorMatrix);\r\n });\r\n\r\n this.onAfterRenderObservable.add(() => {\r\n if (this._sceneUBO) {\r\n scene!.setSceneUniformBuffer(this._currentSceneUBO);\r\n }\r\n scene!.updateTransformMatrix();\r\n scene!._mirroredCameraPosition = null;\r\n\r\n scene!.clipPlane = saveClipPlane;\r\n });\r\n }\r\n\r\n private _preparePostProcesses(): void {\r\n this.clearPostProcesses(true);\r\n\r\n if (this._blurKernelX && this._blurKernelY) {\r\n const engine = (<Scene>this.getScene()).getEngine();\r\n\r\n const textureType =\r\n engine.getCaps().textureFloatRender && engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT;\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n this._blurKernelX,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurX.autoClear = false;\r\n\r\n if (this._blurRatio === 1 && this.samples < 2 && this._texture) {\r\n this._blurX.inputTexture = this._renderTarget!;\r\n } else {\r\n this._blurX.alwaysForcePOT = true;\r\n }\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n this._blurKernelY,\r\n this._blurRatio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n textureType\r\n );\r\n this._blurY.autoClear = false;\r\n this._blurY.alwaysForcePOT = this._blurRatio !== 1;\r\n\r\n this.addPostProcess(this._blurX);\r\n this.addPostProcess(this._blurY);\r\n } else {\r\n if (this._blurY) {\r\n this.removePostProcess(this._blurY);\r\n this._blurY.dispose();\r\n this._blurY = null;\r\n }\r\n if (this._blurX) {\r\n this.removePostProcess(this._blurX);\r\n this._blurX.dispose();\r\n this._blurX = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clone the mirror texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): MirrorTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new MirrorTexture(\r\n this.name,\r\n textureSize.width,\r\n scene,\r\n this._renderTargetOptions.generateMipMaps,\r\n this._renderTargetOptions.type,\r\n this._renderTargetOptions.samplingMode,\r\n this._renderTargetOptions.generateDepthBuffer\r\n );\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Mirror Texture\r\n newTexture.mirrorPlane = this.mirrorPlane.clone();\r\n if (this.renderList) {\r\n newTexture.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serialize the texture to a JSON representation you could use in Parse later on\r\n * @returns the serialized JSON representation\r\n */\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.mirrorPlane = this.mirrorPlane.asArray();\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose() {\r\n super.dispose();\r\n const scene = this.getScene();\r\n\r\n if (scene) {\r\n scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);\r\n }\r\n this._sceneUBO?.dispose();\r\n }\r\n}\r\n\r\nTexture._CreateMirror = (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean): MirrorTexture => {\r\n return new MirrorTexture(name, renderTargetSize, scene, generateMipMaps);\r\n};\r\n"]}
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@@ -58,6 +58,8 @@ export declare class Texture extends BaseTexture {
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* This observable will notify when any texture had a loading error
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*/
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static OnTextureLoadErrorObservable: Observable<BaseTexture>;
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61
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+
/** @internal */
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62
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+
static _SerializeInternalTextureUniqueId: boolean;
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/**
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* @internal
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*/
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@@ -220,7 +220,7 @@ export class Texture extends BaseTexture {
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220
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}
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Texture.OnTextureLoadErrorObservable.notifyObservers(this);
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};
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-
if (!this.url) {
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223
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+
if (!this.url && !internalTexture) {
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this._delayedOnLoad = load;
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this._delayedOnError = errorHandler;
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return;
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@@ -533,6 +533,7 @@ export class Texture extends BaseTexture {
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* @returns The JSON representation of the texture
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*/
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serialize() {
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+
var _a, _b;
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const savedName = this.name;
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if (!Texture.SerializeBuffers) {
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if (this.name.startsWith("data:")) {
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@@ -542,7 +543,7 @@ export class Texture extends BaseTexture {
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if (this.name.startsWith("data:") && this.url === this.name) {
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this.url = "";
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}
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-
const serializationObject = super.serialize();
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+
const serializationObject = super.serialize(Texture._SerializeInternalTextureUniqueId);
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if (!serializationObject) {
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return null;
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}
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@@ -563,6 +564,9 @@ export class Texture extends BaseTexture {
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serializationObject.samplingMode = this.samplingMode;
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serializationObject._creationFlags = this._creationFlags;
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serializationObject._useSRGBBuffer = this._useSRGBBuffer;
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567
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+
if (Texture._SerializeInternalTextureUniqueId) {
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568
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+
serializationObject.internalTextureUniqueId = (_b = (_a = this._texture) === null || _a === void 0 ? void 0 : _a.uniqueId) !== null && _b !== void 0 ? _b : undefined;
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+
}
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this.name = savedName;
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return serializationObject;
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}
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@@ -604,10 +608,22 @@ export class Texture extends BaseTexture {
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if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
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return Texture._CubeTextureParser(parsedTexture, scene, rootUrl);
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}
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-
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611
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+
const hasInternalTextureUniqueId = parsedTexture.internalTextureUniqueId !== undefined;
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+
if (!parsedTexture.name && !parsedTexture.isRenderTarget && !hasInternalTextureUniqueId) {
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return null;
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}
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615
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+
let internalTexture;
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616
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+
if (hasInternalTextureUniqueId) {
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617
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+
const cache = scene.getEngine().getLoadedTexturesCache();
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618
|
+
for (const texture of cache) {
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619
|
+
if (texture.uniqueId === parsedTexture.internalTextureUniqueId) {
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620
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+
internalTexture = texture;
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621
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+
break;
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622
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+
}
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623
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+
}
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624
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+
}
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610
625
|
const onLoaded = (texture) => {
|
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626
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+
var _a;
|
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611
627
|
// Clear cache
|
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612
628
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if (texture && texture._texture) {
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texture._texture._cachedWrapU = null;
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@@ -631,6 +647,9 @@ export class Texture extends BaseTexture {
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631
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}
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}
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}
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650
|
+
if (hasInternalTextureUniqueId && !internalTexture) {
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651
|
+
(_a = texture === null || texture === void 0 ? void 0 : texture._texture) === null || _a === void 0 ? void 0 : _a._setUniqueId(parsedTexture.internalTextureUniqueId);
|
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652
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+
}
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653
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};
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const texture = SerializationHelper.Parse(() => {
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var _a, _b, _c;
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@@ -667,7 +686,7 @@ export class Texture extends BaseTexture {
|
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667
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|
}
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else {
|
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669
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let texture;
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670
|
-
if (parsedTexture.base64String) {
|
|
689
|
+
if (parsedTexture.base64String && !internalTexture) {
|
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671
690
|
// name and url are the same to ensure caching happens from the actual base64 string
|
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672
691
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texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.base64String, scene, !generateMipMaps, parsedTexture.invertY, parsedTexture.samplingMode, () => {
|
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673
692
|
onLoaded(texture);
|
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@@ -686,9 +705,16 @@ export class Texture extends BaseTexture {
|
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686
705
|
if (parsedTexture.url && (parsedTexture.url.startsWith("data:") || Texture.UseSerializedUrlIfAny)) {
|
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687
706
|
url = parsedTexture.url;
|
|
688
707
|
}
|
|
689
|
-
|
|
690
|
-
|
|
691
|
-
|
|
708
|
+
const options = {
|
|
709
|
+
noMipmap: !generateMipMaps,
|
|
710
|
+
invertY: parsedTexture.invertY,
|
|
711
|
+
samplingMode: parsedTexture.samplingMode,
|
|
712
|
+
onLoad: () => {
|
|
713
|
+
onLoaded(texture);
|
|
714
|
+
},
|
|
715
|
+
internalTexture,
|
|
716
|
+
};
|
|
717
|
+
texture = new Texture(url, scene, options);
|
|
692
718
|
}
|
|
693
719
|
return texture;
|
|
694
720
|
}
|
|
@@ -747,6 +773,8 @@ Texture.ForceSerializeBuffers = false;
|
|
|
747
773
|
* This observable will notify when any texture had a loading error
|
|
748
774
|
*/
|
|
749
775
|
Texture.OnTextureLoadErrorObservable = new Observable();
|
|
776
|
+
/** @internal */
|
|
777
|
+
Texture._SerializeInternalTextureUniqueId = false;
|
|
750
778
|
/**
|
|
751
779
|
* @internal
|
|
752
780
|
*/
|