@babylonjs/core 6.3.0 → 6.4.0

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Files changed (73) hide show
  1. package/Audio/audioSceneComponent.js +2 -2
  2. package/Audio/audioSceneComponent.js.map +1 -1
  3. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +10 -1
  4. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  5. package/Culling/ray.d.ts +1 -1
  6. package/Culling/ray.js +1 -1
  7. package/Culling/ray.js.map +1 -1
  8. package/Debug/physicsViewer.d.ts +17 -0
  9. package/Debug/physicsViewer.js +153 -2
  10. package/Debug/physicsViewer.js.map +1 -1
  11. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -1
  12. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  13. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
  14. package/Engines/WebGPU/webgpuTextureHelper.js +28 -9
  15. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  16. package/Engines/engine.d.ts +5 -0
  17. package/Engines/engine.js +0 -1
  18. package/Engines/engine.js.map +1 -1
  19. package/Engines/thinEngine.js +2 -2
  20. package/Engines/thinEngine.js.map +1 -1
  21. package/Engines/webgpuEngine.js +1 -1
  22. package/Engines/webgpuEngine.js.map +1 -1
  23. package/Instrumentation/sceneInstrumentation.js +25 -1
  24. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  25. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -0
  26. package/Materials/Node/Blocks/Dual/textureBlock.js +16 -3
  27. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  28. package/Materials/PBR/pbrBaseMaterial.js +11 -2
  29. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  30. package/Materials/Textures/htmlElementTexture.d.ts +1 -0
  31. package/Materials/Textures/htmlElementTexture.js +1 -0
  32. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  33. package/Materials/Textures/texture.js +1 -1
  34. package/Materials/Textures/texture.js.map +1 -1
  35. package/Materials/Textures/videoTexture.js +16 -8
  36. package/Materials/Textures/videoTexture.js.map +1 -1
  37. package/Materials/material.js +0 -5
  38. package/Materials/material.js.map +1 -1
  39. package/Materials/materialPluginManager.js +7 -0
  40. package/Materials/materialPluginManager.js.map +1 -1
  41. package/Meshes/Builders/decalBuilder.js +146 -114
  42. package/Meshes/Builders/decalBuilder.js.map +1 -1
  43. package/Meshes/abstractMesh.d.ts +1 -1
  44. package/Meshes/abstractMesh.js +1 -1
  45. package/Meshes/abstractMesh.js.map +1 -1
  46. package/Meshes/mesh.d.ts +3 -0
  47. package/Meshes/mesh.js +3 -0
  48. package/Meshes/mesh.js.map +1 -1
  49. package/Meshes/meshUVSpaceRenderer.js +6 -3
  50. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  51. package/Misc/dumpTools.js +2 -1
  52. package/Misc/dumpTools.js.map +1 -1
  53. package/Misc/environmentTextureTools.js +9 -1
  54. package/Misc/environmentTextureTools.js.map +1 -1
  55. package/Misc/perfCounter.d.ts +5 -0
  56. package/Misc/perfCounter.js +7 -0
  57. package/Misc/perfCounter.js.map +1 -1
  58. package/Morph/morphTargetManager.js +3 -0
  59. package/Morph/morphTargetManager.js.map +1 -1
  60. package/Physics/v2/Plugins/havokPlugin.js +12 -2
  61. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  62. package/Rendering/fluidRenderer/fluidRenderer.d.ts +1 -1
  63. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  64. package/Shaders/screenSpaceReflection2.fragment.js +1 -1
  65. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  66. package/Sprites/spriteManager.js +5 -9
  67. package/Sprites/spriteManager.js.map +1 -1
  68. package/XR/webXRSessionManager.d.ts +6 -0
  69. package/XR/webXRSessionManager.js +9 -0
  70. package/XR/webXRSessionManager.js.map +1 -1
  71. package/package.json +1 -1
  72. package/scene.js +1 -0
  73. package/scene.js.map +1 -1
@@ -17,7 +17,8 @@ export class MeshUVSpaceRenderer {
17
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  fragment: "meshUVSpaceRenderer",
18
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  }, {
19
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  attributes: ["position", "normal", "uv"],
20
- uniforms: ["world", "worldView", "worldViewProjection", "view", "projection"],
20
+ uniforms: ["world", "projMatrix"],
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+ samplers: ["textureSampler"],
21
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  needAlphaBlending: true,
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  });
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  shader.backFaceCulling = false;
@@ -62,8 +63,10 @@ export class MeshUVSpaceRenderer {
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  * @returns true if the texture is ready to be used
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  */
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  isReady() {
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- var _a, _b;
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- return MeshUVSpaceRenderer._GetShader(this._scene).isReady() && ((_b = (_a = this.texture) === null || _a === void 0 ? void 0 : _a.isReady()) !== null && _b !== void 0 ? _b : true);
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+ if (!this.texture) {
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+ this._createDiffuseRTT();
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+ }
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+ return MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();
67
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  }
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  /**
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  * Projects and renders a texture in the mesh UV space
@@ -1 +1 @@
1
- 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,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QAElG,OAAO,sBAAsB,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;IAC9E,CAAC;CACJ","sourcesContent":["import type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nimport \"../Shaders/meshUVSpaceRenderer.fragment\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"worldView\", \"worldViewProjection\", \"view\", \"projection\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n return MeshUVSpaceRenderer._GetShader(this._scene).isReady() && (this.texture?.isReady() ?? true);\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the ressources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene));\r\n\r\n this.texture = texture;\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
1
+ 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type { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { AbstractMesh } from \"./abstractMesh\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"../Shaders/meshUVSpaceRenderer.vertex\";\r\nimport \"../Shaders/meshUVSpaceRenderer.fragment\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal */\r\n _meshUVSpaceRendererShader: Nullable<ShaderMaterial>;\r\n }\r\n}\r\n\r\n/**\r\n * Options for the MeshUVSpaceRenderer\r\n * @since 5.49.1\r\n */\r\nexport interface IMeshUVSpaceRendererOptions {\r\n /**\r\n * Width of the texture. Default: 1024\r\n */\r\n width?: number;\r\n /**\r\n * Height of the texture. Default: 1024\r\n */\r\n height?: number;\r\n /**\r\n * Type of the texture. Default: Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n */\r\n textureType?: number;\r\n /**\r\n * Generate mip maps. Default: true\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Optimize UV allocation. Default: true\r\n * If you plan to use the texture as a decal map and rotate / offset the texture, you should set this to false\r\n */\r\n optimizeUVAllocation?: boolean;\r\n}\r\n\r\n/**\r\n * Class used to render in the mesh UV space\r\n * @since 5.49.1\r\n */\r\nexport class MeshUVSpaceRenderer {\r\n private _mesh: AbstractMesh;\r\n private _scene: Scene;\r\n private _options: Required<IMeshUVSpaceRendererOptions>;\r\n private _textureCreatedInternally = false;\r\n\r\n private static _GetShader(scene: Scene): ShaderMaterial {\r\n if (!scene._meshUVSpaceRendererShader) {\r\n const shader = new ShaderMaterial(\r\n \"meshUVSpaceRendererShader\",\r\n scene,\r\n {\r\n vertex: \"meshUVSpaceRenderer\",\r\n fragment: \"meshUVSpaceRenderer\",\r\n },\r\n {\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"world\", \"projMatrix\"],\r\n samplers: [\"textureSampler\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n shader.backFaceCulling = false;\r\n shader.alphaMode = Constants.ALPHA_COMBINE;\r\n\r\n scene.onDisposeObservable.add(() => {\r\n scene._meshUVSpaceRendererShader?.dispose();\r\n scene._meshUVSpaceRendererShader = null;\r\n });\r\n\r\n scene._meshUVSpaceRendererShader = shader;\r\n }\r\n\r\n return scene._meshUVSpaceRendererShader;\r\n }\r\n\r\n private static _IsRenderTargetTexture(texture: ThinTexture | RenderTargetTexture): texture is RenderTargetTexture {\r\n return (texture as RenderTargetTexture).renderList !== undefined;\r\n }\r\n\r\n /**\r\n * Clear color of the texture\r\n */\r\n public clearColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Target texture used for rendering\r\n * If you don't set the property, a RenderTargetTexture will be created internally given the options provided to the constructor.\r\n * If you provide a RenderTargetTexture, it will be used directly.\r\n */\r\n public texture: Texture;\r\n\r\n /**\r\n * Creates a new MeshUVSpaceRenderer\r\n * @param mesh The mesh used for the source UV space\r\n * @param scene The scene the mesh belongs to\r\n * @param options The options to use when creating the texture\r\n */\r\n constructor(mesh: AbstractMesh, scene: Scene, options?: IMeshUVSpaceRendererOptions) {\r\n this._mesh = mesh;\r\n this._scene = scene;\r\n this._options = {\r\n width: 1024,\r\n height: 1024,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n generateMipMaps: true,\r\n optimizeUVAllocation: true,\r\n ...options,\r\n };\r\n }\r\n\r\n /**\r\n * Checks if the texture is ready to be used\r\n * @returns true if the texture is ready to be used\r\n */\r\n public isReady(): boolean {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n return MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) ? this.texture.isReadyForRendering() : this.texture.isReady();\r\n }\r\n\r\n /**\r\n * Projects and renders a texture in the mesh UV space\r\n * @param texture The texture\r\n * @param position The position of the center of projection (world space coordinates)\r\n * @param normal The direction of the projection (world space coordinates)\r\n * @param size The size of the projection\r\n * @param angle The rotation angle around the direction of the projection\r\n */\r\n public renderTexture(texture: BaseTexture, position: Vector3, normal: Vector3, size: Vector3, angle = 0): void {\r\n if (!this.texture) {\r\n this._createDiffuseRTT();\r\n }\r\n\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture)) {\r\n const matrix = this._createProjectionMatrix(position, normal, size, angle);\r\n const shader = MeshUVSpaceRenderer._GetShader(this._scene);\r\n\r\n shader.setTexture(\"textureSampler\", texture);\r\n shader.setMatrix(\"projMatrix\", matrix);\r\n\r\n this.texture.render();\r\n }\r\n }\r\n\r\n /**\r\n * Clears the texture map\r\n */\r\n public clear(): void {\r\n if (MeshUVSpaceRenderer._IsRenderTargetTexture(this.texture) && this.texture.renderTarget) {\r\n const engine = this._scene.getEngine();\r\n\r\n engine.bindFramebuffer(this.texture.renderTarget);\r\n engine.clear(this.clearColor, true, true, true);\r\n engine.unBindFramebuffer(this.texture.renderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the ressources\r\n */\r\n public dispose() {\r\n if (this._textureCreatedInternally) {\r\n this.texture.dispose();\r\n this._textureCreatedInternally = false;\r\n }\r\n }\r\n\r\n private _createDiffuseRTT(): void {\r\n this._textureCreatedInternally = true;\r\n\r\n const texture = this._createRenderTargetTexture(this._options.width, this._options.height);\r\n\r\n texture.setMaterialForRendering(this._mesh, MeshUVSpaceRenderer._GetShader(this._scene));\r\n\r\n this.texture = texture;\r\n }\r\n\r\n private _createRenderTargetTexture(width: number, height: number): RenderTargetTexture {\r\n const rtt = new RenderTargetTexture(\r\n this._mesh.name + \"_uvspaceTexture\",\r\n { width, height },\r\n this._scene,\r\n this._options.generateMipMaps,\r\n true,\r\n this._options.textureType,\r\n false,\r\n this._options.generateMipMaps ? Constants.TEXTURE_TRILINEAR_SAMPLINGMODE : Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n false,\r\n false,\r\n false,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n rtt.optimizeUVAllocation = !!this._options.optimizeUVAllocation;\r\n\r\n rtt.onClearObservable.addOnce(() => {\r\n this._scene.getEngine().clear(this.clearColor, true, true, true);\r\n rtt.onClearObservable.add(() => {}); // this disables clearing the texture for the next frames\r\n });\r\n\r\n rtt.renderList = [this._mesh];\r\n\r\n return rtt;\r\n }\r\n\r\n private _createProjectionMatrix(position: Vector3, normal: Vector3, size: Vector3, angle = 0): Matrix {\r\n const yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;\r\n const len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);\r\n const pitch = Math.atan2(normal.y, len);\r\n\r\n const p = position.add(normal.scale(size.z * 0.5));\r\n\r\n const projWorldMatrix = Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(Matrix.Translation(p.x, p.y, p.z));\r\n const inverseProjWorldMatrix = Matrix.Invert(projWorldMatrix);\r\n\r\n const projMatrix = Matrix.FromArray([2 / size.x, 0, 0, 0, 0, 2 / size.y, 0, 0, 0, 0, 1 / size.z, 0, 0, 0, 0, 1]);\r\n\r\n const screenMatrix = Matrix.FromArray([0.5, 0, 0, 0, 0, 0.5, 0, 0, 0, 0, 1, 0, 0.5, 0.5, 0.0, 1]);\r\n\r\n return inverseProjWorldMatrix.multiply(projMatrix).multiply(screenMatrix);\r\n }\r\n}\r\n"]}
package/Misc/dumpTools.js CHANGED
@@ -3,6 +3,7 @@ import { ThinEngine } from "../Engines/thinEngine.js";
3
3
  import { EffectRenderer, EffectWrapper } from "../Materials/effectRenderer.js";
4
4
  import { Tools } from "./tools.js";
5
5
  import { passPixelShader } from "../Shaders/pass.fragment.js";
6
+ import { Scalar } from "../Maths/math.scalar.js";
6
7
  /**
7
8
  * Class containing a set of static utilities functions to dump data from a canvas
8
9
  */
@@ -90,7 +91,7 @@ export class DumpTools {
90
91
  let n = data.length;
91
92
  while (n--) {
92
93
  const v = data[n];
93
- data2[n] = v < 0 ? 0 : v > 1 ? 1 : Math.round(v * 255);
94
+ data2[n] = Math.round(Scalar.Clamp(v) * 255);
94
95
  }
95
96
  data = data2;
96
97
  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { _WarnImport } from \"./devTools\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { passPixelShader } from \"../Shaders/pass.fragment\";\r\n\r\ntype DumpToolsEngine = {\r\n canvas: HTMLCanvasElement | OffscreenCanvas;\r\n engine: ThinEngine;\r\n renderer: EffectRenderer;\r\n wrapper: EffectWrapper;\r\n};\r\n\r\n/**\r\n * Class containing a set of static utilities functions to dump data from a canvas\r\n */\r\nexport class DumpTools {\r\n private static _DumpToolsEngine: Nullable<DumpToolsEngine>;\r\n\r\n private static _CreateDumpRenderer(): DumpToolsEngine {\r\n if (!DumpTools._DumpToolsEngine) {\r\n const canvas = new OffscreenCanvas(100, 100); // will be resized later\r\n const engine = new ThinEngine(canvas, false, {\r\n preserveDrawingBuffer: true,\r\n depth: false,\r\n stencil: false,\r\n alpha: true,\r\n premultipliedAlpha: false,\r\n antialias: false,\r\n failIfMajorPerformanceCaveat: false,\r\n });\r\n engine.getCaps().parallelShaderCompile = undefined;\r\n const renderer = new EffectRenderer(engine);\r\n const wrapper = new EffectWrapper({\r\n engine,\r\n name: passPixelShader.name,\r\n fragmentShader: passPixelShader.shader,\r\n samplerNames: [\"textureSampler\"],\r\n });\r\n DumpTools._DumpToolsEngine = {\r\n canvas,\r\n engine,\r\n renderer,\r\n wrapper,\r\n };\r\n }\r\n return DumpTools._DumpToolsEngine!;\r\n }\r\n\r\n /**\r\n * Dumps the current bound framebuffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param engine defines the hosting engine\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @returns a void promise\r\n */\r\n public static async DumpFramebuffer(\r\n width: number,\r\n height: number,\r\n engine: Engine,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n fileName?: string\r\n ) {\r\n // Read the contents of the framebuffer\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n\r\n const data = new Uint8Array(bufferView.buffer);\r\n\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n }\r\n\r\n /**\r\n * Dumps an array buffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param data the data array\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @param invertY true to invert the picture in the Y dimension\r\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\r\n * @param quality defines the quality of the result\r\n * @returns a promise that resolve to the final data\r\n */\r\n public static DumpDataAsync(\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n mimeType: string = \"image/png\",\r\n fileName?: string,\r\n invertY = false,\r\n toArrayBuffer = false,\r\n quality?: number\r\n ): Promise<string | ArrayBuffer> {\r\n return new Promise((resolve) => {\r\n DumpTools.DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);\r\n });\r\n }\r\n\r\n /**\r\n * Dumps an array buffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param data the data array\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @param invertY true to invert the picture in the Y dimension\r\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\r\n * @param quality defines the quality of the result\r\n */\r\n public static DumpData(\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n successCallback?: (data: string | ArrayBuffer) => void,\r\n mimeType: string = \"image/png\",\r\n fileName?: string,\r\n invertY = false,\r\n toArrayBuffer = false,\r\n quality?: number\r\n ) {\r\n const renderer = DumpTools._CreateDumpRenderer();\r\n renderer.engine.setSize(width, height, true);\r\n\r\n // Convert if data are float32\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = v < 0 ? 0 : v > 1 ? 1 : Math.round(v * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n // Create the image\r\n const texture = renderer.engine.createRawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, false, !invertY, Constants.TEXTURE_NEAREST_NEAREST);\r\n\r\n renderer.renderer.setViewport();\r\n renderer.renderer.applyEffectWrapper(renderer.wrapper);\r\n renderer.wrapper.effect._bindTexture(\"textureSampler\", texture);\r\n renderer.renderer.draw();\r\n\r\n if (toArrayBuffer) {\r\n Tools.ToBlob(\r\n renderer.canvas,\r\n (blob) => {\r\n const fileReader = new FileReader();\r\n fileReader.onload = (event: any) => {\r\n const arrayBuffer = event.target!.result as ArrayBuffer;\r\n if (successCallback) {\r\n successCallback(arrayBuffer);\r\n }\r\n };\r\n fileReader.readAsArrayBuffer(blob!);\r\n },\r\n mimeType,\r\n quality\r\n );\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);\r\n }\r\n\r\n texture.dispose();\r\n }\r\n\r\n /**\r\n * Dispose the dump tools associated resources\r\n */\r\n public static Dispose() {\r\n if (DumpTools._DumpToolsEngine) {\r\n DumpTools._DumpToolsEngine.wrapper.dispose();\r\n DumpTools._DumpToolsEngine.renderer.dispose();\r\n DumpTools._DumpToolsEngine.engine.dispose();\r\n }\r\n DumpTools._DumpToolsEngine = null;\r\n }\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.DumpData = DumpTools.DumpData;\r\n Tools.DumpDataAsync = DumpTools.DumpDataAsync;\r\n Tools.DumpFramebuffer = DumpTools.DumpFramebuffer;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { _WarnImport } from \"./devTools\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Tools } from \"./tools\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { passPixelShader } from \"../Shaders/pass.fragment\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\n\r\ntype DumpToolsEngine = {\r\n canvas: HTMLCanvasElement | OffscreenCanvas;\r\n engine: ThinEngine;\r\n renderer: EffectRenderer;\r\n wrapper: EffectWrapper;\r\n};\r\n\r\n/**\r\n * Class containing a set of static utilities functions to dump data from a canvas\r\n */\r\nexport class DumpTools {\r\n private static _DumpToolsEngine: Nullable<DumpToolsEngine>;\r\n\r\n private static _CreateDumpRenderer(): DumpToolsEngine {\r\n if (!DumpTools._DumpToolsEngine) {\r\n const canvas = new OffscreenCanvas(100, 100); // will be resized later\r\n const engine = new ThinEngine(canvas, false, {\r\n preserveDrawingBuffer: true,\r\n depth: false,\r\n stencil: false,\r\n alpha: true,\r\n premultipliedAlpha: false,\r\n antialias: false,\r\n failIfMajorPerformanceCaveat: false,\r\n });\r\n engine.getCaps().parallelShaderCompile = undefined;\r\n const renderer = new EffectRenderer(engine);\r\n const wrapper = new EffectWrapper({\r\n engine,\r\n name: passPixelShader.name,\r\n fragmentShader: passPixelShader.shader,\r\n samplerNames: [\"textureSampler\"],\r\n });\r\n DumpTools._DumpToolsEngine = {\r\n canvas,\r\n engine,\r\n renderer,\r\n wrapper,\r\n };\r\n }\r\n return DumpTools._DumpToolsEngine!;\r\n }\r\n\r\n /**\r\n * Dumps the current bound framebuffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param engine defines the hosting engine\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @returns a void promise\r\n */\r\n public static async DumpFramebuffer(\r\n width: number,\r\n height: number,\r\n engine: Engine,\r\n successCallback?: (data: string) => void,\r\n mimeType: string = \"image/png\",\r\n fileName?: string\r\n ) {\r\n // Read the contents of the framebuffer\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n\r\n const data = new Uint8Array(bufferView.buffer);\r\n\r\n DumpTools.DumpData(width, height, data, successCallback as (data: string | ArrayBuffer) => void, mimeType, fileName, true);\r\n }\r\n\r\n /**\r\n * Dumps an array buffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param data the data array\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @param invertY true to invert the picture in the Y dimension\r\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\r\n * @param quality defines the quality of the result\r\n * @returns a promise that resolve to the final data\r\n */\r\n public static DumpDataAsync(\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n mimeType: string = \"image/png\",\r\n fileName?: string,\r\n invertY = false,\r\n toArrayBuffer = false,\r\n quality?: number\r\n ): Promise<string | ArrayBuffer> {\r\n return new Promise((resolve) => {\r\n DumpTools.DumpData(width, height, data, (result) => resolve(result), mimeType, fileName, invertY, toArrayBuffer, quality);\r\n });\r\n }\r\n\r\n /**\r\n * Dumps an array buffer\r\n * @param width defines the rendering width\r\n * @param height defines the rendering height\r\n * @param data the data array\r\n * @param successCallback defines the callback triggered once the data are available\r\n * @param mimeType defines the mime type of the result\r\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\r\n * @param invertY true to invert the picture in the Y dimension\r\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\r\n * @param quality defines the quality of the result\r\n */\r\n public static DumpData(\r\n width: number,\r\n height: number,\r\n data: ArrayBufferView,\r\n successCallback?: (data: string | ArrayBuffer) => void,\r\n mimeType: string = \"image/png\",\r\n fileName?: string,\r\n invertY = false,\r\n toArrayBuffer = false,\r\n quality?: number\r\n ) {\r\n const renderer = DumpTools._CreateDumpRenderer();\r\n renderer.engine.setSize(width, height, true);\r\n\r\n // Convert if data are float32\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = Math.round(Scalar.Clamp(v) * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n // Create the image\r\n const texture = renderer.engine.createRawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, false, !invertY, Constants.TEXTURE_NEAREST_NEAREST);\r\n\r\n renderer.renderer.setViewport();\r\n renderer.renderer.applyEffectWrapper(renderer.wrapper);\r\n renderer.wrapper.effect._bindTexture(\"textureSampler\", texture);\r\n renderer.renderer.draw();\r\n\r\n if (toArrayBuffer) {\r\n Tools.ToBlob(\r\n renderer.canvas,\r\n (blob) => {\r\n const fileReader = new FileReader();\r\n fileReader.onload = (event: any) => {\r\n const arrayBuffer = event.target!.result as ArrayBuffer;\r\n if (successCallback) {\r\n successCallback(arrayBuffer);\r\n }\r\n };\r\n fileReader.readAsArrayBuffer(blob!);\r\n },\r\n mimeType,\r\n quality\r\n );\r\n } else {\r\n Tools.EncodeScreenshotCanvasData(renderer.canvas, successCallback, mimeType, fileName, quality);\r\n }\r\n\r\n texture.dispose();\r\n }\r\n\r\n /**\r\n * Dispose the dump tools associated resources\r\n */\r\n public static Dispose() {\r\n if (DumpTools._DumpToolsEngine) {\r\n DumpTools._DumpToolsEngine.wrapper.dispose();\r\n DumpTools._DumpToolsEngine.renderer.dispose();\r\n DumpTools._DumpToolsEngine.engine.dispose();\r\n }\r\n DumpTools._DumpToolsEngine = null;\r\n }\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.DumpData = DumpTools.DumpData;\r\n Tools.DumpDataAsync = DumpTools.DumpDataAsync;\r\n Tools.DumpFramebuffer = DumpTools.DumpFramebuffer;\r\n};\r\n\r\ninitSideEffects();\r\n"]}
@@ -77,7 +77,7 @@ export function normalizeEnvInfo(info) {
77
77
  * @returns a promise containing the environment data if successful.
78
78
  */
79
79
  export async function CreateEnvTextureAsync(texture, options = {}) {
80
- var _a;
80
+ var _a, _b;
81
81
  const internalTexture = texture.getInternalTexture();
82
82
  if (!internalTexture) {
83
83
  return Promise.reject("The cube texture is invalid.");
@@ -99,6 +99,10 @@ export async function CreateEnvTextureAsync(texture, options = {}) {
99
99
  return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
100
100
  }
101
101
  }
102
+ // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.
103
+ texture.sphericalPolynomial;
104
+ // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.
105
+ const sphericalPolynomialPromise = (_b = texture.getInternalTexture()) === null || _b === void 0 ? void 0 : _b._sphericalPolynomialPromise;
102
106
  const cubeWidth = internalTexture.width;
103
107
  const hostingScene = new Scene(engine);
104
108
  const specularTextures = {};
@@ -137,6 +141,10 @@ export async function CreateEnvTextureAsync(texture, options = {}) {
137
141
  }
138
142
  // We can delete the hosting scene keeping track of all the creation objects
139
143
  hostingScene.dispose();
144
+ // Ensure completion of the polynomial creation promise.
145
+ if (sphericalPolynomialPromise) {
146
+ await sphericalPolynomialPromise;
147
+ }
140
148
  // Creates the json header for the env texture
141
149
  const info = {
142
150
  version: CurrentVersion,
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport \"../Shaders/rgbdEncode.fragment\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\nimport { DumpTools } from \"../Misc/dumpTools\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = Scalar.ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await DumpTools.DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Scalar.Log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess!.getEffect().executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = Scalar.ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (typeof Image === \"undefined\" || engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport \"../Shaders/rgbdEncode.fragment\";\r\nimport \"../Shaders/rgbdDecode.fragment\";\r\nimport { DumpTools } from \"../Misc/dumpTools\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\r\n texture.sphericalPolynomial;\r\n\r\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\r\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = Scalar.ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await DumpTools.DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Ensure completion of the polynomial creation promise.\r\n if (sphericalPolynomialPromise) {\r\n await sphericalPolynomialPromise;\r\n }\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Scalar.Log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess!.getEffect().executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = Scalar.ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n if (expandTexture) {\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (typeof Image === \"undefined\" || engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
@@ -63,6 +63,11 @@ export declare class PerfCounter {
63
63
  * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
64
64
  */
65
65
  endMonitoring(newFrame?: boolean): void;
66
+ /**
67
+ * Call this method to end the monitoring of a frame.
68
+ * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
69
+ */
70
+ endFrame(): void;
66
71
  private _fetchResult;
67
72
  private _startMonitoringTime;
68
73
  private _min;
@@ -115,6 +115,13 @@ export class PerfCounter {
115
115
  this._fetchResult();
116
116
  }
117
117
  }
118
+ /**
119
+ * Call this method to end the monitoring of a frame.
120
+ * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
121
+ */
122
+ endFrame() {
123
+ this._fetchResult();
124
+ }
118
125
  _fetchResult() {
119
126
  this._totalAccumulated += this._current;
120
127
  this._lastSecAccumulated += this._current;
@@ -1 +1 @@
1
- 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{ PrecisionDate } from \"./precisionDate\";\r\n\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nexport class PerfCounter {\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n public static Enabled = true;\r\n\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n public get min(): number {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n public get max(): number {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n public get average(): number {\r\n return this._average;\r\n }\r\n\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n public get lastSecAverage(): number {\r\n return this._lastSecAverage;\r\n }\r\n\r\n /**\r\n * Returns the current value\r\n */\r\n public get current(): number {\r\n return this._current;\r\n }\r\n\r\n /**\r\n * Gets the accumulated total\r\n */\r\n public get total(): number {\r\n return this._totalAccumulated;\r\n }\r\n\r\n /**\r\n * Gets the total value count\r\n */\r\n public get count(): number {\r\n return this._totalValueCount;\r\n }\r\n\r\n /**\r\n * Creates a new counter\r\n */\r\n constructor() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public fetchNewFrame() {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n }\r\n\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n public addCount(newCount: number, fetchResult: boolean) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n public beginMonitoring() {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n public endMonitoring(newFrame: boolean = true) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n\r\n const currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n private _fetchResult() {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n\r\n // Reset last sec?\r\n const now = PrecisionDate.Now;\r\n if (now - this._lastSecTime > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n }\r\n\r\n private _startMonitoringTime: number;\r\n private _min: number;\r\n private _max: number;\r\n private _average: number;\r\n private _current: number;\r\n private _totalValueCount: number;\r\n private _totalAccumulated: number;\r\n private _lastSecAverage: number;\r\n private _lastSecAccumulated: number;\r\n private _lastSecTime: number;\r\n private _lastSecValueCount: number;\r\n}\r\n"]}
1
+ 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{ PrecisionDate } from \"./precisionDate\";\r\n\r\n/**\r\n * This class is used to track a performance counter which is number based.\r\n * The user has access to many properties which give statistics of different nature.\r\n *\r\n * The implementer can track two kinds of Performance Counter: time and count.\r\n * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.\r\n * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.\r\n */\r\nexport class PerfCounter {\r\n /**\r\n * Gets or sets a global boolean to turn on and off all the counters\r\n */\r\n public static Enabled = true;\r\n\r\n /**\r\n * Returns the smallest value ever\r\n */\r\n public get min(): number {\r\n return this._min;\r\n }\r\n\r\n /**\r\n * Returns the biggest value ever\r\n */\r\n public get max(): number {\r\n return this._max;\r\n }\r\n\r\n /**\r\n * Returns the average value since the performance counter is running\r\n */\r\n public get average(): number {\r\n return this._average;\r\n }\r\n\r\n /**\r\n * Returns the average value of the last second the counter was monitored\r\n */\r\n public get lastSecAverage(): number {\r\n return this._lastSecAverage;\r\n }\r\n\r\n /**\r\n * Returns the current value\r\n */\r\n public get current(): number {\r\n return this._current;\r\n }\r\n\r\n /**\r\n * Gets the accumulated total\r\n */\r\n public get total(): number {\r\n return this._totalAccumulated;\r\n }\r\n\r\n /**\r\n * Gets the total value count\r\n */\r\n public get count(): number {\r\n return this._totalValueCount;\r\n }\r\n\r\n /**\r\n * Creates a new counter\r\n */\r\n constructor() {\r\n this._startMonitoringTime = 0;\r\n this._min = 0;\r\n this._max = 0;\r\n this._average = 0;\r\n this._lastSecAverage = 0;\r\n this._current = 0;\r\n this._totalValueCount = 0;\r\n this._totalAccumulated = 0;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecTime = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n\r\n /**\r\n * Call this method to start monitoring a new frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public fetchNewFrame() {\r\n this._totalValueCount++;\r\n this._current = 0;\r\n this._lastSecValueCount++;\r\n }\r\n\r\n /**\r\n * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\r\n * @param newCount the count value to add to the monitored count\r\n * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\r\n */\r\n public addCount(newCount: number, fetchResult: boolean) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._current += newCount;\r\n if (fetchResult) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Start monitoring this performance counter\r\n */\r\n public beginMonitoring() {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n this._startMonitoringTime = PrecisionDate.Now;\r\n }\r\n\r\n /**\r\n * Compute the time lapsed since the previous beginMonitoring() call.\r\n * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\r\n */\r\n public endMonitoring(newFrame: boolean = true) {\r\n if (!PerfCounter.Enabled) {\r\n return;\r\n }\r\n\r\n if (newFrame) {\r\n this.fetchNewFrame();\r\n }\r\n\r\n const currentTime = PrecisionDate.Now;\r\n this._current = currentTime - this._startMonitoringTime;\r\n\r\n if (newFrame) {\r\n this._fetchResult();\r\n }\r\n }\r\n\r\n /**\r\n * Call this method to end the monitoring of a frame.\r\n * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the end of the frame, after beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.\r\n */\r\n public endFrame() {\r\n this._fetchResult();\r\n }\r\n\r\n private _fetchResult() {\r\n this._totalAccumulated += this._current;\r\n this._lastSecAccumulated += this._current;\r\n\r\n // Min/Max update\r\n this._min = Math.min(this._min, this._current);\r\n this._max = Math.max(this._max, this._current);\r\n this._average = this._totalAccumulated / this._totalValueCount;\r\n\r\n // Reset last sec?\r\n const now = PrecisionDate.Now;\r\n if (now - this._lastSecTime > 1000) {\r\n this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;\r\n this._lastSecTime = now;\r\n this._lastSecAccumulated = 0;\r\n this._lastSecValueCount = 0;\r\n }\r\n }\r\n\r\n private _startMonitoringTime: number;\r\n private _min: number;\r\n private _max: number;\r\n private _average: number;\r\n private _current: number;\r\n private _totalValueCount: number;\r\n private _totalAccumulated: number;\r\n private _lastSecAverage: number;\r\n private _lastSecAccumulated: number;\r\n private _lastSecTime: number;\r\n private _lastSecValueCount: number;\r\n}\r\n"]}
@@ -270,6 +270,9 @@ export class MorphTargetManager {
270
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  }
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  }
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  }
273
+ if (this._morphTargetTextureIndices.length !== influenceCount) {
274
+ this._morphTargetTextureIndices = this._morphTargetTextureIndices.slice(0, influenceCount);
275
+ }
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276
  if (!this._influences || this._influences.length !== influenceCount) {
274
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  this._influences = new Float32Array(influenceCount);
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  }