@babylonjs/core 7.25.1 → 7.26.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Collisions/gpuPicker.d.ts +5 -0
- package/Collisions/gpuPicker.js +34 -11
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +0 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +0 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.js +3 -3
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +5 -5
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +10 -10
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.readTexture.js +3 -3
- package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -6
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
- package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -0
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +3 -3
- package/Engines/constants.js +3 -3
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +5 -5
- package/Engines/engine.js +5 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +6 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +66 -0
- package/Engines/thinWebGPUEngine.js +120 -0
- package/Engines/thinWebGPUEngine.js.map +1 -0
- package/Engines/webgpuEngine.d.ts +9 -58
- package/Engines/webgpuEngine.js +9 -108
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +10 -10
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +22 -20
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +9 -9
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +41 -32
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +0 -5
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorConverterBlock.d.ts +36 -0
- package/Materials/Node/Blocks/colorConverterBlock.js +192 -0
- package/Materials/Node/Blocks/colorConverterBlock.js.map +1 -0
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -2
- package/Materials/Node/nodeMaterial.js +7 -4
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
- package/Materials/PBR/pbrBaseMaterial.js +2 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +0 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.d.ts +0 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js +0 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +0 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.js +0 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +0 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +0 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +0 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +0 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +0 -1
- package/Materials/Textures/baseTexture.js +0 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.d.ts +0 -1
- package/Materials/Textures/colorGradingTexture.js +0 -2
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +0 -1
- package/Materials/Textures/cubeTexture.js +0 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.d.ts +0 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +0 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +0 -1
- package/Materials/Textures/hdrCubeTexture.js +0 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.d.ts +0 -1
- package/Materials/Textures/rawCubeTexture.js +0 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/rawTexture.d.ts +0 -1
- package/Materials/Textures/rawTexture.js +0 -1
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.d.ts +0 -1
- package/Materials/Textures/rawTexture2DArray.js +0 -1
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +0 -1
- package/Materials/Textures/rawTexture3D.js +0 -1
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +0 -3
- package/Materials/Textures/renderTargetTexture.js +0 -3
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/material.detailMapConfiguration.d.ts +2 -2
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -2
- package/Materials/standardMaterial.js +2 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +32 -7
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -1
- package/Meshes/geometry.js +3 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -1
- package/Meshes/mesh.js +5 -3
- package/Meshes/mesh.js.map +1 -1
- package/Misc/basis.d.ts +3 -3
- package/Misc/basis.js.map +1 -1
- package/Misc/dds.d.ts +0 -1
- package/Misc/dds.js +0 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +0 -2
- package/Misc/environmentTextureTools.js +0 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/minMaxReducer.d.ts +0 -1
- package/Misc/minMaxReducer.js +0 -1
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/rgbdTextureTools.d.ts +0 -2
- package/Misc/rgbdTextureTools.js +5 -10
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.d.ts +0 -1
- package/Misc/screenshotTools.js +0 -1
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.d.ts +2 -2
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/highlightsPostProcess.d.ts +2 -2
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +0 -1
- package/PostProcesses/postProcess.js +0 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/stereoscopicInterlacePostProcess.d.ts +3 -3
- package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +2 -2
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +2 -2
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/prePassRenderer.js +5 -4
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -5
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/default.fragment.js +4 -4
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +5 -9
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +0 -5
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +4 -4
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +5 -9
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/package.json +1 -1
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{ PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene 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 gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\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(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\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 (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n !this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n const canvas = document.createElement(\"canvas\");\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n canvas.remove();\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\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 \"EquiRectangularCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public override clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, 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"]}
|
|
1
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+
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{ PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene 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 gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\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(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\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 (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n !this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n const canvas = document.createElement(\"canvas\");\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n canvas.remove();\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\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 \"EquiRectangularCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public override clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, 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"]}
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@@ -4,7 +4,6 @@ import { Matrix, Vector3 } from "../../Maths/math.vector";
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import { BaseTexture } from "../../Materials/Textures/baseTexture";
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import { Observable } from "../../Misc/observable";
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import type { AbstractEngine } from "../../Engines/abstractEngine";
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import "../../Engines/Extensions/engine.rawTexture";
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import "../../Materials/Textures/baseTexture.polynomial";
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/**
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* This represents a texture coming from an HDR input.
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@@ -10,7 +10,6 @@ import { Tools } from "../../Misc/tools.js";
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import { ToGammaSpace } from "../../Maths/math.constants.js";
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import { HDRFiltering } from "../../Materials/Textures/Filtering/hdrFiltering.js";
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import { ToHalfFloat } from "../../Misc/textureTools.js";
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import "../../Engines/Extensions/engine.rawTexture.js";
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import "../../Materials/Textures/baseTexture.polynomial.js";
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/**
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* This represents a texture coming from an HDR input.
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-
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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 { GetCubeMapTextureData } 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 override 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 override 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 override 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 = 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 override 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 override 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 override 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 override 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 override 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"]}
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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 { GetCubeMapTextureData } 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 \"../../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 override 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 override 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 override 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 = 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 override 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 override 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 override 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 override 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 override 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"]}
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@@ -2,7 +2,6 @@ import type { Nullable } from "../../types";
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import type { Scene } from "../../scene";
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import type { SphericalPolynomial } from "../../Maths/sphericalPolynomial";
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import { CubeTexture } from "./cubeTexture";
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import "../../Engines/Extensions/engine.rawTexture";
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/**
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* Raw cube texture where the raw buffers are passed in
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@@ -2,7 +2,6 @@ import { SerializationHelper } from "../../Misc/decorators.serialization.js";
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import { _UpdateRGBDAsync as UpdateRGBDAsyncEnvTools } from "../../Misc/environmentTextureTools.js";
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3
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import { CubeTexture } from "./cubeTexture.js";
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4
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-
import "../../Engines/Extensions/engine.rawTexture.js";
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/**
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* Raw cube texture where the raw buffers are passed in
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@@ -1 +1 @@
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-
{"version":3,"file":"rawCubeTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,gBAAgB,IAAI,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAKjG,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;
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1
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+
{"version":3,"file":"rawCubeTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawCubeTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,qCAAqC,CAAC;AAC1E,OAAO,EAAE,gBAAgB,IAAI,uBAAuB,EAAE,MAAM,oCAAoC,CAAC;AAKjG,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,WAAW;IAC3C;;;;;;;;;;;OAWG;IACH,YACI,KAAY,EACZ,IAAiC,EACjC,IAAY,EACZ,SAAiB,SAAS,CAAC,kBAAkB,EAC7C,OAAe,SAAS,CAAC,wBAAwB,EACjD,kBAA2B,KAAK,EAChC,UAAmB,KAAK,EACxB,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,cAAgC,IAAI;QAEpC,KAAK,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAEjB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,IAAI,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,WAAW,CAAC,CAAC;IAC1I,CAAC;IAED;;;;;;;OAOG;IACI,MAAM,CAAC,IAAuB,EAAE,MAAc,EAAE,IAAY,EAAE,OAAgB,EAAE,cAAgC,IAAI;QACvH,IAAI,CAAC,QAAS,CAAC,SAAS,EAAE,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,WAAW,CAAC,CAAC;IAC9G,CAAC;IAED;;;;;;;OAOG;IACI,eAAe,CAAC,IAAyB,EAAE,sBAAqD,IAAI,EAAE,WAAmB,GAAG,EAAE,YAAoB,CAAC;QACtJ,OAAO,uBAAuB,CAAC,IAAI,CAAC,QAAS,EAAE,IAAI,EAAE,mBAAmB,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACa,KAAK;QACjB,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE;YAClC,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC;YAC/B,MAAM,eAAe,GAAG,IAAI,CAAC,QAAS,CAAC;YAEvC,MAAM,OAAO,GAAG,IAAI,cAAc,CAC9B,KAAK,EACL,eAAe,CAAC,gBAAiB,EACjC,eAAe,CAAC,KAAK,EACrB,eAAe,CAAC,MAAM,EACtB,eAAe,CAAC,IAAI,EACpB,eAAe,CAAC,eAAe,EAC/B,eAAe,CAAC,OAAO,EACvB,eAAe,CAAC,YAAY,EAC5B,eAAe,CAAC,YAAY,CAC/B,CAAC;YAEF,IAAI,eAAe,CAAC,MAAM,+CAAsC,EAAE;gBAC9D,OAAO,CAAC,eAAe,CACnB,eAAe,CAAC,qBAAsB,EACtC,eAAe,CAAC,oBAAoB,EACpC,eAAe,CAAC,mBAAmB,EACnC,eAAe,CAAC,oBAAoB,CACvC,CAAC;aACL;YAED,OAAO,OAAO,CAAC;QACnB,CAAC,EAAE,IAAI,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { _UpdateRGBDAsync as UpdateRGBDAsyncEnvTools } from \"../../Misc/environmentTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { InternalTextureSource } from \"./internalTexture\";\r\nimport { CubeTexture } from \"./cubeTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * Raw cube texture where the raw buffers are passed in\r\n */\r\nexport class RawCubeTexture extends CubeTexture {\r\n /**\r\n * Creates a cube texture where the raw buffers are passed in.\r\n * @param scene defines the scene the texture is attached to\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n */\r\n constructor(\r\n scene: Scene,\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n generateMipMaps: boolean = false,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n compression: Nullable<string> = null\r\n ) {\r\n super(\"\", scene);\r\n\r\n this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);\r\n }\r\n\r\n /**\r\n * Updates the raw cube texture.\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n public update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string> = null): void {\r\n this._texture!.getEngine().updateRawCubeTexture(this._texture!, data, format, type, invertY, compression);\r\n }\r\n\r\n /**\r\n * Updates a raw cube texture with RGBD encoded data.\r\n * @param data defines the array of data [mipmap][face] to use to create each face\r\n * @param sphericalPolynomial defines the spherical polynomial for irradiance\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 * @returns a promise that resolves when the operation is complete\r\n */\r\n public updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial> = null, lodScale: number = 0.8, lodOffset: number = 0): Promise<void> {\r\n return UpdateRGBDAsyncEnvTools(this._texture!, data, sphericalPolynomial, lodScale, lodOffset).then(() => {});\r\n }\r\n\r\n /**\r\n * Clones the raw cube texture.\r\n * @returns a new cube texture\r\n */\r\n public override clone(): CubeTexture {\r\n return SerializationHelper.Clone(() => {\r\n const scene = this.getScene()!;\r\n const internalTexture = this._texture!;\r\n\r\n const texture = new RawCubeTexture(\r\n scene,\r\n internalTexture._bufferViewArray!,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n\r\n if (internalTexture.source === InternalTextureSource.CubeRawRGBD) {\r\n texture.updateRGBDAsync(\r\n internalTexture._bufferViewArrayArray!,\r\n internalTexture._sphericalPolynomial,\r\n internalTexture._lodGenerationScale,\r\n internalTexture._lodGenerationOffset\r\n );\r\n }\r\n\r\n return texture;\r\n }, this);\r\n }\r\n}\r\n"]}
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{ Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n */\r\nexport class RawTexture extends Texture {\r\n /**\r\n * Instantiates a new RawTexture.\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n * @param data define the array of data to use to create the texture (null to create an empty texture)\r\n * @param width define the width of the texture\r\n * @param height define the height of the texture\r\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps define whether mip maps should be generated or not\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n constructor(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n /**\r\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n */\r\n public format: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags?: number,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\r\n\r\n if (!this._engine) {\r\n return;\r\n }\r\n\r\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n\r\n /**\r\n * Updates the texture underlying data.\r\n * @param data Define the new data of the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n this._getEngine()!.updateRawTexture(this._texture, data, this._texture!.format, this._texture!.invertY, null, this._texture!.type, this._texture!._useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): Texture {\r\n if (!this._texture) {\r\n return super.clone();\r\n }\r\n\r\n const rawTexture = new RawTexture(\r\n null,\r\n this.getSize().width,\r\n this.getSize().height,\r\n this.format,\r\n this.getScene(),\r\n this._texture.generateMipMaps,\r\n this._invertY,\r\n this.samplingMode,\r\n this._texture.type,\r\n this._texture._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n\r\n rawTexture._texture = this._texture;\r\n this._texture.incrementReferences();\r\n\r\n return rawTexture;\r\n }\r\n\r\n /**\r\n * Creates a luminance texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance texture\r\n */\r\n public static CreateLuminanceTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a luminance alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance alpha texture\r\n */\r\n public static CreateLuminanceAlphaTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates an alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the alpha texture\r\n */\r\n public static CreateAlphaTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a RGB texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGB alpha texture\r\n */\r\n public static CreateRGBTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Creates a RGBA texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBATexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Creates a RGBA storage texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBAStorageTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(\r\n data,\r\n width,\r\n height,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n sceneOrEngine,\r\n generateMipMaps,\r\n invertY,\r\n samplingMode,\r\n type,\r\n Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n useSRGBBuffer\r\n );\r\n }\r\n\r\n /**\r\n * Creates a R texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the R texture\r\n */\r\n public static CreateRTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_FLOAT\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n\r\n /**\r\n * Creates a R storage texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the R texture\r\n */\r\n public static CreateRStorageTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_FLOAT\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\r\n }\r\n}\r\n"]}
|
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1
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{ Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n */\r\nexport class RawTexture extends Texture {\r\n /**\r\n * Instantiates a new RawTexture.\r\n * Raw texture can help creating a texture directly from an array of data.\r\n * This can be super useful if you either get the data from an uncompressed source or\r\n * if you wish to create your texture pixel by pixel.\r\n * @param data define the array of data to use to create the texture (null to create an empty texture)\r\n * @param width define the width of the texture\r\n * @param height define the height of the texture\r\n * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps define whether mip maps should be generated or not\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n constructor(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n /**\r\n * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\r\n */\r\n public format: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags?: number,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);\r\n\r\n if (!this._engine) {\r\n return;\r\n }\r\n\r\n if (!this._engine._caps.textureFloatLinearFiltering && type === Constants.TEXTURETYPE_FLOAT) {\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n if (!this._engine._caps.textureHalfFloatLinearFiltering && type === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n\r\n this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n }\r\n\r\n /**\r\n * Updates the texture underlying data.\r\n * @param data Define the new data of the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n this._getEngine()!.updateRawTexture(this._texture, data, this._texture!.format, this._texture!.invertY, null, this._texture!.type, this._texture!._useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): Texture {\r\n if (!this._texture) {\r\n return super.clone();\r\n }\r\n\r\n const rawTexture = new RawTexture(\r\n null,\r\n this.getSize().width,\r\n this.getSize().height,\r\n this.format,\r\n this.getScene(),\r\n this._texture.generateMipMaps,\r\n this._invertY,\r\n this.samplingMode,\r\n this._texture.type,\r\n this._texture._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n\r\n rawTexture._texture = this._texture;\r\n this._texture.incrementReferences();\r\n\r\n return rawTexture;\r\n }\r\n\r\n /**\r\n * Creates a luminance texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance texture\r\n */\r\n public static CreateLuminanceTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a luminance alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the luminance alpha texture\r\n */\r\n public static CreateLuminanceAlphaTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates an alpha texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @returns the alpha texture\r\n */\r\n public static CreateAlphaTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, sceneOrEngine, generateMipMaps, invertY, samplingMode);\r\n }\r\n\r\n /**\r\n * Creates a RGB texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGB alpha texture\r\n */\r\n public static CreateRGBTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Creates a RGBA texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBATexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags: number = 0,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);\r\n }\r\n\r\n /**\r\n * Creates a RGBA storage texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBAStorageTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n ): RawTexture {\r\n return new RawTexture(\r\n data,\r\n width,\r\n height,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n sceneOrEngine,\r\n generateMipMaps,\r\n invertY,\r\n samplingMode,\r\n type,\r\n Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n useSRGBBuffer\r\n );\r\n }\r\n\r\n /**\r\n * Creates a R texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the R texture\r\n */\r\n public static CreateRTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_FLOAT\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n\r\n /**\r\n * Creates a R storage texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param sceneOrEngine defines the scene or engine the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the R texture\r\n */\r\n public static CreateRStorageTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n sceneOrEngine: Nullable<Scene | AbstractEngine>,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_FLOAT\r\n ): RawTexture {\r\n return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, Constants.TEXTURE_CREATIONFLAG_STORAGE);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"rawTexture2DArray.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture2DArray.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;
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{"version":3,"file":"rawTexture2DArray.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture2DArray.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAKpD;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,OAAO;IAG1C;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;;;;;;;;;;;;OAaG;IACH,YACI,IAA+B,EAC/B,KAAa,EACb,MAAc,EACd,KAAa;IACb,6CAA6C;IACtC,MAAc,EACrB,KAAY,EACZ,kBAA2B,IAAI,EAC/B,UAAmB,KAAK,EACxB,eAAuB,OAAO,CAAC,sBAAsB,EACrD,WAAW,GAAG,SAAS,CAAC,wBAAwB,EAChD,aAAsB;QAEtB,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,eAAe,EAAE,OAAO,CAAC,CAAC;QARvC,WAAM,GAAN,MAAM,CAAQ;QAUrB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,uBAAuB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,aAAa,CAAC,CAAC;QAExK,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,IAAqB;QAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QACD,IAAI,CAAC,UAAU,EAAG,CAAC,uBAAuB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,QAAS,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IAC5I,CAAC;IAED;;;;;;;;;;;;OAYG;IACI,MAAM,CAAC,iBAAiB,CAC3B,IAAqB,EACrB,KAAa,EACb,MAAc,EACd,KAAa,EACb,KAAY,EACZ,kBAA2B,IAAI,EAC/B,UAAmB,KAAK,EACxB,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,OAAe,SAAS,CAAC,wBAAwB;QAEjD,OAAO,IAAI,iBAAiB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,SAAS,CAAC,kBAAkB,EAAE,KAAK,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,CAAC,CAAC;IAChJ,CAAC;CACJ","sourcesContent":["import { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Class used to store 2D array textures containing user data\r\n */\r\nexport class RawTexture2DArray extends Texture {\r\n private _depth: number;\r\n\r\n /**\r\n * Gets the number of layers of the texture\r\n */\r\n public get depth() {\r\n return this._depth;\r\n }\r\n\r\n /**\r\n * Create a new RawTexture2DArray\r\n * @param data defines the data of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the texture format to use\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\r\n * @param invertY defines if texture must be stored with Y axis inverted\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n */\r\n constructor(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n /** Gets or sets the texture format to use */\r\n public format: number,\r\n scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags?: number\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene.getEngine().createRawTexture2DArray(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, null, textureType, creationFlags);\r\n\r\n this._depth = depth;\r\n this.is2DArray = true;\r\n }\r\n\r\n /**\r\n * Update the texture with new data\r\n * @param data defines the data to store in the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._getEngine()!.updateRawTexture2DArray(this._texture, data, this._texture.format, this._texture!.invertY, null, this._texture.type);\r\n }\r\n\r\n /**\r\n * Creates a RGBA texture from some data.\r\n * @param data Define the texture data\r\n * @param width Define the width of the texture\r\n * @param height Define the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param scene defines the scene the texture will belong to\r\n * @param generateMipMaps Define whether or not to create mip maps for the texture\r\n * @param invertY define if the data should be flipped on Y when uploaded to the GPU\r\n * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\r\n * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\r\n * @returns the RGBA texture\r\n */\r\n public static CreateRGBATexture(\r\n data: ArrayBufferView,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): RawTexture2DArray {\r\n return new RawTexture2DArray(data, width, height, depth, Constants.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"rawTexture3D.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture3D.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;
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{"version":3,"file":"rawTexture3D.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/rawTexture3D.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,OAAO;IACrC;;;;;;;;;;;;;OAaG;IACH,YACI,IAA+B,EAC/B,KAAa,EACb,MAAc,EACd,KAAa;IACb,6CAA6C;IACtC,MAAc,EACrB,KAAY,EACZ,kBAA2B,IAAI,EAC/B,UAAmB,KAAK,EACxB,eAAuB,OAAO,CAAC,sBAAsB,EACrD,WAAW,GAAG,SAAS,CAAC,wBAAwB,EAChD,aAAsB;QAEtB,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,eAAe,EAAE,OAAO,CAAC,CAAC;QARvC,WAAM,GAAN,MAAM,CAAQ;QAUrB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,WAAW,EAAE,aAAa,CAAC,CAAC;QAEnK,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;IACrB,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,IAAqB;QAC/B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YAChB,OAAO;SACV;QACD,IAAI,CAAC,UAAU,EAAG,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,IAAI,CAAC,QAAS,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IACvI,CAAC;CACJ","sourcesContent":["import type { Scene } from \"../../scene\";\r\nimport { Texture } from \"./texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { Nullable } from \"../../types\";\r\n/**\r\n * Class used to store 3D textures containing user data\r\n */\r\nexport class RawTexture3D extends Texture {\r\n /**\r\n * Create a new RawTexture3D\r\n * @param data defines the data of the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the texture format to use\r\n * @param scene defines the hosting scene\r\n * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\r\n * @param invertY defines if texture must be stored with Y axis inverted\r\n * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n */\r\n constructor(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n /** Gets or sets the texture format to use */\r\n public format: number,\r\n scene: Scene,\r\n generateMipMaps: boolean = true,\r\n invertY: boolean = false,\r\n samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n creationFlags?: number\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY);\r\n\r\n this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, null, textureType, creationFlags);\r\n\r\n this.is3D = true;\r\n }\r\n\r\n /**\r\n * Update the texture with new data\r\n * @param data defines the data to store in the texture\r\n */\r\n public update(data: ArrayBufferView): void {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._getEngine()!.updateRawTexture3D(this._texture, data, this._texture.format, this._texture!.invertY, null, this._texture.type);\r\n }\r\n}\r\n"]}
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@@ -13,9 +13,6 @@ import { Texture } from "../../Materials/Textures/texture";
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13
13
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import type { PostProcess } from "../../PostProcesses/postProcess";
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14
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import { RenderingManager } from "../../Rendering/renderingManager";
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15
15
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import type { IRenderTargetTexture, RenderTargetWrapper } from "../../Engines/renderTargetWrapper";
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16
|
-
import "../../Engines/Extensions/engine.renderTarget";
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17
|
-
import "../../Engines/Extensions/engine.renderTargetCube";
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18
|
-
import "../../Engines/Extensions/engine.renderTargetTexture";
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19
16
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import type { Material } from "../material";
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20
17
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import type { AbstractEngine } from "../../Engines/abstractEngine";
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21
18
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declare module "../effect" {
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@@ -4,9 +4,6 @@ import { Texture } from "../../Materials/Textures/texture.js";
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4
4
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import { PostProcessManager } from "../../PostProcesses/postProcessManager.js";
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5
5
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import { RenderingManager } from "../../Rendering/renderingManager.js";
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6
6
|
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7
|
-
import "../../Engines/Extensions/engine.renderTarget.js";
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8
|
-
import "../../Engines/Extensions/engine.renderTargetCube.js";
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9
|
-
import "../../Engines/Extensions/engine.renderTargetTexture.js";
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10
7
|
import { _ObserveArray } from "../../Misc/arrayTools.js";
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11
8
|
import { DumpFramebuffer } from "../../Misc/dumpTools.js";
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12
9
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import { FloorPOT, NearestPOT } from "../../Misc/tools.functions.js";
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