@babylonjs/core 6.41.0 → 6.41.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (650) hide show
  1. package/Animations/animatable.js +1 -2
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +4 -6
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/animationGroup.js +3 -3
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/runtimeAnimation.js +1 -1
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Audio/audioEngine.js +3 -5
  10. package/Audio/audioEngine.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +1 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.js +48 -74
  14. package/Audio/sound.js.map +1 -1
  15. package/Audio/soundTrack.js +6 -12
  16. package/Audio/soundTrack.js.map +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
  22. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/followBehavior.js +1 -2
  24. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  25. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  26. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  27. package/Bones/bone.js +4 -6
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.js +2 -3
  30. package/Bones/skeleton.js.map +1 -1
  31. package/Buffers/buffer.align.js +5 -8
  32. package/Buffers/buffer.align.js.map +1 -1
  33. package/Buffers/buffer.js +6 -8
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
  36. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  37. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
  38. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  40. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  42. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  43. package/Cameras/arcRotateCamera.js +1 -2
  44. package/Cameras/arcRotateCamera.js.map +1 -1
  45. package/Cameras/camera.d.ts +5 -0
  46. package/Cameras/camera.js +18 -11
  47. package/Cameras/camera.js.map +1 -1
  48. package/Collisions/pickingInfo.js +1 -1
  49. package/Collisions/pickingInfo.js.map +1 -1
  50. package/Compute/computeEffect.js +5 -8
  51. package/Compute/computeEffect.js.map +1 -1
  52. package/Compute/computeShader.js +12 -9
  53. package/Compute/computeShader.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +1 -2
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Culling/boundingBox.js +2 -3
  57. package/Culling/boundingBox.js.map +1 -1
  58. package/Culling/ray.d.ts +6 -1
  59. package/Culling/ray.js +9 -4
  60. package/Culling/ray.js.map +1 -1
  61. package/Debug/debugLayer.js +4 -1
  62. package/Debug/debugLayer.js.map +1 -1
  63. package/Debug/directionalLightFrustumViewer.js +7 -9
  64. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  65. package/Debug/physicsViewer.js +5 -7
  66. package/Debug/physicsViewer.js.map +1 -1
  67. package/Debug/rayHelper.js +1 -2
  68. package/Debug/rayHelper.js.map +1 -1
  69. package/Debug/skeletonViewer.js +26 -31
  70. package/Debug/skeletonViewer.js.map +1 -1
  71. package/Decorators/nodeDecorator.js +1 -1
  72. package/Decorators/nodeDecorator.js.map +1 -1
  73. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
  74. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  75. package/DeviceInput/eventFactory.js +1 -1
  76. package/DeviceInput/eventFactory.js.map +1 -1
  77. package/DeviceInput/internalDeviceSourceManager.js +1 -2
  78. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  79. package/DeviceInput/webDeviceInputSystem.js +9 -12
  80. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  81. package/Engines/Extensions/engine.cubeTexture.js +6 -1
  82. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +3 -4
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.rawTexture.js +4 -4
  86. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/Extensions/engine.readTexture.js +2 -3
  88. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  89. package/Engines/Extensions/engine.renderTarget.js +9 -5
  90. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  91. package/Engines/Extensions/engine.renderTargetCube.js +9 -1
  92. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  93. package/Engines/Extensions/engine.views.js +1 -2
  94. package/Engines/Extensions/engine.views.js.map +1 -1
  95. package/Engines/Processors/shaderCodeNode.js +6 -7
  96. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  97. package/Engines/Processors/shaderProcessor.js +6 -11
  98. package/Engines/Processors/shaderProcessor.js.map +1 -1
  99. package/Engines/WebGL/webGLHardwareTexture.js +1 -2
  100. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  101. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
  102. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  103. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
  104. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
  106. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
  108. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.query.js +2 -4
  110. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  112. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
  114. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
  116. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
  118. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  119. package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
  120. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  121. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
  122. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  123. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  124. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
  126. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  127. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
  128. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  129. package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
  130. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  131. package/Engines/WebGPU/webgpuClearQuad.js +2 -3
  132. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  133. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
  134. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  135. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  136. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  137. package/Engines/WebGPU/webgpuDrawContext.js +1 -2
  138. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  139. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
  140. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  141. package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
  142. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  143. package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
  144. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  145. package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
  146. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  147. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  148. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  149. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
  150. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  151. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  152. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  153. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
  154. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  155. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
  156. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  157. package/Engines/WebGPU/webgpuTextureManager.js +40 -43
  158. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  159. package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
  160. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  161. package/Engines/WebGPU/webgpuTintWASM.js +4 -1
  162. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  163. package/Engines/engine.js +4 -7
  164. package/Engines/engine.js.map +1 -1
  165. package/Engines/nativeEngine.js +16 -22
  166. package/Engines/nativeEngine.js.map +1 -1
  167. package/Engines/nullEngine.js +9 -1
  168. package/Engines/nullEngine.js.map +1 -1
  169. package/Engines/renderTargetWrapper.js +11 -16
  170. package/Engines/renderTargetWrapper.js.map +1 -1
  171. package/Engines/thinEngine.js +32 -44
  172. package/Engines/thinEngine.js.map +1 -1
  173. package/Engines/webgpuEngine.js +77 -95
  174. package/Engines/webgpuEngine.js.map +1 -1
  175. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
  176. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
  178. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/flowGraph.js +1 -2
  186. package/FlowGraph/flowGraph.js.map +1 -1
  187. package/FlowGraph/flowGraphBlock.js +2 -4
  188. package/FlowGraph/flowGraphBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphContext.js +1 -2
  190. package/FlowGraph/flowGraphContext.js.map +1 -1
  191. package/FlowGraph/flowGraphCoordinator.js +4 -7
  192. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  193. package/FlowGraph/flowGraphSignalConnection.js +1 -2
  194. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  195. package/FlowGraph/serialization.js +2 -3
  196. package/FlowGraph/serialization.js.map +1 -1
  197. package/Gamepads/gamepadManager.js +1 -1
  198. package/Gamepads/gamepadManager.js.map +1 -1
  199. package/Gizmos/axisDragGizmo.js +2 -4
  200. package/Gizmos/axisDragGizmo.js.map +1 -1
  201. package/Gizmos/axisScaleGizmo.js +5 -8
  202. package/Gizmos/axisScaleGizmo.js.map +1 -1
  203. package/Gizmos/boundingBoxGizmo.js +1 -1
  204. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  205. package/Gizmos/cameraGizmo.js +2 -3
  206. package/Gizmos/cameraGizmo.js.map +1 -1
  207. package/Gizmos/gizmo.js +4 -7
  208. package/Gizmos/gizmo.js.map +1 -1
  209. package/Gizmos/gizmoManager.js +3 -4
  210. package/Gizmos/gizmoManager.js.map +1 -1
  211. package/Gizmos/planeDragGizmo.js +2 -4
  212. package/Gizmos/planeDragGizmo.js.map +1 -1
  213. package/Gizmos/planeRotationGizmo.js +2 -4
  214. package/Gizmos/planeRotationGizmo.js.map +1 -1
  215. package/Helpers/environmentHelper.js +8 -2
  216. package/Helpers/environmentHelper.js.map +1 -1
  217. package/Helpers/videoDome.js +1 -2
  218. package/Helpers/videoDome.js.map +1 -1
  219. package/Inputs/scene.inputManager.js +8 -10
  220. package/Inputs/scene.inputManager.js.map +1 -1
  221. package/Layers/effectLayer.js +16 -10
  222. package/Layers/effectLayer.js.map +1 -1
  223. package/Layers/glowLayer.js +16 -6
  224. package/Layers/glowLayer.js.map +1 -1
  225. package/Layers/highlightLayer.js +12 -3
  226. package/Layers/highlightLayer.js.map +1 -1
  227. package/Layers/layer.js +1 -2
  228. package/Layers/layer.js.map +1 -1
  229. package/LensFlares/lensFlareSystem.js +1 -2
  230. package/LensFlares/lensFlareSystem.js.map +1 -1
  231. package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
  232. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  233. package/Lights/Shadows/shadowGenerator.js +18 -21
  234. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  235. package/Lights/light.js +2 -4
  236. package/Lights/light.js.map +1 -1
  237. package/Lights/shadowLight.js +1 -1
  238. package/Lights/shadowLight.js.map +1 -1
  239. package/Loading/Plugins/babylonFileLoader.js +1 -2
  240. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  241. package/Loading/sceneLoader.js +1 -1
  242. package/Loading/sceneLoader.js.map +1 -1
  243. package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
  244. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  245. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
  246. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  247. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
  248. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  250. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
  252. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
  254. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
  256. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
  258. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
  260. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
  262. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
  264. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
  266. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  268. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
  270. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  272. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  274. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  276. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
  278. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
  280. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  282. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
  284. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  286. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/cloudBlock.js +2 -3
  288. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
  290. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/customBlock.js +4 -6
  292. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
  294. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
  296. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/nodeMaterial.js +16 -11
  300. package/Materials/Node/nodeMaterial.js.map +1 -1
  301. package/Materials/Node/nodeMaterialBlock.js +3 -4
  302. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  303. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  304. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  305. package/Materials/PBR/pbrBaseMaterial.js +25 -28
  306. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  307. package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
  308. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  309. package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
  310. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  311. package/Materials/PBR/pbrSheenConfiguration.js +4 -7
  312. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  313. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  314. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  315. package/Materials/Textures/Packer/packer.js +13 -14
  316. package/Materials/Textures/Packer/packer.js.map +1 -1
  317. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
  318. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  319. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
  320. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  321. package/Materials/Textures/baseTexture.js +2 -4
  322. package/Materials/Textures/baseTexture.js.map +1 -1
  323. package/Materials/Textures/cubeTexture.js +7 -13
  324. package/Materials/Textures/cubeTexture.js.map +1 -1
  325. package/Materials/Textures/dynamicTexture.js +1 -2
  326. package/Materials/Textures/dynamicTexture.js.map +1 -1
  327. package/Materials/Textures/hdrCubeTexture.js +2 -4
  328. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  329. package/Materials/Textures/htmlElementTexture.js +5 -3
  330. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  331. package/Materials/Textures/internalTexture.js +3 -5
  332. package/Materials/Textures/internalTexture.js.map +1 -1
  333. package/Materials/Textures/mirrorTexture.js +3 -6
  334. package/Materials/Textures/mirrorTexture.js.map +1 -1
  335. package/Materials/Textures/multiRenderTarget.js +5 -8
  336. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  337. package/Materials/Textures/rawTexture.js +1 -1
  338. package/Materials/Textures/rawTexture.js.map +1 -1
  339. package/Materials/Textures/renderTargetTexture.js +22 -34
  340. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  341. package/Materials/Textures/texture.js +16 -21
  342. package/Materials/Textures/texture.js.map +1 -1
  343. package/Materials/Textures/thinRenderTargetTexture.js +2 -4
  344. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  345. package/Materials/Textures/thinTexture.js +1 -1
  346. package/Materials/Textures/thinTexture.js.map +1 -1
  347. package/Materials/Textures/videoTexture.js +12 -10
  348. package/Materials/Textures/videoTexture.js.map +1 -1
  349. package/Materials/clipPlaneMaterialHelper.js +18 -21
  350. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  351. package/Materials/drawWrapper.js +2 -4
  352. package/Materials/drawWrapper.js.map +1 -1
  353. package/Materials/effect.d.ts +4 -0
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{ serialize, serializeAsMatrix, SerializationHelper, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
1
+ 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{ serialize, serializeAsMatrix, SerializationHelper, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
@@ -154,10 +154,9 @@ export class DynamicTexture extends Texture {
154
154
  * Disposes the dynamic texture.
155
155
  */
156
156
  dispose() {
157
- var _a;
158
157
  super.dispose();
159
158
  if (this._ownCanvas) {
160
- (_a = this._canvas) === null || _a === void 0 ? void 0 : _a.remove();
159
+ this._canvas?.remove();
161
160
  }
162
161
  this._canvas = null;
163
162
  this._context = null;
@@ -1 +1 @@
1
- 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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
1
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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
@@ -78,7 +78,6 @@ export class HDRCubeTexture extends BaseTexture {
78
78
  * @param supersample Defines if texture must be supersampled (default: false)
79
79
  */
80
80
  constructor(url, sceneOrEngine, size, noMipmap = false, generateHarmonics = true, gammaSpace = false, prefilterOnLoad = false, onLoad = null, onError = null, supersample = false) {
81
- var _a;
82
81
  super(sceneOrEngine);
83
82
  this._generateHarmonics = true;
84
83
  this._onError = null;
@@ -117,7 +116,7 @@ export class HDRCubeTexture extends BaseTexture {
117
116
  this._generateHarmonics = generateHarmonics;
118
117
  this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);
119
118
  if (!this._texture) {
120
- if (!((_a = this.getScene()) === null || _a === void 0 ? void 0 : _a.useDelayedTextureLoading)) {
119
+ if (!this.getScene()?.useDelayedTextureLoading) {
121
120
  this._loadTexture();
122
121
  }
123
122
  else {
@@ -265,13 +264,12 @@ export class HDRCubeTexture extends BaseTexture {
265
264
  * @param value Define the reflection matrix to set
266
265
  */
267
266
  setReflectionTextureMatrix(value) {
268
- var _a;
269
267
  this._textureMatrix = value;
270
268
  if (value.updateFlag === this._textureMatrix.updateFlag) {
271
269
  return;
272
270
  }
273
271
  if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
274
- (_a = this.getScene()) === null || _a === void 0 ? void 0 : _a.markAllMaterialsAsDirty(1, (mat) => mat.getActiveTextures().indexOf(this) !== -1);
272
+ this.getScene()?.markAllMaterialsAsDirty(1, (mat) => mat.getActiveTextures().indexOf(this) !== -1);
275
273
  }
276
274
  }
277
275
  /**
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { HDRTools } from \"../../Misc/HighDynamicRange/hdr\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\n\r\n/**\r\n * This represents a texture coming from an HDR input.\r\n *\r\n * The only supported format is currently panorama picture stored in RGBE format.\r\n * Example of such files can be found on Poly Haven: https://polyhaven.com/hdris\r\n */\r\nexport class HDRCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _generateHarmonics = true;\r\n private _noMipmap: boolean;\r\n private _prefilterOnLoad: boolean;\r\n private _textureMatrix: Matrix;\r\n private _size: number;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();\r\n\r\n /**\r\n * Instantiates an HDRTexture from the following parameters.\r\n *\r\n * @param url The location of the HDR raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters HDR texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._generateHarmonics = generateHarmonics;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"HDRCubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"HDRCubeTexture\";\r\n }\r\n\r\n /**\r\n * Occurs when the file is raw .hdr file.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const callback = (buffer: ArrayBuffer): Nullable<ArrayBufferView[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = HDRTools.GetCubeMapTextureData(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[HDRCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && this._prefilterOnLoad) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n hdrFiltering.prefilter(this, previousOnLoad);\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n }\r\n\r\n public clone(): HDRCubeTexture {\r\n const newTexture = new HDRCubeTexture(this.url, this.getScene() || this._getEngine()!, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n // Methods\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Parses a JSON representation of an HDR Texture in order to create the texture\r\n * @param parsedTexture Define the JSON representation\r\n * @param scene Define the scene the texture should be created in\r\n * @param rootUrl Define the root url in case we need to load relative dependencies\r\n * @returns the newly created texture after parsing\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new HDRCubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.size,\r\n parsedTexture.noMipmap,\r\n parsedTexture.generateHarmonics,\r\n parsedTexture.useInGammaSpace\r\n );\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n }\r\n if (texture) {\r\n if (parsedTexture.boundingBoxPosition) {\r\n (<any>texture).boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n (<any>texture).boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n (<any>texture).rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n return texture;\r\n }\r\n\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.customType = \"BABYLON.HDRCubeTexture\";\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HDRCubeTexture\", HDRCubeTexture);\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { HDRTools } from \"../../Misc/HighDynamicRange/hdr\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\n\r\n/**\r\n * This represents a texture coming from an HDR input.\r\n *\r\n * The only supported format is currently panorama picture stored in RGBE format.\r\n * Example of such files can be found on Poly Haven: https://polyhaven.com/hdris\r\n */\r\nexport class HDRCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _generateHarmonics = true;\r\n private _noMipmap: boolean;\r\n private _prefilterOnLoad: boolean;\r\n private _textureMatrix: Matrix;\r\n private _size: number;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();\r\n\r\n /**\r\n * Instantiates an HDRTexture from the following parameters.\r\n *\r\n * @param url The location of the HDR raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters HDR texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | ThinEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._generateHarmonics = generateHarmonics;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"HDRCubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"HDRCubeTexture\";\r\n }\r\n\r\n /**\r\n * Occurs when the file is raw .hdr file.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const callback = (buffer: ArrayBuffer): Nullable<ArrayBufferView[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = HDRTools.GetCubeMapTextureData(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[HDRCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && this._prefilterOnLoad) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n hdrFiltering.prefilter(this, previousOnLoad);\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n }\r\n\r\n public clone(): HDRCubeTexture {\r\n const newTexture = new HDRCubeTexture(this.url, this.getScene() || this._getEngine()!, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n // Methods\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Parses a JSON representation of an HDR Texture in order to create the texture\r\n * @param parsedTexture Define the JSON representation\r\n * @param scene Define the scene the texture should be created in\r\n * @param rootUrl Define the root url in case we need to load relative dependencies\r\n * @returns the newly created texture after parsing\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new HDRCubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.size,\r\n parsedTexture.noMipmap,\r\n parsedTexture.generateHarmonics,\r\n parsedTexture.useInGammaSpace\r\n );\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n }\r\n if (texture) {\r\n if (parsedTexture.boundingBoxPosition) {\r\n (<any>texture).boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n (<any>texture).boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n (<any>texture).rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n return texture;\r\n }\r\n\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.customType = \"BABYLON.HDRCubeTexture\";\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HDRCubeTexture\", HDRCubeTexture);\r\n"]}
@@ -23,7 +23,6 @@ export class HtmlElementTexture extends BaseTexture {
23
23
  * @param options Defines the other none mandatory texture creation options
24
24
  */
25
25
  constructor(name, element, options) {
26
- var _a, _b;
27
26
  super(options.scene || options.engine);
28
27
  /**
29
28
  * Observable triggered once the texture has been loaded.
@@ -32,7 +31,10 @@ export class HtmlElementTexture extends BaseTexture {
32
31
  if (!element || (!options.engine && !options.scene)) {
33
32
  return;
34
33
  }
35
- options = Object.assign(Object.assign({}, HtmlElementTexture._DefaultOptions), options);
34
+ options = {
35
+ ...HtmlElementTexture._DefaultOptions,
36
+ ...options,
37
+ };
36
38
  this._generateMipMaps = options.generateMipMaps;
37
39
  this._samplingMode = options.samplingMode;
38
40
  this._textureMatrix = Matrix.Identity();
@@ -40,7 +42,7 @@ export class HtmlElementTexture extends BaseTexture {
40
42
  this.name = name;
41
43
  this.element = element;
42
44
  this._isVideo = !!element.getVideoPlaybackQuality;
43
- this._externalTexture = this._isVideo ? (_b = (_a = this._engine) === null || _a === void 0 ? void 0 : _a.createExternalTexture(element)) !== null && _b !== void 0 ? _b : null : null;
45
+ this._externalTexture = this._isVideo ? this._engine?.createExternalTexture(element) ?? null : null;
44
46
  this.anisotropicFilteringLevel = 1;
45
47
  this._createInternalTexture();
46
48
  }
@@ -1 +1 @@
1
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It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<ThinEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n private _externalTexture: Nullable<ExternalTexture>;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = !!(element as HTMLVideoElement).getVideoPlaybackQuality;\r\n this._externalTexture = this._isVideo ? this._engine?.createExternalTexture(element as HTMLVideoElement) ?? null : null;\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, this._externalTexture ? this._externalTexture : videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
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It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<ThinEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n private _externalTexture: Nullable<ExternalTexture>;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = !!(element as HTMLVideoElement).getVideoPlaybackQuality;\r\n this._externalTexture = this._isVideo ? this._engine?.createExternalTexture(element as HTMLVideoElement) ?? null : null;\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, this._externalTexture ? this._externalTexture : videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -293,7 +293,6 @@ export class InternalTexture extends TextureSampler {
293
293
  }
294
294
  /** @internal */
295
295
  _rebuild() {
296
- var _a, _b;
297
296
  this.isReady = false;
298
297
  this._cachedCoordinatesMode = null;
299
298
  this._cachedWrapU = null;
@@ -319,7 +318,7 @@ export class InternalTexture extends TextureSampler {
319
318
  case InternalTextureSource.Temp:
320
319
  break;
321
320
  case InternalTextureSource.Url:
322
- proxy = this._engine.createTexture((_a = this._originalUrl) !== null && _a !== void 0 ? _a : this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode,
321
+ proxy = this._engine.createTexture(this._originalUrl ?? this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode,
323
322
  // Do not use Proxy here as it could be fully synchronous
324
323
  // and proxy would be undefined.
325
324
  (temp) => {
@@ -357,7 +356,7 @@ export class InternalTexture extends TextureSampler {
357
356
  }, null, this.format, this._extension, false, 0, 0, null, undefined, this._useSRGBBuffer);
358
357
  return;
359
358
  case InternalTextureSource.CubeRaw:
360
- proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, (_b = this._originalFormat) !== null && _b !== void 0 ? _b : this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
359
+ proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this._originalFormat ?? this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
361
360
  proxy._swapAndDie(this, false);
362
361
  this.isReady = true;
363
362
  break;
@@ -386,8 +385,7 @@ export class InternalTexture extends TextureSampler {
386
385
  */
387
386
  _swapAndDie(target, swapAll = true) {
388
387
  // TODO what about refcount on target?
389
- var _a;
390
- (_a = this._hardwareTexture) === null || _a === void 0 ? void 0 : _a.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);
388
+ this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);
391
389
  target._hardwareTexture = this._hardwareTexture;
392
390
  if (swapAll) {
393
391
  target._isRGBD = this._isRGBD;