@babylonjs/core 7.2.2 → 7.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (620) hide show
  1. package/Animations/runtimeAnimation.d.ts +1 -0
  2. package/Animations/runtimeAnimation.js +12 -3
  3. package/Animations/runtimeAnimation.js.map +1 -1
  4. package/Audio/audioEngine.js +2 -2
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Bones/boneLookController.js +3 -0
  7. package/Bones/boneLookController.js.map +1 -1
  8. package/Buffers/buffer.d.ts +5 -5
  9. package/Buffers/buffer.js.map +1 -1
  10. package/Buffers/storageBuffer.d.ts +2 -2
  11. package/Buffers/storageBuffer.js.map +1 -1
  12. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  13. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  14. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  15. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  16. package/Compute/computeEffect.d.ts +3 -3
  17. package/Compute/computeEffect.js.map +1 -1
  18. package/Compute/computeShader.d.ts +10 -2
  19. package/Compute/computeShader.js +53 -35
  20. package/Compute/computeShader.js.map +1 -1
  21. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +2 -2
  22. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  23. package/DeviceInput/internalDeviceSourceManager.d.ts +4 -4
  24. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  25. package/DeviceInput/webDeviceInputSystem.d.ts +2 -2
  26. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  27. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +10 -0
  28. package/Engines/AbstractEngine/abstractEngine.alpha.js +29 -0
  29. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -0
  30. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +17 -0
  31. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +138 -0
  32. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.dom.d.ts +61 -0
  34. package/Engines/AbstractEngine/abstractEngine.dom.js +27 -0
  35. package/Engines/AbstractEngine/abstractEngine.dom.js.map +1 -0
  36. package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +30 -0
  37. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js +48 -0
  38. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js.map +1 -0
  39. package/Engines/AbstractEngine/abstractEngine.query.d.ts +122 -0
  40. package/Engines/AbstractEngine/abstractEngine.query.js +175 -0
  41. package/Engines/AbstractEngine/abstractEngine.query.js.map +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +26 -0
  43. package/Engines/AbstractEngine/abstractEngine.renderPass.js +29 -0
  44. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -0
  45. package/Engines/AbstractEngine/abstractEngine.states.d.ts +162 -0
  46. package/Engines/AbstractEngine/abstractEngine.states.js +105 -0
  47. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -0
  48. package/Engines/AbstractEngine/abstractEngine.texture.d.ts +16 -0
  49. package/Engines/AbstractEngine/abstractEngine.texture.js +11 -0
  50. package/Engines/AbstractEngine/abstractEngine.texture.js.map +1 -0
  51. package/Engines/AbstractEngine/index.d.ts +8 -0
  52. package/Engines/AbstractEngine/index.js +10 -0
  53. package/Engines/AbstractEngine/index.js.map +1 -0
  54. package/Engines/Extensions/engine.alpha.d.ts +0 -24
  55. package/Engines/Extensions/engine.alpha.js +0 -35
  56. package/Engines/Extensions/engine.alpha.js.map +1 -1
  57. package/Engines/Extensions/engine.computeShader.d.ts +15 -2
  58. package/Engines/Extensions/engine.computeShader.js +5 -1
  59. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  60. package/Engines/Extensions/engine.cubeTexture.d.ts +0 -8
  61. package/Engines/Extensions/engine.cubeTexture.js +2 -135
  62. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  63. package/Engines/Extensions/engine.debugging.d.ts +2 -2
  64. package/Engines/Extensions/engine.debugging.js +5 -5
  65. package/Engines/Extensions/engine.debugging.js.map +1 -1
  66. package/Engines/Extensions/engine.dynamicTexture.js +3 -2
  67. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  68. package/Engines/Extensions/engine.multiview.js.map +1 -1
  69. package/Engines/Extensions/engine.query.d.ts +5 -120
  70. package/Engines/Extensions/engine.query.js +14 -150
  71. package/Engines/Extensions/engine.query.js.map +1 -1
  72. package/Engines/Extensions/engine.renderTarget.js +0 -9
  73. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  74. package/Engines/Extensions/engine.views.d.ts +3 -2
  75. package/Engines/Extensions/engine.views.js.map +1 -1
  76. package/Engines/Processors/iShaderProcessor.d.ts +2 -2
  77. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  78. package/Engines/Processors/shaderProcessor.d.ts +3 -3
  79. package/Engines/Processors/shaderProcessor.js.map +1 -1
  80. package/Engines/WebGL/webGLRenderTargetWrapper.js +12 -9
  81. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  82. package/Engines/WebGL/webGLShaderProcessors.d.ts +2 -2
  83. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +35 -0
  85. package/Engines/WebGPU/Extensions/engine.alpha.js +4 -4
  86. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +9 -0
  88. package/Engines/WebGPU/Extensions/engine.computeShader.js +13 -2
  89. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  90. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +78 -1
  91. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  92. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +27 -1
  93. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -3
  94. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +16 -0
  96. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +1 -1
  97. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +55 -1
  98. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  99. package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
  100. package/Engines/WebGPU/Extensions/engine.query.js +1 -0
  101. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +185 -1
  103. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  104. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +10 -1
  105. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  106. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +38 -1
  107. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  108. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +13 -1
  109. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  110. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +38 -1
  111. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  112. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +10 -0
  113. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  114. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +14 -1
  115. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +2 -2
  117. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  118. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +2 -0
  119. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +2 -0
  120. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  121. package/Engines/abstractEngine.d.ts +1695 -0
  122. package/Engines/abstractEngine.js +1362 -0
  123. package/Engines/abstractEngine.js.map +1 -0
  124. package/Engines/engine.common.d.ts +39 -0
  125. package/Engines/engine.common.js +226 -0
  126. package/Engines/engine.common.js.map +1 -0
  127. package/Engines/engine.d.ts +40 -447
  128. package/Engines/engine.js +64 -810
  129. package/Engines/engine.js.map +1 -1
  130. package/Engines/engineFactory.d.ts +2 -2
  131. package/Engines/engineFactory.js.map +1 -1
  132. package/Engines/engineStore.d.ts +4 -4
  133. package/Engines/engineStore.js.map +1 -1
  134. package/Engines/index.d.ts +3 -0
  135. package/Engines/index.js +3 -0
  136. package/Engines/index.js.map +1 -1
  137. package/Engines/nativeEngine.d.ts +1 -1
  138. package/Engines/nativeEngine.js +2 -1
  139. package/Engines/nativeEngine.js.map +1 -1
  140. package/Engines/nullEngine.d.ts +2 -2
  141. package/Engines/nullEngine.js +2 -3
  142. package/Engines/nullEngine.js.map +1 -1
  143. package/Engines/renderTargetWrapper.d.ts +3 -3
  144. package/Engines/renderTargetWrapper.js.map +1 -1
  145. package/Engines/thinEngine.d.ts +34 -597
  146. package/Engines/thinEngine.js +85 -1143
  147. package/Engines/thinEngine.js.map +1 -1
  148. package/Engines/webgpuEngine.d.ts +147 -109
  149. package/Engines/webgpuEngine.js +249 -162
  150. package/Engines/webgpuEngine.js.map +1 -1
  151. package/Instrumentation/engineInstrumentation.d.ts +5 -4
  152. package/Instrumentation/engineInstrumentation.js.map +1 -1
  153. package/Layers/effectLayer.d.ts +2 -2
  154. package/Layers/effectLayer.js +3 -3
  155. package/Layers/effectLayer.js.map +1 -1
  156. package/Layers/effectLayerSceneComponent.js.map +1 -1
  157. package/Layers/glowLayer.js +3 -3
  158. package/Layers/glowLayer.js.map +1 -1
  159. package/Layers/highlightLayer.js +3 -3
  160. package/Layers/highlightLayer.js.map +1 -1
  161. package/Layers/layerSceneComponent.js.map +1 -1
  162. package/Loading/loadingScreen.js +2 -2
  163. package/Loading/loadingScreen.js.map +1 -1
  164. package/Loading/sceneLoader.d.ts +3 -3
  165. package/Loading/sceneLoader.js +1 -1
  166. package/Loading/sceneLoader.js.map +1 -1
  167. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
  169. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
  170. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  172. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +5 -5
  173. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
  175. package/Materials/Node/Blocks/Dual/fogBlock.js +4 -4
  176. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Dual/lightBlock.js +4 -4
  178. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
  180. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +8 -7
  181. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  183. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +9 -5
  184. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +4 -2
  186. package/Materials/Node/Blocks/Dual/textureBlock.js +43 -21
  187. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -3
  189. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +9 -2
  191. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  193. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
  195. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +16 -8
  196. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  198. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -2
  200. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +3 -3
  202. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
  204. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -4
  205. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
  207. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +2 -2
  208. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +3 -3
  210. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  211. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
  212. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +4 -4
  213. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/Fragment/twirlBlock.js +9 -9
  215. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/Input/inputBlock.d.ts +6 -1
  217. package/Materials/Node/Blocks/Input/inputBlock.js +36 -12
  218. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
  220. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +1 -1
  221. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
  223. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +3 -3
  224. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  226. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +9 -9
  227. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
  229. package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -21
  230. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
  232. package/Materials/Node/Blocks/PBR/refractionBlock.js +6 -6
  233. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  234. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +5 -0
  235. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  236. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +2 -2
  237. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  238. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +3 -3
  239. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  240. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +1 -1
  241. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  242. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -1
  243. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/Vertex/bonesBlock.js +2 -2
  245. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/Vertex/instancesBlock.js +5 -5
  247. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
  249. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +12 -12
  250. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +7 -7
  252. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
  254. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +10 -3
  255. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  256. package/Materials/Node/Blocks/addBlock.js +2 -1
  257. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  258. package/Materials/Node/Blocks/arcTan2Block.js +3 -1
  259. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  260. package/Materials/Node/Blocks/clampBlock.js +1 -1
  261. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  263. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/colorMergerBlock.js +9 -7
  265. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  267. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/conditionalBlock.js +18 -12
  269. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/crossBlock.js +1 -1
  271. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  272. package/Materials/Node/Blocks/curveBlock.js +48 -53
  273. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  274. package/Materials/Node/Blocks/customBlock.js +1 -1
  275. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  276. package/Materials/Node/Blocks/desaturateBlock.js +5 -4
  277. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  278. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  279. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  280. package/Materials/Node/Blocks/divideBlock.js +2 -1
  281. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/dotBlock.js +1 -1
  283. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  285. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  287. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  288. package/Materials/Node/Blocks/gradientBlock.js +8 -7
  289. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  290. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  291. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  292. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  293. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  294. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  295. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  296. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  297. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  298. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  299. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  300. package/Materials/Node/Blocks/maxBlock.js +1 -1
  301. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  302. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -1
  303. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  304. package/Materials/Node/Blocks/minBlock.js +1 -1
  305. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  306. package/Materials/Node/Blocks/modBlock.js +1 -1
  307. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  308. package/Materials/Node/Blocks/multiplyBlock.js +2 -1
  309. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  310. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  311. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  312. package/Materials/Node/Blocks/negateBlock.js +1 -1
  313. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  314. package/Materials/Node/Blocks/normalBlendBlock.js +1 -1
  315. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  316. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  317. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  318. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  319. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  321. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/powBlock.js +1 -1
  323. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  325. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  327. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  329. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/refractBlock.js +1 -1
  331. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/remapBlock.js +1 -1
  333. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/replaceColorBlock.js +1 -1
  335. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  337. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/scaleBlock.js +1 -1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\n// Ensures Raw texture are included\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | ThinEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n * @returns the 3D LUT texture\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\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, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @returns A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n * @returns The JSON representation of the texture\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.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n// Ensures Raw texture are included\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | AbstractEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n * @returns the 3D LUT texture\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\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, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @returns A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n * @returns The JSON representation of the texture\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.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
@@ -2,7 +2,8 @@ import type { Nullable } from "../../types";
2
2
  import type { Scene } from "../../scene";
3
3
  import { Matrix, Vector3 } from "../../Maths/math.vector";
4
4
  import { BaseTexture } from "../../Materials/Textures/baseTexture";
5
- import type { ThinEngine } from "../../Engines/thinEngine";
5
+ import type { AbstractEngine } from "../../Engines/abstractEngine";
6
+ import "../../Engines/AbstractEngine/abstractEngine.cubeTexture";
6
7
  import "../../Engines/Extensions/engine.cubeTexture";
7
8
  import { Observable } from "../../Misc/observable";
8
9
  /**
@@ -105,7 +106,7 @@ export declare class CubeTexture extends BaseTexture {
105
106
  * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)
106
107
  * @returns the cube texture
107
108
  */
108
- constructor(rootUrl: string, sceneOrEngine: Scene | ThinEngine, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, loaderOptions?: any, useSRGBBuffer?: boolean);
109
+ constructor(rootUrl: string, sceneOrEngine: Scene | AbstractEngine, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, loaderOptions?: any, useSRGBBuffer?: boolean);
109
110
  /**
110
111
  * Get the current class name of the texture useful for serialization or dynamic coding.
111
112
  * @returns "CubeTexture"
@@ -6,6 +6,7 @@ import { BaseTexture } from "../../Materials/Textures/baseTexture.js";
6
6
  import { Texture } from "../../Materials/Textures/texture.js";
7
7
 
8
8
  import { GetClass, RegisterClass } from "../../Misc/typeStore.js";
9
+ import "../../Engines/AbstractEngine/abstractEngine.cubeTexture.js";
9
10
  import "../../Engines/Extensions/engine.cubeTexture.js";
10
11
  import { Observable } from "../../Misc/observable.js";
11
12
  import { SerializationHelper } from "../../Misc/decorators.serialization.js";
@@ -1 +1 @@
1
- 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{ serialize, serializeAsMatrix, 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\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\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, 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 { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\nimport \"../../Engines/AbstractEngine/abstractEngine.cubeTexture\";\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\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 | AbstractEngine,\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"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
3
3
  import { Matrix, Vector3 } from "../../Maths/math.vector";
4
4
  import { BaseTexture } from "../../Materials/Textures/baseTexture";
5
5
  import { Observable } from "../../Misc/observable";
6
- import type { ThinEngine } from "../../Engines/thinEngine";
6
+ import type { AbstractEngine } from "../../Engines/abstractEngine";
7
7
  import "../../Engines/Extensions/engine.rawTexture";
8
8
  import "../../Materials/Textures/baseTexture.polynomial";
9
9
  /**
@@ -76,7 +76,7 @@ export declare class HDRCubeTexture extends BaseTexture {
76
76
  * @param onError on error callback function
77
77
  * @param supersample Defines if texture must be supersampled (default: false)
78
78
  */
79
- constructor(url: string, sceneOrEngine: Scene | ThinEngine, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, prefilterOnLoad?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, supersample?: boolean);
79
+ constructor(url: string, sceneOrEngine: Scene | AbstractEngine, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, prefilterOnLoad?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, supersample?: boolean);
80
80
  /**
81
81
  * Get the current class name of the texture useful for serialization or dynamic coding.
82
82
  * @returns "HDRCubeTexture"
@@ -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 { AbstractEngine } from \"../../Engines/abstractEngine\";\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 | AbstractEngine,\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"]}
@@ -5,7 +5,7 @@ import { Observable } from "../../Misc/observable";
5
5
  import "../../Engines/Extensions/engine.dynamicTexture";
6
6
  import "../../Engines/Extensions/engine.videoTexture";
7
7
  import "../../Engines/Extensions/engine.externalTexture";
8
- import type { ThinEngine } from "../../Engines/thinEngine";
8
+ import type { AbstractEngine } from "../../Engines/abstractEngine";
9
9
  import type { Scene } from "../../scene";
10
10
  /**
11
11
  * Defines the options related to the creation of an HtmlElementTexture
@@ -26,7 +26,7 @@ export interface IHtmlElementTextureOptions {
26
26
  /**
27
27
  * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
28
28
  */
29
- engine: Nullable<ThinEngine>;
29
+ engine: Nullable<AbstractEngine>;
30
30
  /**
31
31
  * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
32
32
  */
@@ -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
+ {"version":3,"file":"htmlElementTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/htmlElementTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD,OAAO,gDAAgD,CAAC;AACxD,OAAO,8CAA8C,CAAC;AACtD,OAAO,iDAAiD,CAAC;AA+BzD;;;;;;;;GAQG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IA0B/C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,OAA6C,EAAE,OAAmC;QACxG,KAAK,CAAC,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC;QA5B3C;;WAEG;QACI,qBAAgB,GAAmC,IAAI,UAAU,EAAsB,CAAC;QA2B3F,IAAI,CAAC,OAAO,IAAI,CAAC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;YACjD,OAAO;SACV;QAED,OAAO,GAAG;YACN,GAAG,kBAAkB,CAAC,eAAe;YACrC,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC,eAAgB,CAAC;QACjD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,YAAa,CAAC;QAC3C,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QACxC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,MAAO,CAAC;QAE/B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAE,OAA4B,CAAC,uBAAuB,CAAC;QACxE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,EAAE,qBAAqB,CAAC,OAA2B,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;QAExH,IAAI,CAAC,yBAAyB,GAAG,CAAC,CAAC;QAEnC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAEO,sBAAsB;QAC1B,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,KAAK,GAAI,IAAI,CAAC,OAA4B,CAAC,UAAU,CAAC;YACtD,MAAM,GAAI,IAAI,CAAC,OAA4B,CAAC,WAAW,CAAC;SAC3D;aAAM;YACH,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;YAC3B,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;SAChC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,MAAM,EAAE;YACR,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtG,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;SACvC;QAED,IAAI,CAAC,MAAM,EAAE,CAAC;IAClB,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,UAA6B,IAAI;QAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,MAAM,IAAI,IAAI,EAAE;YACzC,OAAO;SACV;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,MAAM,YAAY,GAAG,IAAI,CAAC,OAA2B,CAAC;YACtD,IAAI,YAAY,CAAC,UAAU,GAAG,YAAY,CAAC,iBAAiB,EAAE;gBAC1D,OAAO;aACV;YAED,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,YAAY,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;SAC7I;aAAM;YACH,MAAM,aAAa,GAAG,IAAI,CAAC,OAA4B,CAAC;YACxD,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,EAAE,aAAa,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;SACrH;QAED,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE,EAAE;YAC7B,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAC/C;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AA9GuB,kCAAe,GAA+B;IAClE,eAAe,EAAE,KAAK;IACtB,YAAY,EAAE,SAAS,CAAC,6BAA6B;IACrD,MAAM,EAAE,SAAS,CAAC,kBAAkB;IACpC,MAAM,EAAE,IAAI;IACZ,KAAK,EAAE,IAAI;CACd,AANsC,CAMrC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { ExternalTexture } from \"./externalTexture\";\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\nimport \"../../Engines/Extensions/engine.externalTexture\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Defines the options related to the creation of an HtmlElementTexture\r\n */\r\nexport interface IHtmlElementTextureOptions {\r\n /**\r\n * Defines whether mip maps should be created or not.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Defines the sampling mode of the texture.\r\n */\r\n samplingMode?: number;\r\n /**\r\n * Defines the associated texture format.\r\n */\r\n format?: number;\r\n /**\r\n * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<AbstractEngine>;\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"]}
@@ -3,7 +3,7 @@ import type { ImageSource, Nullable, int } from "../../types";
3
3
  import type { ICanvas, ICanvasRenderingContext } from "../../Engines/ICanvas";
4
4
  import type { HardwareTextureWrapper } from "./hardwareTextureWrapper";
5
5
  import { TextureSampler } from "./textureSampler";
6
- import type { ThinEngine } from "../../Engines/thinEngine";
6
+ import type { AbstractEngine } from "../../Engines/abstractEngine";
7
7
  import type { BaseTexture } from "../../Materials/Textures/baseTexture";
8
8
  import type { SphericalPolynomial } from "../../Maths/sphericalPolynomial";
9
9
  /**
@@ -253,7 +253,7 @@ export declare class InternalTexture extends TextureSampler {
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  * Gets the Engine the texture belongs to.
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  * @returns The babylon engine
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  */
256
- getEngine(): ThinEngine;
256
+ getEngine(): AbstractEngine;
257
257
  /**
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  * Gets the data source type of the texture
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  */
@@ -264,7 +264,7 @@ export declare class InternalTexture extends TextureSampler {
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  * @param source defines the type of data that will be used
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  * @param delayAllocation if the texture allocation should be delayed (default: false)
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  */
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- constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
267
+ constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation?: boolean);
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  /**
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  * Increments the number of references (ie. the number of Texture that point to it)
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  */