@babylonjs/core 6.25.0 → 6.26.0

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.
Files changed (70) hide show
  1. package/Cameras/camera.d.ts +4 -2
  2. package/Cameras/camera.js.map +1 -1
  3. package/Debug/debugLayer.js +2 -2
  4. package/Debug/debugLayer.js.map +1 -1
  5. package/Engines/WebGPU/webgpuTintWASM.js +4 -10
  6. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  7. package/Engines/thinEngine.js +2 -2
  8. package/Engines/thinEngine.js.map +1 -1
  9. package/Engines/webgpuEngine.js +5 -12
  10. package/Engines/webgpuEngine.js.map +1 -1
  11. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.d.ts +2 -1
  12. package/FlowGraph/Blocks/Data/Math/flowGraphVector2MathBlocks.js.map +1 -1
  13. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.d.ts +2 -1
  14. package/FlowGraph/Blocks/Data/Math/flowGraphVector3MathBlocks.js.map +1 -1
  15. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.d.ts +2 -1
  16. package/FlowGraph/Blocks/Data/Math/flowGraphVector4MathBlocks.js.map +1 -1
  17. package/Materials/GreasedLine/greasedLinePluginMaterial.js +1 -1
  18. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  19. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +3 -1
  20. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  21. package/Materials/Node/nodeMaterial.js +2 -2
  22. package/Materials/Node/nodeMaterial.js.map +1 -1
  23. package/Materials/shadowDepthWrapper.d.ts +1 -0
  24. package/Materials/shadowDepthWrapper.js +17 -4
  25. package/Materials/shadowDepthWrapper.js.map +1 -1
  26. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  27. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  28. package/Meshes/Compression/dracoCompression.js +7 -7
  29. package/Meshes/Compression/dracoCompression.js.map +1 -1
  30. package/Meshes/Compression/meshoptCompression.js +2 -2
  31. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  32. package/Meshes/GreasedLine/greasedLineMesh.d.ts +2 -1
  33. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  34. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.d.ts +1 -1
  35. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -1
  36. package/Meshes/Node/nodeGeometry.js +2 -2
  37. package/Meshes/Node/nodeGeometry.js.map +1 -1
  38. package/Meshes/instancedMesh.js +9 -9
  39. package/Meshes/instancedMesh.js.map +1 -1
  40. package/Meshes/mesh.js +3 -1
  41. package/Meshes/mesh.js.map +1 -1
  42. package/Meshes/transformNode.js +5 -1
  43. package/Meshes/transformNode.js.map +1 -1
  44. package/Misc/basis.js +4 -4
  45. package/Misc/basis.js.map +1 -1
  46. package/Misc/fileTools.d.ts +2 -0
  47. package/Misc/fileTools.js +12 -3
  48. package/Misc/fileTools.js.map +1 -1
  49. package/Misc/khronosTextureContainer2.js +21 -24
  50. package/Misc/khronosTextureContainer2.js.map +1 -1
  51. package/Misc/screenshotTools.d.ts +3 -1
  52. package/Misc/screenshotTools.js +34 -24
  53. package/Misc/screenshotTools.js.map +1 -1
  54. package/Misc/tools.d.ts +42 -2
  55. package/Misc/tools.js +102 -2
  56. package/Misc/tools.js.map +1 -1
  57. package/Particles/solidParticleSystem.d.ts +1 -1
  58. package/Particles/solidParticleSystem.js +2 -2
  59. package/Particles/solidParticleSystem.js.map +1 -1
  60. package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
  61. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  62. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -2
  63. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  64. package/Shaders/greasedLine.vertex.d.ts +2 -0
  65. package/Shaders/greasedLine.vertex.js +15 -3
  66. package/Shaders/greasedLine.vertex.js.map +1 -1
  67. package/assetContainer.d.ts +6 -0
  68. package/assetContainer.js +56 -1
  69. package/assetContainer.js.map +1 -1
  70. package/package.json +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { AutoReleaseWorkerPool } from \"./workerPool\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ICompressedFormatCapabilities, IDecodedData, IKTX2DecoderOptions } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport { EngineFormat, TranscodeTarget } from \"core/Materials/Textures/ktx2decoderTypes\";\r\n\r\ndeclare let KTX2DECODER: any;\r\n\r\nfunction getAbsoluteUrlOrNull(url: Nullable<string>): Nullable<string> {\r\n return url ? Tools.GetAbsoluteUrl(url) : null;\r\n}\r\n\r\nfunction applyConfig(urls: typeof KhronosTextureContainer2.URLConfig): void {\r\n if (urls.wasmUASTCToASTC !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_ASTC.WasmModuleURL = urls.wasmUASTCToASTC;\r\n }\r\n\r\n if (urls.wasmUASTCToBC7 !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_BC7.WasmModuleURL = urls.wasmUASTCToBC7;\r\n }\r\n\r\n if (urls.wasmUASTCToRGBA_UNORM !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RGBA_UNORM.WasmModuleURL = urls.wasmUASTCToRGBA_UNORM;\r\n }\r\n\r\n if (urls.wasmUASTCToRGBA_SRGB !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RGBA_SRGB.WasmModuleURL = urls.wasmUASTCToRGBA_SRGB;\r\n }\r\n\r\n if (urls.wasmUASTCToR8_UNORM !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_R8_UNORM.WasmModuleURL = urls.wasmUASTCToR8_UNORM;\r\n }\r\n\r\n if (urls.wasmUASTCToRG8_UNORM !== null) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RG8_UNORM.WasmModuleURL = urls.wasmUASTCToRG8_UNORM;\r\n }\r\n\r\n if (urls.jsMSCTranscoder !== null) {\r\n KTX2DECODER.MSCTranscoder.JSModuleURL = urls.jsMSCTranscoder;\r\n }\r\n\r\n if (urls.wasmMSCTranscoder !== null) {\r\n KTX2DECODER.MSCTranscoder.WasmModuleURL = urls.wasmMSCTranscoder;\r\n }\r\n\r\n if (urls.wasmZSTDDecoder !== null) {\r\n KTX2DECODER.ZSTDDecoder.WasmModuleURL = urls.wasmZSTDDecoder;\r\n }\r\n}\r\n\r\n/**\r\n * Class that defines the default KTX2 decoder options.\r\n *\r\n * This class is useful for providing options to the KTX2 decoder to control how the source data is transcoded.\r\n */\r\nexport class DefaultKTX2DecoderOptions {\r\n private _isDirty = true;\r\n\r\n /**\r\n * Gets the dirty flag\r\n */\r\n public get isDirty() {\r\n return this._isDirty;\r\n }\r\n\r\n private _useRGBAIfASTCBC7NotAvailableWhenUASTC?: boolean;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and ASTC + BC7 are not available as a compressed transcoded format\r\n */\r\n public get useRGBAIfASTCBC7NotAvailableWhenUASTC() {\r\n return this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfASTCBC7NotAvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfASTCBC7NotAvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _useRGBAIfOnlyBC1BC3AvailableWhenUASTC?: boolean = true;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and only BC1 or BC3 are available as a compressed transcoded format.\r\n * This property is true by default to favor speed over memory, because currently transcoding from UASTC to BC1/3 is slow because the transcoder transcodes\r\n * to uncompressed and then recompresses the texture\r\n */\r\n public get useRGBAIfOnlyBC1BC3AvailableWhenUASTC() {\r\n return this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfOnlyBC1BC3AvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRGBA?: boolean;\r\n /**\r\n * force to always use (uncompressed) RGBA for transcoded format\r\n */\r\n public get forceRGBA() {\r\n return this._forceRGBA;\r\n }\r\n\r\n public set forceRGBA(value: boolean | undefined) {\r\n if (this._forceRGBA === value) {\r\n return;\r\n }\r\n this._forceRGBA = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceR8?: boolean;\r\n /**\r\n * force to always use (uncompressed) R8 for transcoded format\r\n */\r\n public get forceR8() {\r\n return this._forceR8;\r\n }\r\n\r\n public set forceR8(value: boolean | undefined) {\r\n if (this._forceR8 === value) {\r\n return;\r\n }\r\n this._forceR8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRG8?: boolean;\r\n /**\r\n * force to always use (uncompressed) RG8 for transcoded format\r\n */\r\n public get forceRG8() {\r\n return this._forceRG8;\r\n }\r\n\r\n public set forceRG8(value: boolean | undefined) {\r\n if (this._forceRG8 === value) {\r\n return;\r\n }\r\n this._forceRG8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _bypassTranscoders?: string[];\r\n /**\r\n * list of transcoders to bypass when looking for a suitable transcoder. The available transcoders are:\r\n * UniversalTranscoder_UASTC_ASTC\r\n * UniversalTranscoder_UASTC_BC7\r\n * UniversalTranscoder_UASTC_RGBA_UNORM\r\n * UniversalTranscoder_UASTC_RGBA_SRGB\r\n * UniversalTranscoder_UASTC_R8_UNORM\r\n * UniversalTranscoder_UASTC_RG8_UNORM\r\n * MSCTranscoder\r\n */\r\n public get bypassTranscoders() {\r\n return this._bypassTranscoders;\r\n }\r\n\r\n public set bypassTranscoders(value: string[] | undefined) {\r\n if (this._bypassTranscoders === value) {\r\n return;\r\n }\r\n this._bypassTranscoders = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _ktx2DecoderOptions: IKTX2DecoderOptions = {};\r\n\r\n /** @internal */\r\n public _getKTX2DecoderOptions(): IKTX2DecoderOptions {\r\n if (!this._isDirty) {\r\n return this._ktx2DecoderOptions;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const options: IKTX2DecoderOptions = {\r\n useRGBAIfASTCBC7NotAvailableWhenUASTC: this._useRGBAIfASTCBC7NotAvailableWhenUASTC,\r\n forceRGBA: this._forceRGBA,\r\n forceR8: this._forceR8,\r\n forceRG8: this._forceRG8,\r\n bypassTranscoders: this._bypassTranscoders,\r\n };\r\n\r\n if (this.useRGBAIfOnlyBC1BC3AvailableWhenUASTC) {\r\n options.transcodeFormatDecisionTree = {\r\n UASTC: {\r\n transcodeFormat: [TranscodeTarget.BC1_RGB, TranscodeTarget.BC3_RGBA],\r\n yes: {\r\n transcodeFormat: TranscodeTarget.RGBA32,\r\n engineFormat: EngineFormat.RGBA8Format,\r\n roundToMultiple4: false,\r\n },\r\n },\r\n };\r\n }\r\n\r\n this._ktx2DecoderOptions = options;\r\n\r\n return options;\r\n }\r\n}\r\n\r\n/**\r\n * Class for loading KTX2 files\r\n */\r\nexport class KhronosTextureContainer2 {\r\n private static _WorkerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private static _DecoderModulePromise?: Promise<any>;\r\n\r\n /**\r\n * URLs to use when loading the KTX2 decoder module as well as its dependencies\r\n * If a url is null, the default url is used (pointing to https://preview.babylonjs.com)\r\n * Note that jsDecoderModule can't be null and that the other dependencies will only be loaded if necessary\r\n * Urls you can change:\r\n * URLConfig.jsDecoderModule\r\n * URLConfig.wasmUASTCToASTC\r\n * URLConfig.wasmUASTCToBC7\r\n * URLConfig.wasmUASTCToRGBA_UNORM\r\n * URLConfig.wasmUASTCToRGBA_SRGB\r\n * URLConfig.wasmUASTCToR8_UNORM\r\n * URLConfig.wasmUASTCToRG8_UNORM\r\n * URLConfig.jsMSCTranscoder\r\n * URLConfig.wasmMSCTranscoder\r\n * URLConfig.wasmZSTDDecoder\r\n * You can see their default values in this PG: https://playground.babylonjs.com/#EIJH8L#29\r\n */\r\n public static URLConfig: {\r\n jsDecoderModule: string;\r\n wasmUASTCToASTC: Nullable<string>;\r\n wasmUASTCToBC7: Nullable<string>;\r\n wasmUASTCToRGBA_UNORM: Nullable<string>;\r\n wasmUASTCToRGBA_SRGB: Nullable<string>;\r\n wasmUASTCToR8_UNORM: Nullable<string>;\r\n wasmUASTCToRG8_UNORM: Nullable<string>;\r\n jsMSCTranscoder: Nullable<string>;\r\n wasmMSCTranscoder: Nullable<string>;\r\n wasmZSTDDecoder: Nullable<string>;\r\n } = {\r\n jsDecoderModule: \"https://preview.babylonjs.com/babylon.ktx2Decoder.js\",\r\n wasmUASTCToASTC: null,\r\n wasmUASTCToBC7: null,\r\n wasmUASTCToRGBA_UNORM: null,\r\n wasmUASTCToRGBA_SRGB: null,\r\n wasmUASTCToR8_UNORM: null,\r\n wasmUASTCToRG8_UNORM: null,\r\n jsMSCTranscoder: null,\r\n wasmMSCTranscoder: null,\r\n wasmZSTDDecoder: null,\r\n };\r\n\r\n /**\r\n * Default number of workers used to handle data decoding\r\n */\r\n public static DefaultNumWorkers = KhronosTextureContainer2.GetDefaultNumWorkers();\r\n\r\n /**\r\n * Default configuration for the KTX2 decoder.\r\n * The options defined in this way have priority over those passed when creating a KTX2 texture with new Texture(...).\r\n */\r\n public static DefaultDecoderOptions = new DefaultKTX2DecoderOptions();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private _engine: ThinEngine;\r\n\r\n private static _Initialize(numWorkers: number): void {\r\n if (KhronosTextureContainer2._WorkerPoolPromise || KhronosTextureContainer2._DecoderModulePromise) {\r\n return;\r\n }\r\n\r\n const urls = {\r\n jsDecoderModule: Tools.GetAbsoluteUrl(this.URLConfig.jsDecoderModule),\r\n wasmUASTCToASTC: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToASTC),\r\n wasmUASTCToBC7: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToBC7),\r\n wasmUASTCToRGBA_UNORM: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToRGBA_UNORM),\r\n wasmUASTCToRGBA_SRGB: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToRGBA_SRGB),\r\n wasmUASTCToR8_UNORM: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToR8_UNORM),\r\n wasmUASTCToRG8_UNORM: getAbsoluteUrlOrNull(this.URLConfig.wasmUASTCToRG8_UNORM),\r\n jsMSCTranscoder: getAbsoluteUrlOrNull(this.URLConfig.jsMSCTranscoder),\r\n wasmMSCTranscoder: getAbsoluteUrlOrNull(this.URLConfig.wasmMSCTranscoder),\r\n wasmZSTDDecoder: getAbsoluteUrlOrNull(this.URLConfig.wasmZSTDDecoder),\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\" && typeof URL !== \"undefined\") {\r\n KhronosTextureContainer2._WorkerPoolPromise = new Promise((resolve) => {\r\n const workerContent = `${applyConfig}(${workerFunc})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n resolve(\r\n new AutoReleaseWorkerPool(\r\n numWorkers,\r\n () =>\r\n new Promise((resolve, reject) => {\r\n const worker = new Worker(workerBlobUrl);\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"init\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(worker);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n worker.postMessage({\r\n action: \"init\",\r\n urls: urls,\r\n });\r\n })\r\n )\r\n );\r\n });\r\n } else if (typeof KTX2DECODER === \"undefined\") {\r\n KhronosTextureContainer2._DecoderModulePromise = Tools.LoadScriptAsync(urls.jsDecoderModule).then(() => {\r\n KTX2DECODER.MSCTranscoder.UseFromWorkerThread = false;\r\n KTX2DECODER.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n applyConfig(urls);\r\n return new KTX2DECODER.KTX2Decoder();\r\n });\r\n } else {\r\n KTX2DECODER.MSCTranscoder.UseFromWorkerThread = false;\r\n KTX2DECODER.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n KhronosTextureContainer2._DecoderModulePromise = Promise.resolve(new KTX2DECODER.KTX2Decoder());\r\n }\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine The engine to use\r\n * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n public constructor(engine: ThinEngine, numWorkers = KhronosTextureContainer2.DefaultNumWorkers) {\r\n this._engine = engine;\r\n\r\n KhronosTextureContainer2._Initialize(numWorkers);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public uploadAsync(data: ArrayBufferView, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): Promise<void> {\r\n const caps = this._engine.getCaps();\r\n\r\n const compressedTexturesCaps: ICompressedFormatCapabilities = {\r\n astc: !!caps.astc,\r\n bptc: !!caps.bptc,\r\n s3tc: !!caps.s3tc,\r\n pvrtc: !!caps.pvrtc,\r\n etc2: !!caps.etc2,\r\n etc1: !!caps.etc1,\r\n };\r\n\r\n if (KhronosTextureContainer2._WorkerPoolPromise) {\r\n return KhronosTextureContainer2._WorkerPoolPromise.then((workerPool) => {\r\n return new Promise((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"decoded\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n if (!message.data.success) {\r\n reject({ message: message.data.msg });\r\n } else {\r\n try {\r\n this._createTexture(message.data.decodedData, internalTexture, options);\r\n resolve();\r\n } catch (err) {\r\n reject({ message: err });\r\n }\r\n }\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n worker.postMessage({ action: \"setDefaultDecoderOptions\", options: KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions() });\r\n\r\n const dataCopy = new Uint8Array(data.byteLength);\r\n dataCopy.set(new Uint8Array(data.buffer, data.byteOffset, data.byteLength));\r\n\r\n worker.postMessage({ action: \"decode\", data: dataCopy, caps: compressedTexturesCaps, options }, [dataCopy.buffer]);\r\n });\r\n });\r\n });\r\n } else if (KhronosTextureContainer2._DecoderModulePromise) {\r\n return KhronosTextureContainer2._DecoderModulePromise.then((decoder) => {\r\n if (KhronosTextureContainer2.DefaultDecoderOptions.isDirty) {\r\n KTX2DECODER.KTX2Decoder.DefaultDecoderOptions = KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions();\r\n }\r\n return new Promise((resolve, reject) => {\r\n decoder\r\n .decode(data, caps)\r\n .then((data: IDecodedData) => {\r\n this._createTexture(data, internalTexture);\r\n resolve();\r\n })\r\n .catch((reason: any) => {\r\n reject({ message: reason });\r\n });\r\n });\r\n });\r\n }\r\n\r\n throw new Error(\"KTX2 decoder module is not available\");\r\n }\r\n\r\n protected _createTexture(data: IDecodedData, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): void {\r\n const oglTexture2D = 3553; // gl.TEXTURE_2D\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, internalTexture);\r\n\r\n if (options) {\r\n // return back some information about the decoded data\r\n options.transcodedFormat = data.transcodedFormat;\r\n options.isInGammaSpace = data.isInGammaSpace;\r\n options.hasAlpha = data.hasAlpha;\r\n options.transcoderName = data.transcoderName;\r\n }\r\n\r\n let isUncompressedFormat = true;\r\n\r\n switch (data.transcodedFormat) {\r\n case 0x8058 /* RGBA8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n break;\r\n case 0x8229 /* R8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_R;\r\n break;\r\n case 0x822b /* RG8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RG;\r\n break;\r\n default:\r\n internalTexture.format = data.transcodedFormat;\r\n isUncompressedFormat = false;\r\n break;\r\n }\r\n\r\n internalTexture._gammaSpace = data.isInGammaSpace;\r\n internalTexture.generateMipMaps = data.mipmaps.length > 1;\r\n\r\n if (data.errors) {\r\n throw new Error(\"KTX2 container - could not transcode the data. \" + data.errors);\r\n }\r\n\r\n for (let t = 0; t < data.mipmaps.length; ++t) {\r\n const mipmap = data.mipmaps[t];\r\n\r\n if (!mipmap || !mipmap.data) {\r\n throw new Error(\"KTX2 container - could not transcode one of the image\");\r\n }\r\n\r\n if (isUncompressedFormat) {\r\n // uncompressed RGBA / R8 / RG8\r\n internalTexture.width = mipmap.width; // need to set width/height so that the call to _uploadDataToTextureDirectly uses the right dimensions\r\n internalTexture.height = mipmap.height;\r\n\r\n this._engine._uploadDataToTextureDirectly(internalTexture, mipmap.data, 0, t, undefined, true);\r\n } else {\r\n this._engine._uploadCompressedDataToTextureDirectly(internalTexture, data.transcodedFormat, mipmap.width, mipmap.height, mipmap.data, 0, t);\r\n }\r\n }\r\n\r\n internalTexture._extension = \".ktx2\";\r\n internalTexture.width = data.mipmaps[0].width;\r\n internalTexture.height = data.mipmaps[0].height;\r\n internalTexture.isReady = true;\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, null);\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX2 file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX2 file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '2', '0', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x32 &&\r\n identifier[6] === 0x30 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\n\r\nfunction workerFunc(): void {\r\n let ktx2Decoder: any;\r\n\r\n onmessage = (event) => {\r\n if (!event.data) {\r\n return;\r\n }\r\n switch (event.data.action) {\r\n case \"init\": {\r\n const urls = event.data.urls;\r\n importScripts(urls.jsDecoderModule);\r\n applyConfig(urls);\r\n ktx2Decoder = new KTX2DECODER.KTX2Decoder();\r\n postMessage({ action: \"init\" });\r\n break;\r\n }\r\n case \"setDefaultDecoderOptions\": {\r\n KTX2DECODER.KTX2Decoder.DefaultDecoderOptions = event.data.options;\r\n break;\r\n }\r\n case \"decode\":\r\n ktx2Decoder\r\n .decode(event.data.data, event.data.caps, event.data.options)\r\n .then((data: IDecodedData) => {\r\n const buffers = [];\r\n for (let mip = 0; mip < data.mipmaps.length; ++mip) {\r\n const mipmap = data.mipmaps[mip];\r\n if (mipmap && mipmap.data) {\r\n buffers.push(mipmap.data.buffer);\r\n }\r\n }\r\n postMessage({ action: \"decoded\", success: true, decodedData: data }, buffers);\r\n })\r\n .catch((reason: any) => {\r\n postMessage({ action: \"decoded\", success: false, msg: reason });\r\n });\r\n break;\r\n }\r\n };\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { AutoReleaseWorkerPool } from \"./workerPool\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { ICompressedFormatCapabilities, IDecodedData, IKTX2DecoderOptions } from \"core/Materials/Textures/ktx2decoderTypes\";\r\nimport { EngineFormat, TranscodeTarget } from \"core/Materials/Textures/ktx2decoderTypes\";\r\n\r\ndeclare let KTX2DECODER: any;\r\n\r\nfunction applyConfig(urls: typeof KhronosTextureContainer2.URLConfig): void {\r\n if (urls.wasmUASTCToASTC) {\r\n KTX2DECODER.LiteTranscoder_UASTC_ASTC.WasmModuleURL = urls.wasmUASTCToASTC;\r\n }\r\n\r\n if (urls.wasmUASTCToBC7) {\r\n KTX2DECODER.LiteTranscoder_UASTC_BC7.WasmModuleURL = urls.wasmUASTCToBC7;\r\n }\r\n\r\n if (urls.wasmUASTCToRGBA_UNORM) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RGBA_UNORM.WasmModuleURL = urls.wasmUASTCToRGBA_UNORM;\r\n }\r\n\r\n if (urls.wasmUASTCToRGBA_SRGB) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RGBA_SRGB.WasmModuleURL = urls.wasmUASTCToRGBA_SRGB;\r\n }\r\n\r\n if (urls.wasmUASTCToR8_UNORM) {\r\n KTX2DECODER.LiteTranscoder_UASTC_R8_UNORM.WasmModuleURL = urls.wasmUASTCToR8_UNORM;\r\n }\r\n\r\n if (urls.wasmUASTCToRG8_UNORM) {\r\n KTX2DECODER.LiteTranscoder_UASTC_RG8_UNORM.WasmModuleURL = urls.wasmUASTCToRG8_UNORM;\r\n }\r\n\r\n if (urls.jsMSCTranscoder) {\r\n KTX2DECODER.MSCTranscoder.JSModuleURL = urls.jsMSCTranscoder;\r\n }\r\n\r\n if (urls.wasmMSCTranscoder) {\r\n KTX2DECODER.MSCTranscoder.WasmModuleURL = urls.wasmMSCTranscoder;\r\n }\r\n\r\n if (urls.wasmZSTDDecoder) {\r\n KTX2DECODER.ZSTDDecoder.WasmModuleURL = urls.wasmZSTDDecoder;\r\n }\r\n}\r\n\r\n/**\r\n * Class that defines the default KTX2 decoder options.\r\n *\r\n * This class is useful for providing options to the KTX2 decoder to control how the source data is transcoded.\r\n */\r\nexport class DefaultKTX2DecoderOptions {\r\n private _isDirty = true;\r\n\r\n /**\r\n * Gets the dirty flag\r\n */\r\n public get isDirty() {\r\n return this._isDirty;\r\n }\r\n\r\n private _useRGBAIfASTCBC7NotAvailableWhenUASTC?: boolean;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and ASTC + BC7 are not available as a compressed transcoded format\r\n */\r\n public get useRGBAIfASTCBC7NotAvailableWhenUASTC() {\r\n return this._useRGBAIfASTCBC7NotAvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfASTCBC7NotAvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfASTCBC7NotAvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfASTCBC7NotAvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _useRGBAIfOnlyBC1BC3AvailableWhenUASTC?: boolean = true;\r\n /**\r\n * force a (uncompressed) RGBA transcoded format if transcoding a UASTC source format and only BC1 or BC3 are available as a compressed transcoded format.\r\n * This property is true by default to favor speed over memory, because currently transcoding from UASTC to BC1/3 is slow because the transcoder transcodes\r\n * to uncompressed and then recompresses the texture\r\n */\r\n public get useRGBAIfOnlyBC1BC3AvailableWhenUASTC() {\r\n return this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC;\r\n }\r\n\r\n public set useRGBAIfOnlyBC1BC3AvailableWhenUASTC(value: boolean | undefined) {\r\n if (this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC === value) {\r\n return;\r\n }\r\n this._useRGBAIfOnlyBC1BC3AvailableWhenUASTC = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRGBA?: boolean;\r\n /**\r\n * force to always use (uncompressed) RGBA for transcoded format\r\n */\r\n public get forceRGBA() {\r\n return this._forceRGBA;\r\n }\r\n\r\n public set forceRGBA(value: boolean | undefined) {\r\n if (this._forceRGBA === value) {\r\n return;\r\n }\r\n this._forceRGBA = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceR8?: boolean;\r\n /**\r\n * force to always use (uncompressed) R8 for transcoded format\r\n */\r\n public get forceR8() {\r\n return this._forceR8;\r\n }\r\n\r\n public set forceR8(value: boolean | undefined) {\r\n if (this._forceR8 === value) {\r\n return;\r\n }\r\n this._forceR8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _forceRG8?: boolean;\r\n /**\r\n * force to always use (uncompressed) RG8 for transcoded format\r\n */\r\n public get forceRG8() {\r\n return this._forceRG8;\r\n }\r\n\r\n public set forceRG8(value: boolean | undefined) {\r\n if (this._forceRG8 === value) {\r\n return;\r\n }\r\n this._forceRG8 = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _bypassTranscoders?: string[];\r\n /**\r\n * list of transcoders to bypass when looking for a suitable transcoder. The available transcoders are:\r\n * UniversalTranscoder_UASTC_ASTC\r\n * UniversalTranscoder_UASTC_BC7\r\n * UniversalTranscoder_UASTC_RGBA_UNORM\r\n * UniversalTranscoder_UASTC_RGBA_SRGB\r\n * UniversalTranscoder_UASTC_R8_UNORM\r\n * UniversalTranscoder_UASTC_RG8_UNORM\r\n * MSCTranscoder\r\n */\r\n public get bypassTranscoders() {\r\n return this._bypassTranscoders;\r\n }\r\n\r\n public set bypassTranscoders(value: string[] | undefined) {\r\n if (this._bypassTranscoders === value) {\r\n return;\r\n }\r\n this._bypassTranscoders = value;\r\n this._isDirty = true;\r\n }\r\n\r\n private _ktx2DecoderOptions: IKTX2DecoderOptions = {};\r\n\r\n /** @internal */\r\n public _getKTX2DecoderOptions(): IKTX2DecoderOptions {\r\n if (!this._isDirty) {\r\n return this._ktx2DecoderOptions;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const options: IKTX2DecoderOptions = {\r\n useRGBAIfASTCBC7NotAvailableWhenUASTC: this._useRGBAIfASTCBC7NotAvailableWhenUASTC,\r\n forceRGBA: this._forceRGBA,\r\n forceR8: this._forceR8,\r\n forceRG8: this._forceRG8,\r\n bypassTranscoders: this._bypassTranscoders,\r\n };\r\n\r\n if (this.useRGBAIfOnlyBC1BC3AvailableWhenUASTC) {\r\n options.transcodeFormatDecisionTree = {\r\n UASTC: {\r\n transcodeFormat: [TranscodeTarget.BC1_RGB, TranscodeTarget.BC3_RGBA],\r\n yes: {\r\n transcodeFormat: TranscodeTarget.RGBA32,\r\n engineFormat: EngineFormat.RGBA8Format,\r\n roundToMultiple4: false,\r\n },\r\n },\r\n };\r\n }\r\n\r\n this._ktx2DecoderOptions = options;\r\n\r\n return options;\r\n }\r\n}\r\n\r\n/**\r\n * Class for loading KTX2 files\r\n */\r\nexport class KhronosTextureContainer2 {\r\n private static _WorkerPoolPromise?: Promise<AutoReleaseWorkerPool>;\r\n private static _DecoderModulePromise?: Promise<any>;\r\n\r\n /**\r\n * URLs to use when loading the KTX2 decoder module as well as its dependencies\r\n * If a url is null, the default url is used (pointing to https://preview.babylonjs.com)\r\n * Note that jsDecoderModule can't be null and that the other dependencies will only be loaded if necessary\r\n * Urls you can change:\r\n * URLConfig.jsDecoderModule\r\n * URLConfig.wasmUASTCToASTC\r\n * URLConfig.wasmUASTCToBC7\r\n * URLConfig.wasmUASTCToRGBA_UNORM\r\n * URLConfig.wasmUASTCToRGBA_SRGB\r\n * URLConfig.wasmUASTCToR8_UNORM\r\n * URLConfig.wasmUASTCToRG8_UNORM\r\n * URLConfig.jsMSCTranscoder\r\n * URLConfig.wasmMSCTranscoder\r\n * URLConfig.wasmZSTDDecoder\r\n * You can see their default values in this PG: https://playground.babylonjs.com/#EIJH8L#29\r\n */\r\n public static URLConfig: {\r\n jsDecoderModule: string;\r\n wasmUASTCToASTC: Nullable<string>;\r\n wasmUASTCToBC7: Nullable<string>;\r\n wasmUASTCToRGBA_UNORM: Nullable<string>;\r\n wasmUASTCToRGBA_SRGB: Nullable<string>;\r\n wasmUASTCToR8_UNORM: Nullable<string>;\r\n wasmUASTCToRG8_UNORM: Nullable<string>;\r\n jsMSCTranscoder: Nullable<string>;\r\n wasmMSCTranscoder: Nullable<string>;\r\n wasmZSTDDecoder: Nullable<string>;\r\n } = {\r\n jsDecoderModule: \"babylon.ktx2Decoder.js\",\r\n wasmUASTCToASTC: null,\r\n wasmUASTCToBC7: null,\r\n wasmUASTCToRGBA_UNORM: null,\r\n wasmUASTCToRGBA_SRGB: null,\r\n wasmUASTCToR8_UNORM: null,\r\n wasmUASTCToRG8_UNORM: null,\r\n jsMSCTranscoder: null,\r\n wasmMSCTranscoder: null,\r\n wasmZSTDDecoder: null,\r\n };\r\n\r\n /**\r\n * Default number of workers used to handle data decoding\r\n */\r\n public static DefaultNumWorkers = KhronosTextureContainer2.GetDefaultNumWorkers();\r\n\r\n /**\r\n * Default configuration for the KTX2 decoder.\r\n * The options defined in this way have priority over those passed when creating a KTX2 texture with new Texture(...).\r\n */\r\n public static DefaultDecoderOptions = new DefaultKTX2DecoderOptions();\r\n\r\n private static GetDefaultNumWorkers(): number {\r\n if (typeof navigator !== \"object\" || !navigator.hardwareConcurrency) {\r\n return 1;\r\n }\r\n\r\n // Use 50% of the available logical processors but capped at 4.\r\n return Math.min(Math.floor(navigator.hardwareConcurrency * 0.5), 4);\r\n }\r\n\r\n private _engine: ThinEngine;\r\n\r\n private static _Initialize(numWorkers: number): void {\r\n if (KhronosTextureContainer2._WorkerPoolPromise || KhronosTextureContainer2._DecoderModulePromise) {\r\n return;\r\n }\r\n\r\n const urls = {\r\n jsDecoderModule: Tools.GetBabylonScriptURL(this.URLConfig.jsDecoderModule, true),\r\n wasmUASTCToASTC: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToASTC, true),\r\n wasmUASTCToBC7: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToBC7, true),\r\n wasmUASTCToRGBA_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_UNORM, true),\r\n wasmUASTCToRGBA_SRGB: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRGBA_SRGB, true),\r\n wasmUASTCToR8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToR8_UNORM, true),\r\n wasmUASTCToRG8_UNORM: Tools.GetBabylonScriptURL(this.URLConfig.wasmUASTCToRG8_UNORM, true),\r\n jsMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.jsMSCTranscoder, true),\r\n wasmMSCTranscoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmMSCTranscoder, true),\r\n wasmZSTDDecoder: Tools.GetBabylonScriptURL(this.URLConfig.wasmZSTDDecoder, true),\r\n };\r\n\r\n if (numWorkers && typeof Worker === \"function\" && typeof URL !== \"undefined\") {\r\n KhronosTextureContainer2._WorkerPoolPromise = new Promise((resolve) => {\r\n const workerContent = `${applyConfig}(${workerFunc})()`;\r\n const workerBlobUrl = URL.createObjectURL(new Blob([workerContent], { type: \"application/javascript\" }));\r\n resolve(\r\n new AutoReleaseWorkerPool(\r\n numWorkers,\r\n () =>\r\n new Promise((resolve, reject) => {\r\n const worker = new Worker(workerBlobUrl);\r\n\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"init\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n resolve(worker);\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n\r\n worker.postMessage({\r\n action: \"init\",\r\n urls: urls,\r\n });\r\n })\r\n )\r\n );\r\n });\r\n } else if (typeof KTX2DECODER === \"undefined\") {\r\n KhronosTextureContainer2._DecoderModulePromise = Tools.LoadBabylonScriptAsync(urls.jsDecoderModule).then(() => {\r\n KTX2DECODER.MSCTranscoder.UseFromWorkerThread = false;\r\n KTX2DECODER.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n applyConfig(urls);\r\n return new KTX2DECODER.KTX2Decoder();\r\n });\r\n } else {\r\n KTX2DECODER.MSCTranscoder.UseFromWorkerThread = false;\r\n KTX2DECODER.WASMMemoryManager.LoadBinariesFromCurrentThread = true;\r\n KhronosTextureContainer2._DecoderModulePromise = Promise.resolve(new KTX2DECODER.KTX2Decoder());\r\n }\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param engine The engine to use\r\n * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.\r\n */\r\n public constructor(engine: ThinEngine, numWorkers = KhronosTextureContainer2.DefaultNumWorkers) {\r\n this._engine = engine;\r\n\r\n KhronosTextureContainer2._Initialize(numWorkers);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public uploadAsync(data: ArrayBufferView, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): Promise<void> {\r\n const caps = this._engine.getCaps();\r\n\r\n const compressedTexturesCaps: ICompressedFormatCapabilities = {\r\n astc: !!caps.astc,\r\n bptc: !!caps.bptc,\r\n s3tc: !!caps.s3tc,\r\n pvrtc: !!caps.pvrtc,\r\n etc2: !!caps.etc2,\r\n etc1: !!caps.etc1,\r\n };\r\n\r\n if (KhronosTextureContainer2._WorkerPoolPromise) {\r\n return KhronosTextureContainer2._WorkerPoolPromise.then((workerPool) => {\r\n return new Promise((resolve, reject) => {\r\n workerPool.push((worker, onComplete) => {\r\n const onError = (error: ErrorEvent) => {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n reject(error);\r\n onComplete();\r\n };\r\n\r\n const onMessage = (message: MessageEvent) => {\r\n if (message.data.action === \"decoded\") {\r\n worker.removeEventListener(\"error\", onError);\r\n worker.removeEventListener(\"message\", onMessage);\r\n if (!message.data.success) {\r\n reject({ message: message.data.msg });\r\n } else {\r\n try {\r\n this._createTexture(message.data.decodedData, internalTexture, options);\r\n resolve();\r\n } catch (err) {\r\n reject({ message: err });\r\n }\r\n }\r\n onComplete();\r\n }\r\n };\r\n\r\n worker.addEventListener(\"error\", onError);\r\n worker.addEventListener(\"message\", onMessage);\r\n worker.postMessage({ action: \"setDefaultDecoderOptions\", options: KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions() });\r\n\r\n const dataCopy = new Uint8Array(data.byteLength);\r\n dataCopy.set(new Uint8Array(data.buffer, data.byteOffset, data.byteLength));\r\n\r\n worker.postMessage({ action: \"decode\", data: dataCopy, caps: compressedTexturesCaps, options }, [dataCopy.buffer]);\r\n });\r\n });\r\n });\r\n } else if (KhronosTextureContainer2._DecoderModulePromise) {\r\n return KhronosTextureContainer2._DecoderModulePromise.then((decoder) => {\r\n if (KhronosTextureContainer2.DefaultDecoderOptions.isDirty) {\r\n KTX2DECODER.KTX2Decoder.DefaultDecoderOptions = KhronosTextureContainer2.DefaultDecoderOptions._getKTX2DecoderOptions();\r\n }\r\n return new Promise((resolve, reject) => {\r\n decoder\r\n .decode(data, caps)\r\n .then((data: IDecodedData) => {\r\n this._createTexture(data, internalTexture);\r\n resolve();\r\n })\r\n .catch((reason: any) => {\r\n reject({ message: reason });\r\n });\r\n });\r\n });\r\n }\r\n\r\n throw new Error(\"KTX2 decoder module is not available\");\r\n }\r\n\r\n protected _createTexture(data: IDecodedData, internalTexture: InternalTexture, options?: IKTX2DecoderOptions & IDecodedData): void {\r\n const oglTexture2D = 3553; // gl.TEXTURE_2D\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, internalTexture);\r\n\r\n if (options) {\r\n // return back some information about the decoded data\r\n options.transcodedFormat = data.transcodedFormat;\r\n options.isInGammaSpace = data.isInGammaSpace;\r\n options.hasAlpha = data.hasAlpha;\r\n options.transcoderName = data.transcoderName;\r\n }\r\n\r\n let isUncompressedFormat = true;\r\n\r\n switch (data.transcodedFormat) {\r\n case 0x8058 /* RGBA8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n break;\r\n case 0x8229 /* R8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_R;\r\n break;\r\n case 0x822b /* RG8 */:\r\n internalTexture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RG;\r\n break;\r\n default:\r\n internalTexture.format = data.transcodedFormat;\r\n isUncompressedFormat = false;\r\n break;\r\n }\r\n\r\n internalTexture._gammaSpace = data.isInGammaSpace;\r\n internalTexture.generateMipMaps = data.mipmaps.length > 1;\r\n\r\n if (data.errors) {\r\n throw new Error(\"KTX2 container - could not transcode the data. \" + data.errors);\r\n }\r\n\r\n for (let t = 0; t < data.mipmaps.length; ++t) {\r\n const mipmap = data.mipmaps[t];\r\n\r\n if (!mipmap || !mipmap.data) {\r\n throw new Error(\"KTX2 container - could not transcode one of the image\");\r\n }\r\n\r\n if (isUncompressedFormat) {\r\n // uncompressed RGBA / R8 / RG8\r\n internalTexture.width = mipmap.width; // need to set width/height so that the call to _uploadDataToTextureDirectly uses the right dimensions\r\n internalTexture.height = mipmap.height;\r\n\r\n this._engine._uploadDataToTextureDirectly(internalTexture, mipmap.data, 0, t, undefined, true);\r\n } else {\r\n this._engine._uploadCompressedDataToTextureDirectly(internalTexture, data.transcodedFormat, mipmap.width, mipmap.height, mipmap.data, 0, t);\r\n }\r\n }\r\n\r\n internalTexture._extension = \".ktx2\";\r\n internalTexture.width = data.mipmaps[0].width;\r\n internalTexture.height = data.mipmaps[0].height;\r\n internalTexture.isReady = true;\r\n\r\n this._engine._bindTextureDirectly(oglTexture2D, null);\r\n }\r\n\r\n /**\r\n * Checks if the given data starts with a KTX2 file identifier.\r\n * @param data the data to check\r\n * @returns true if the data is a KTX2 file or false otherwise\r\n */\r\n public static IsValid(data: ArrayBufferView): boolean {\r\n if (data.byteLength >= 12) {\r\n // '«', 'K', 'T', 'X', ' ', '2', '0', '»', '\\r', '\\n', '\\x1A', '\\n'\r\n const identifier = new Uint8Array(data.buffer, data.byteOffset, 12);\r\n if (\r\n identifier[0] === 0xab &&\r\n identifier[1] === 0x4b &&\r\n identifier[2] === 0x54 &&\r\n identifier[3] === 0x58 &&\r\n identifier[4] === 0x20 &&\r\n identifier[5] === 0x32 &&\r\n identifier[6] === 0x30 &&\r\n identifier[7] === 0xbb &&\r\n identifier[8] === 0x0d &&\r\n identifier[9] === 0x0a &&\r\n identifier[10] === 0x1a &&\r\n identifier[11] === 0x0a\r\n ) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n\r\ndeclare function importScripts(...urls: string[]): void;\r\ndeclare function postMessage(message: any, transfer?: any[]): void;\r\n\r\nfunction workerFunc(): void {\r\n let ktx2Decoder: any;\r\n\r\n onmessage = (event) => {\r\n if (!event.data) {\r\n return;\r\n }\r\n switch (event.data.action) {\r\n case \"init\": {\r\n const urls = event.data.urls;\r\n importScripts(urls.jsDecoderModule);\r\n applyConfig(urls);\r\n ktx2Decoder = new KTX2DECODER.KTX2Decoder();\r\n postMessage({ action: \"init\" });\r\n break;\r\n }\r\n case \"setDefaultDecoderOptions\": {\r\n KTX2DECODER.KTX2Decoder.DefaultDecoderOptions = event.data.options;\r\n break;\r\n }\r\n case \"decode\":\r\n ktx2Decoder\r\n .decode(event.data.data, event.data.caps, event.data.options)\r\n .then((data: IDecodedData) => {\r\n const buffers = [];\r\n for (let mip = 0; mip < data.mipmaps.length; ++mip) {\r\n const mipmap = data.mipmaps[mip];\r\n if (mipmap && mipmap.data) {\r\n buffers.push(mipmap.data.buffer);\r\n }\r\n }\r\n postMessage({ action: \"decoded\", success: true, decodedData: data }, buffers);\r\n })\r\n .catch((reason: any) => {\r\n postMessage({ action: \"decoded\", success: false, msg: reason });\r\n });\r\n break;\r\n }\r\n };\r\n}\r\n"]}
@@ -1,4 +1,5 @@
1
1
  import type { Camera } from "../Cameras/camera";
2
+ import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
2
3
  import type { IScreenshotSize } from "./interfaces/screenshotSize";
3
4
  import type { Engine } from "../Engines/engine";
4
5
  /**
@@ -73,8 +74,9 @@ export declare function CreateScreenshotWithResizeAsync(engine: Engine, camera:
73
74
  * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
74
75
  * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)
75
76
  * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
77
+ * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.
76
78
  */
77
- export declare function CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean, enableStencilBuffer?: boolean, useLayerMask?: boolean, quality?: number): void;
79
+ export declare function CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string, renderSprites?: boolean, enableStencilBuffer?: boolean, useLayerMask?: boolean, quality?: number, customizeTexture?: (texture: RenderTargetTexture) => void): void;
78
80
  /**
79
81
  * Generates an image screenshot from the specified camera.
80
82
  * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
@@ -151,8 +151,9 @@ export function CreateScreenshotWithResizeAsync(engine, camera, width, height, m
151
151
  * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)
152
152
  * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)
153
153
  * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.
154
+ * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.
154
155
  */
155
- export function CreateScreenshotUsingRenderTarget(engine, camera, size, successCallback, mimeType = "image/png", samples = 1, antialiasing = false, fileName, renderSprites = false, enableStencilBuffer = false, useLayerMask = true, quality) {
156
+ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successCallback, mimeType = "image/png", samples = 1, antialiasing = false, fileName, renderSprites = false, enableStencilBuffer = false, useLayerMask = true, quality, customizeTexture) {
156
157
  const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);
157
158
  const targetTextureSize = { width, height };
158
159
  if (!(height && width)) {
@@ -169,34 +170,43 @@ export function CreateScreenshotUsingRenderTarget(engine, camera, size, successC
169
170
  texture.renderSprites = renderSprites;
170
171
  texture.activeCamera = camera;
171
172
  texture.forceLayerMaskCheck = useLayerMask;
172
- const renderToTexture = () => {
173
- engine.onEndFrameObservable.addOnce(() => {
174
- if (finalWidth === width && finalHeight === height) {
175
- texture.readPixels(undefined, undefined, undefined, false).then((data) => {
176
- DumpTools.DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);
177
- texture.dispose();
178
- });
179
- }
180
- else {
181
- ApplyPostProcess("pass", texture.getInternalTexture(), scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {
182
- engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {
183
- DumpTools.DumpData(finalWidth, finalHeight, data, successCallback, mimeType, fileName, true, undefined, quality);
173
+ customizeTexture === null || customizeTexture === void 0 ? void 0 : customizeTexture(texture);
174
+ const renderWhenReady = () => {
175
+ if (texture.isReadyForRendering() && camera.isReady(true)) {
176
+ engine.onEndFrameObservable.addOnce(() => {
177
+ if (finalWidth === width && finalHeight === height) {
178
+ texture.readPixels(undefined, undefined, undefined, false).then((data) => {
179
+ DumpTools.DumpData(width, height, data, successCallback, mimeType, fileName, true, undefined, quality);
184
180
  texture.dispose();
185
181
  });
186
- });
187
- }
188
- });
182
+ }
183
+ else {
184
+ ApplyPostProcess("pass", texture.getInternalTexture(), scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {
185
+ engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {
186
+ DumpTools.DumpData(finalWidth, finalHeight, data, successCallback, mimeType, fileName, true, undefined, quality);
187
+ texture.dispose();
188
+ });
189
+ });
190
+ }
191
+ });
192
+ texture.render(true);
193
+ // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur
194
+ // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)
195
+ scene.incrementRenderId();
196
+ scene.resetCachedMaterial();
197
+ engine.setSize(originalSize.width, originalSize.height);
198
+ camera.getProjectionMatrix(true); // Force cache refresh;
199
+ scene.render();
200
+ }
201
+ else {
202
+ setTimeout(renderWhenReady, 16);
203
+ }
204
+ };
205
+ const renderToTexture = () => {
189
206
  // render the RTT
190
207
  scene.incrementRenderId();
191
208
  scene.resetCachedMaterial();
192
- texture.render(true);
193
- // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur
194
- // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)
195
- scene.incrementRenderId();
196
- scene.resetCachedMaterial();
197
- engine.setSize(originalSize.width, originalSize.height);
198
- camera.getProjectionMatrix(true); // Force cache refresh;
199
- scene.render();
209
+ renderWhenReady();
200
210
  };
201
211
  if (antialiasing) {
202
212
  const fxaaPostProcess = new FxaaPostProcess("antialiasing", 1.0, scene.activeCamera);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpTools } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n\r\n const renderToTexture = () => {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpTools.DumpData(finalWidth, finalHeight, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { FxaaPostProcess } from \"../PostProcesses/fxaaPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"./logger\";\r\nimport { Tools } from \"./tools\";\r\nimport type { IScreenshotSize } from \"./interfaces/screenshotSize\";\r\nimport { DumpTools } from \"./dumpTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nlet screenshotCanvas: Nullable<HTMLCanvasElement> = null;\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\nexport function CreateScreenshot(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n forceDownload = false,\r\n quality?: number\r\n): void {\r\n const { height, width } = _GetScreenshotSize(engine, camera, size);\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n if (!screenshotCanvas) {\r\n screenshotCanvas = document.createElement(\"canvas\");\r\n }\r\n\r\n screenshotCanvas.width = width;\r\n screenshotCanvas.height = height;\r\n\r\n const renderContext = screenshotCanvas.getContext(\"2d\");\r\n\r\n const ratio = engine.getRenderWidth() / engine.getRenderHeight();\r\n let newWidth = width;\r\n let newHeight = newWidth / ratio;\r\n if (newHeight > height) {\r\n newHeight = height;\r\n newWidth = newHeight * ratio;\r\n }\r\n\r\n const offsetX = Math.max(0, width - newWidth) / 2;\r\n const offsetY = Math.max(0, height - newHeight) / 2;\r\n\r\n const scene = camera.getScene();\r\n if (scene.activeCamera !== camera) {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (forceDownload) {\r\n const blob = new Blob([data]);\r\n Tools.DownloadBlob(blob);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else if (successCallback) {\r\n successCallback(data);\r\n }\r\n },\r\n mimeType,\r\n 1.0,\r\n engine.getCreationOptions().antialias,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n quality\r\n );\r\n } else {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n const renderingCanvas = engine.getRenderingCanvas();\r\n if (renderContext && renderingCanvas) {\r\n renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);\r\n }\r\n\r\n if (screenshotCanvas) {\r\n if (forceDownload) {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, undefined, mimeType, undefined, quality);\r\n if (successCallback) {\r\n successCallback(\"\");\r\n }\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(screenshotCanvas, successCallback, mimeType, undefined, quality);\r\n }\r\n }\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType = \"image/png\", quality?: number): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n undefined,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotWithResizeAsync(engine: Engine, camera: Camera, width: number, height: number, mimeType = \"image/png\", quality?: number): Promise<void> {\r\n return new Promise((resolve) => {\r\n CreateScreenshot(\r\n engine,\r\n camera,\r\n { width: width, height: height },\r\n () => {\r\n resolve();\r\n },\r\n mimeType,\r\n true,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height, finalWidth, finalHeight. If a single number is passed,\r\n * it will be used for both width and height, as well as finalWidth, finalHeight. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\r\n */\r\nexport function CreateScreenshotUsingRenderTarget(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n successCallback?: (data: string) => void,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number,\r\n customizeTexture?: (texture: RenderTargetTexture) => void\r\n): void {\r\n const { height, width, finalWidth, finalHeight } = _GetScreenshotSize(engine, camera, size);\r\n const targetTextureSize = { width, height };\r\n\r\n if (!(height && width)) {\r\n Logger.Error(\"Invalid 'size' parameter !\");\r\n return;\r\n }\r\n\r\n const originalSize = { width: engine.getRenderWidth(), height: engine.getRenderHeight() };\r\n engine.setSize(width, height); // we need this call to trigger onResizeObservable with the screenshot width/height on all the subsystems that are observing this event and that needs to (re)create some resources with the right dimensions\r\n\r\n const scene = camera.getScene();\r\n\r\n // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)\r\n const texture = new RenderTargetTexture(\r\n \"screenShot\",\r\n targetTextureSize,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT,\r\n false,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n undefined,\r\n enableStencilBuffer,\r\n undefined,\r\n undefined,\r\n undefined,\r\n samples\r\n );\r\n texture.renderList = scene.meshes.slice();\r\n texture.samples = samples;\r\n texture.renderSprites = renderSprites;\r\n texture.activeCamera = camera;\r\n texture.forceLayerMaskCheck = useLayerMask;\r\n customizeTexture?.(texture);\r\n\r\n const renderWhenReady = () => {\r\n if (texture.isReadyForRendering() && camera.isReady(true)) {\r\n engine.onEndFrameObservable.addOnce(() => {\r\n if (finalWidth === width && finalHeight === height) {\r\n texture.readPixels(undefined, undefined, undefined, false)!.then((data) => {\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true, undefined, quality);\r\n texture.dispose();\r\n });\r\n } else {\r\n ApplyPostProcess(\"pass\", texture.getInternalTexture()!, scene, undefined, undefined, undefined, finalWidth, finalHeight).then((texture) => {\r\n engine._readTexturePixels(texture, finalWidth, finalHeight, -1, 0, null, true, false, 0, 0).then((data) => {\r\n DumpTools.DumpData(\r\n finalWidth,\r\n finalHeight,\r\n data,\r\n successCallback as (data: string | ArrayBuffer) => void,\r\n mimeType,\r\n fileName,\r\n true,\r\n undefined,\r\n quality\r\n );\r\n texture.dispose();\r\n });\r\n });\r\n }\r\n });\r\n\r\n texture.render(true);\r\n\r\n // re-render the scene after the camera has been reset to the original camera to avoid a flicker that could occur\r\n // if the camera used for the RTT rendering stays in effect for the next frame (and if that camera was different from the original camera)\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n engine.setSize(originalSize.width, originalSize.height);\r\n camera.getProjectionMatrix(true); // Force cache refresh;\r\n scene.render();\r\n } else {\r\n setTimeout(renderWhenReady, 16);\r\n }\r\n };\r\n\r\n const renderToTexture = () => {\r\n // render the RTT\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n\r\n renderWhenReady();\r\n };\r\n\r\n if (antialiasing) {\r\n const fxaaPostProcess = new FxaaPostProcess(\"antialiasing\", 1.0, scene.activeCamera);\r\n texture.addPostProcess(fxaaPostProcess);\r\n // Async Shader Compilation can lead to none ready effects in synchronous code\r\n if (!fxaaPostProcess.getEffect().isReady()) {\r\n fxaaPostProcess.getEffect().onCompiled = () => {\r\n renderToTexture();\r\n };\r\n }\r\n // The effect is ready we can render\r\n else {\r\n renderToTexture();\r\n }\r\n } else {\r\n // No need to wait for extra resources to be ready\r\n renderToTexture();\r\n }\r\n}\r\n\r\n/**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\nexport function CreateScreenshotUsingRenderTargetAsync(\r\n engine: Engine,\r\n camera: Camera,\r\n size: IScreenshotSize | number,\r\n mimeType = \"image/png\",\r\n samples = 1,\r\n antialiasing = false,\r\n fileName?: string,\r\n renderSprites = false,\r\n enableStencilBuffer = false,\r\n useLayerMask = true,\r\n quality?: number\r\n): Promise<string> {\r\n return new Promise((resolve, reject) => {\r\n CreateScreenshotUsingRenderTarget(\r\n engine,\r\n camera,\r\n size,\r\n (data) => {\r\n if (typeof data !== \"undefined\") {\r\n resolve(data);\r\n } else {\r\n reject(new Error(\"Data is undefined\"));\r\n }\r\n },\r\n mimeType,\r\n samples,\r\n antialiasing,\r\n fileName,\r\n renderSprites,\r\n enableStencilBuffer,\r\n useLayerMask,\r\n quality\r\n );\r\n });\r\n}\r\n\r\n/**\r\n * Gets height and width for screenshot size\r\n * @param engine\r\n * @param camera\r\n * @param size\r\n * @private\r\n */\r\nfunction _GetScreenshotSize(engine: Engine, camera: Camera, size: IScreenshotSize | number): { height: number; width: number; finalWidth: number; finalHeight: number } {\r\n let height = 0;\r\n let width = 0;\r\n let finalWidth = 0;\r\n let finalHeight = 0;\r\n\r\n //If a size value defined as object\r\n if (typeof size === \"object\") {\r\n const precision = size.precision\r\n ? Math.abs(size.precision) // prevent GL_INVALID_VALUE : glViewport: negative width/height\r\n : 1;\r\n\r\n //If a width and height values is specified\r\n if (size.width && size.height) {\r\n height = size.height * precision;\r\n width = size.width * precision;\r\n }\r\n //If passing only width, computing height to keep display canvas ratio.\r\n else if (size.width && !size.height) {\r\n width = size.width * precision;\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n //If passing only height, computing width to keep display canvas ratio.\r\n else if (size.height && !size.width) {\r\n height = size.height * precision;\r\n width = Math.round(height * engine.getAspectRatio(camera));\r\n } else {\r\n width = Math.round(engine.getRenderWidth() * precision);\r\n height = Math.round(width / engine.getAspectRatio(camera));\r\n }\r\n\r\n //If a finalWidth and finalHeight values is specified\r\n if (size.finalWidth && size.finalHeight) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = size.finalWidth;\r\n }\r\n //If passing only finalWidth, computing finalHeight to keep display canvas ratio.\r\n else if (size.finalWidth && !size.finalHeight) {\r\n finalWidth = size.finalWidth;\r\n finalHeight = Math.round(finalWidth / engine.getAspectRatio(camera));\r\n }\r\n //If passing only finalHeight, computing finalWidth to keep display canvas ratio.\r\n else if (size.finalHeight && !size.finalWidth) {\r\n finalHeight = size.finalHeight;\r\n finalWidth = Math.round(finalHeight * engine.getAspectRatio(camera));\r\n } else {\r\n finalWidth = width;\r\n finalHeight = height;\r\n }\r\n }\r\n //Assuming here that \"size\" parameter is a number\r\n else if (!isNaN(size)) {\r\n height = size;\r\n width = size;\r\n finalWidth = size;\r\n finalHeight = size;\r\n }\r\n\r\n // When creating the image data from the CanvasRenderingContext2D, the width and height is clamped to the size of the _gl context\r\n // On certain GPUs, it seems as if the _gl context truncates to an integer automatically. Therefore, if a user tries to pass the width of their canvas element\r\n // and it happens to be a float (1000.5 x 600.5 px), the engine.readPixels will return a different size array than context.createImageData\r\n // to resolve this, we truncate the floats here to ensure the same size\r\n if (width) {\r\n width = Math.floor(width);\r\n }\r\n if (height) {\r\n height = Math.floor(height);\r\n }\r\n if (finalWidth) {\r\n finalWidth = Math.floor(finalWidth);\r\n }\r\n if (finalHeight) {\r\n finalHeight = Math.floor(finalHeight);\r\n }\r\n\r\n return { height: height | 0, width: width | 0, finalWidth: finalWidth | 0, finalHeight: finalHeight | 0 };\r\n}\r\n\r\n/**\r\n * Class containing a set of static utilities functions for screenshots\r\n */\r\nexport const ScreenshotTools = {\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback defines the callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param forceDownload force the system to download the image even if a successCallback is provided\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshot,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotAsync,\r\n\r\n /**\r\n * Captures a screenshot of the current rendering for a specific size. This will render the entire canvas but will generate a blink (due to canvas resize)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine defines the rendering engine\r\n * @param camera defines the source camera\r\n * @param width defines the expected width\r\n * @param height defines the expected height\r\n * @param mimeType defines the MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotWithResizeAsync,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param successCallback The callback receives a single parameter which contains the\r\n * screenshot as a string of base64-encoded characters. This string can be assigned to the\r\n * src parameter of an <img> to display it\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n */\r\n CreateScreenshotUsingRenderTarget,\r\n\r\n /**\r\n * Generates an image screenshot from the specified camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\r\n * @param engine The engine to use for rendering\r\n * @param camera The camera to use for rendering\r\n * @param size This parameter can be set to a single number or to an object with the\r\n * following (optional) properties: precision, width, height. If a single number is passed,\r\n * it will be used for both width and height. If an object is passed, the screenshot size\r\n * will be derived from the parameters. The precision property is a multiplier allowing\r\n * rendering at a higher or lower resolution\r\n * @param mimeType The MIME type of the screenshot image (default: image/png).\r\n * Check your browser for supported MIME types\r\n * @param samples Texture samples (default: 1)\r\n * @param antialiasing Whether antialiasing should be turned on or not (default: false)\r\n * @param fileName A name for for the downloaded file.\r\n * @param renderSprites Whether the sprites should be rendered or not (default: false)\r\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\r\n * @returns screenshot as a string of base64-encoded characters. This string can be assigned\r\n * to the src parameter of an <img> to display it\r\n */\r\n CreateScreenshotUsingRenderTargetAsync,\r\n};\r\n\r\n/**\r\n * This will be executed automatically for UMD and es5.\r\n * If esm dev wants the side effects to execute they will have to run it manually\r\n * Once we build native modules those need to be exported.\r\n * @internal\r\n */\r\nconst initSideEffects = () => {\r\n // References the dependencies.\r\n Tools.CreateScreenshot = CreateScreenshot;\r\n Tools.CreateScreenshotAsync = CreateScreenshotAsync;\r\n Tools.CreateScreenshotUsingRenderTarget = CreateScreenshotUsingRenderTarget;\r\n Tools.CreateScreenshotUsingRenderTargetAsync = CreateScreenshotUsingRenderTargetAsync;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
package/Misc/tools.d.ts CHANGED
@@ -17,6 +17,24 @@ export declare class Tools {
17
17
  */
18
18
  static get BaseUrl(): string;
19
19
  static set BaseUrl(value: string);
20
+ /**
21
+ * This function checks whether a URL is absolute or not.
22
+ * It will also detect data and blob URLs
23
+ * @param url the url to check
24
+ * @returns is the url absolute or relative
25
+ */
26
+ static IsAbsoluteUrl(url: string): boolean;
27
+ /**
28
+ * Sets the base URL to use to load scripts
29
+ */
30
+ static set ScriptBaseUrl(value: string);
31
+ static get ScriptBaseUrl(): string;
32
+ /**
33
+ * Sets a preprocessing function to run on a source URL before importing it
34
+ * Note that this function will execute AFTER the base URL is appended to the URL
35
+ */
36
+ static set ScriptPreprocessUrl(func: (source: string) => string);
37
+ static get ScriptPreprocessUrl(): (source: string) => string;
20
38
  /**
21
39
  * Enable/Disable Custom HTTP Request Headers globally.
22
40
  * default = false
@@ -36,7 +54,7 @@ export declare class Tools {
36
54
  static get DefaultRetryStrategy(): (url: string, request: WebRequest, retryIndex: number) => number;
37
55
  static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number);
38
56
  /**
39
- * Default behaviour for cors in the application.
57
+ * Default behavior for cors in the application.
40
58
  * It can be a string if the expected behavior is identical in the entire app.
41
59
  * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
42
60
  */
@@ -217,9 +235,31 @@ export declare class Tools {
217
235
  */
218
236
  static LoadFileAsync(url: string, useArrayBuffer?: boolean): Promise<ArrayBuffer | string>;
219
237
  /**
220
- * Load a script (identified by an url). When the url returns, the
238
+ * Get a script URL including preprocessing
239
+ * @param scriptUrl the script Url to process
240
+ * @returns a modified URL to use
241
+ */
242
+ static GetBabylonScriptURL(scriptUrl: Nullable<string>, forceAbsoluteUrl?: boolean): string;
243
+ /**
244
+ * This function is used internally by babylon components to load a script (identified by an url). When the url returns, the
245
+ * content of this file is added into a new script element, attached to the DOM (body element)
246
+ * @param scriptUrl defines the url of the script to load
247
+ * @param onSuccess defines the callback called when the script is loaded
248
+ * @param onError defines the callback to call if an error occurs
249
+ * @param scriptId defines the id of the script element
250
+ */
251
+ static LoadBabylonScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
252
+ /**
253
+ * Load an asynchronous script (identified by an url). When the url returns, the
221
254
  * content of this file is added into a new script element, attached to the DOM (body element)
222
255
  * @param scriptUrl defines the url of the script to laod
256
+ * @returns a promise request object
257
+ */
258
+ static LoadBabylonScriptAsync(scriptUrl: string): Promise<void>;
259
+ /**
260
+ * This function is used internally by babylon components to load a script (identified by an url). When the url returns, the
261
+ * content of this file is added into a new script element, attached to the DOM (body element)
262
+ * @param scriptUrl defines the url of the script to load
223
263
  * @param onSuccess defines the callback called when the script is loaded
224
264
  * @param onError defines the callback to call if an error occurs
225
265
  * @param scriptId defines the id of the script element