@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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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { ILog2 } from \"../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTargetCube\";\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport { DumpDataAsync } from \"../Misc/dumpTools\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine() as Engine;\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\r\n texture.sphericalPolynomial;\r\n\r\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\r\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Ensure completion of the polynomial creation promise.\r\n if (sphericalPolynomialPromise) {\r\n await sphericalPolynomialPromise;\r\n }\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Math.log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess?.onEffectCreatedObservable.addOnce((effect) => {\r\n effect.executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport async function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n if (expandTexture) {\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
|
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { ILog2 } from \"../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nimport { DumpDataAsync } from \"../Misc/dumpTools\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\nimport type { Engine, WebGPUEngine } from \"core/Engines\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: any;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: any;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n specularDataPosition?: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n if (manifest.specular) {\r\n // Extend the header with the position of the payload.\r\n manifest.specular.specularDataPosition = pos;\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n const engine = internalTexture.getEngine();\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\r\n texture.sphericalPolynomial;\r\n\r\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\r\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\r\n engine.flushFramebuffer();\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData!.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const tempTexture = engine.createRawTexture(\r\n faceData,\r\n faceWidth,\r\n faceWidth,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n textureType\r\n );\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\r\n\r\n const imageEncodedData = await DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\r\n\r\n specularTextures[i * 6 + face] = imageEncodedData as ArrayBuffer;\r\n\r\n tempTexture.dispose();\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Ensure completion of the polynomial creation promise.\r\n if (sphericalPolynomialPromise) {\r\n await sphericalPolynomialPromise;\r\n }\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: _CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction _CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n } as any;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Math.log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular as EnvironmentTextureSpecularInfoV1;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve();\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const imageData = CreateImageDataArrayBufferViews(data, info);\r\n\r\n return UploadLevelsAsync(texture, imageData, info.imageType);\r\n}\r\n\r\nfunction _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine | WebGPUEngine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess?.onEffectCreatedObservable.addOnce((effect) => {\r\n effect.executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess!.externalTextureSamplerBinding = true;\r\n rgbdPostProcess!.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess!], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport async function UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n // Add extra process if texture lod is not supported\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = true;\r\n lodTextures = {};\r\n }\r\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\r\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n if (expandTexture) {\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures![mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (engine._features.forceBitmapOverHTMLImageElement) {\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\r\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n .then(() => resolve())\r\n .catch((reason) => {\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_INT: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Once all done, finishes the cleanup and return\r\n return Promise.all(promises).then(() => {\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n const proxyPromise = UploadLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n return UploadLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
|
package/Misc/minMaxReducer.d.ts
CHANGED
|
@@ -6,7 +6,6 @@ import { Observable } from "./observable";
|
|
|
6
6
|
import { PostProcess } from "../PostProcesses/postProcess";
|
|
7
7
|
import { PostProcessManager } from "../PostProcesses/postProcessManager";
|
|
8
8
|
import type { AbstractEngine } from "../Engines/abstractEngine";
|
|
9
|
-
import "../Engines/Extensions/engine.readTexture";
|
|
10
9
|
import "../Shaders/minmaxRedux.fragment";
|
|
11
10
|
/**
|
|
12
11
|
* This class computes a min/max reduction from a texture: it means it computes the minimum
|
package/Misc/minMaxReducer.js
CHANGED
|
@@ -2,7 +2,6 @@
|
|
|
2
2
|
import { Observable } from "./observable.js";
|
|
3
3
|
import { PostProcess } from "../PostProcesses/postProcess.js";
|
|
4
4
|
import { PostProcessManager } from "../PostProcesses/postProcessManager.js";
|
|
5
|
-
import "../Engines/Extensions/engine.readTexture.js";
|
|
6
5
|
import "../Shaders/minmaxRedux.fragment.js";
|
|
7
6
|
/**
|
|
8
7
|
* This class computes a min/max reduction from a texture: it means it computes the minimum
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Engines/Extensions/engine.readTexture\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable } from \"../types\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Observer } from \"./observable\";\r\nimport { Observable } from \"./observable\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { PostProcessManager } from \"../PostProcesses/postProcessManager\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/minmaxRedux.fragment\";\r\n\r\n/**\r\n * This class computes a min/max reduction from a texture: it means it computes the minimum\r\n * and maximum values from all values of the texture.\r\n * It is performed on the GPU for better performances, thanks to a succession of post processes.\r\n * The source values are read from the red channel of the texture.\r\n */\r\nexport class MinMaxReducer {\r\n /**\r\n * Observable triggered when the computation has been performed\r\n */\r\n public onAfterReductionPerformed = new Observable<{ min: number; max: number }>();\r\n\r\n protected _camera: Camera;\r\n protected _sourceTexture: Nullable<RenderTargetTexture>;\r\n protected _reductionSteps: Nullable<Array<PostProcess>>;\r\n protected _postProcessManager: PostProcessManager;\r\n protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;\r\n protected _forceFullscreenViewport = true;\r\n protected _onContextRestoredObserver: Nullable<Observer<AbstractEngine>>;\r\n\r\n /**\r\n * Creates a min/max reducer\r\n * @param camera The camera to use for the post processes\r\n */\r\n constructor(camera: Camera) {\r\n this._camera = camera;\r\n this._postProcessManager = new PostProcessManager(camera.getScene());\r\n\r\n this._onContextRestoredObserver = camera.getEngine().onContextRestoredObservable.add(() => {\r\n this._postProcessManager._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Gets the texture used to read the values from.\r\n */\r\n public get sourceTexture(): Nullable<RenderTargetTexture> {\r\n return this._sourceTexture;\r\n }\r\n\r\n /**\r\n * Sets the source texture to read the values from.\r\n * One must indicate if the texture is a depth texture or not through the depthRedux parameter\r\n * because in such textures '1' value must not be taken into account to compute the maximum\r\n * as this value is used to clear the texture.\r\n * Note that the computation is not activated by calling this function, you must call activate() for that!\r\n * @param sourceTexture The texture to read the values from. The values should be in the red channel.\r\n * @param depthRedux Indicates if the texture is a depth texture or not\r\n * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n if (sourceTexture === this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this.dispose(false);\r\n\r\n this._sourceTexture = sourceTexture;\r\n this._reductionSteps = [];\r\n this._forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n const scene = this._camera.getScene();\r\n\r\n // create the first step\r\n const reductionInitial = new PostProcess(\r\n \"Initial reduction phase\",\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n [\"sourceTexture\"], // textures\r\n 1.0, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define INITIAL\" + (depthRedux ? \"\\n#define DEPTH_REDUX\" : \"\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reductionInitial.autoClear = false;\r\n reductionInitial.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n let w = this._sourceTexture.getRenderWidth(),\r\n h = this._sourceTexture.getRenderHeight();\r\n\r\n reductionInitial.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n effect.setTexture(\"sourceTexture\", this._sourceTexture);\r\n effect.setFloat2(\"texSize\", w, h);\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reductionInitial);\r\n\r\n let index = 1;\r\n\r\n // create the additional steps\r\n while (w > 1 || h > 1) {\r\n w = Math.max(Math.round(w / 2), 1);\r\n h = Math.max(Math.round(h / 2), 1);\r\n\r\n const reduction = new PostProcess(\r\n \"Reduction phase \" + index,\r\n \"minmaxRedux\", // shader\r\n [\"texSize\"],\r\n null,\r\n { width: w, height: h }, // options\r\n null, // camera\r\n Constants.TEXTURE_NEAREST_NEAREST, // sampling\r\n scene.getEngine(), // engine\r\n false, // reusable\r\n \"#define \" + (w == 1 && h == 1 ? \"LAST\" : w == 1 || h == 1 ? \"ONEBEFORELAST\" : \"MAIN\"), // defines\r\n type,\r\n undefined,\r\n undefined,\r\n undefined,\r\n Constants.TEXTUREFORMAT_RG\r\n );\r\n\r\n reduction.autoClear = false;\r\n reduction.forceFullscreenViewport = forceFullscreenViewport;\r\n\r\n reduction.onApply = ((w: number, h: number) => {\r\n return (effect: Effect) => {\r\n if (w == 1 || h == 1) {\r\n effect.setInt2(\"texSize\", w, h);\r\n } else {\r\n effect.setFloat2(\"texSize\", w, h);\r\n }\r\n };\r\n })(w, h);\r\n\r\n this._reductionSteps.push(reduction);\r\n\r\n index++;\r\n\r\n if (w == 1 && h == 1) {\r\n const func = (w: number, h: number, reduction: PostProcess) => {\r\n const buffer = new Float32Array(4 * w * h),\r\n minmax = { min: 0, max: 0 };\r\n return () => {\r\n scene.getEngine()._readTexturePixels(reduction.inputTexture.texture!, w, h, -1, 0, buffer, false);\r\n minmax.min = buffer[0];\r\n minmax.max = buffer[1];\r\n this.onAfterReductionPerformed.notifyObservers(minmax);\r\n };\r\n };\r\n reduction.onAfterRenderObservable.add(func(w, h, reduction));\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the computation.\r\n * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._sourceTexture ? this._sourceTexture.refreshRate : -1;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n if (this._sourceTexture) {\r\n this._sourceTexture.refreshRate = value;\r\n }\r\n }\r\n\r\n protected _activated = false;\r\n\r\n /**\r\n * Gets the activation status of the reducer\r\n */\r\n public get activated(): boolean {\r\n return this._activated;\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public activate(): void {\r\n if (this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._onAfterUnbindObserver = this._sourceTexture.onAfterUnbindObservable.add(() => {\r\n const engine = this._camera.getScene().getEngine();\r\n engine._debugPushGroup?.(`min max reduction`, 1);\r\n this._reductionSteps![0].activate(this._camera);\r\n this._postProcessManager.directRender(this._reductionSteps!, this._reductionSteps![0].inputTexture, this._forceFullscreenViewport);\r\n engine.unBindFramebuffer(this._reductionSteps![0].inputTexture, false);\r\n engine._debugPopGroup?.(1);\r\n });\r\n\r\n this._activated = true;\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public deactivate(): void {\r\n if (!this._onAfterUnbindObserver || !this._sourceTexture) {\r\n return;\r\n }\r\n\r\n this._sourceTexture.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);\r\n this._onAfterUnbindObserver = null;\r\n this._activated = false;\r\n }\r\n\r\n /**\r\n * Disposes the min/max reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public dispose(disposeAll = true): void {\r\n if (disposeAll) {\r\n this.onAfterReductionPerformed.clear();\r\n\r\n if (this._onContextRestoredObserver) {\r\n this._camera.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);\r\n this._onContextRestoredObserver = null;\r\n }\r\n }\r\n\r\n this.deactivate();\r\n\r\n if (this._reductionSteps) {\r\n for (let i = 0; i < this._reductionSteps.length; ++i) {\r\n this._reductionSteps[i].dispose();\r\n }\r\n this._reductionSteps = null;\r\n }\r\n\r\n if (this._postProcessManager && disposeAll) {\r\n this._postProcessManager.dispose();\r\n }\r\n\r\n this._sourceTexture = null;\r\n }\r\n}\r\n"]}
|
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@@ -1,4 +1,3 @@
|
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1
|
-
import "../Engines/Extensions/engine.renderTarget";
|
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2
1
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import type { Texture } from "../Materials/Textures/texture";
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3
2
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import type { InternalTexture } from "../Materials/Textures/internalTexture";
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4
3
|
import type { Scene } from "../scene";
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@@ -6,7 +5,6 @@ import type { Scene } from "../scene";
|
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6
5
|
* Class used to host RGBD texture specific utilities
|
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7
6
|
*/
|
|
8
7
|
export declare class RGBDTextureTools {
|
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9
|
-
private static _ShaderImported;
|
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10
8
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/**
|
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11
9
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* Expand the RGBD Texture from RGBD to Half Float if possible.
|
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12
10
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* @param texture the texture to expand.
|
package/Misc/rgbdTextureTools.js
CHANGED
|
@@ -1,6 +1,5 @@
|
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1
1
|
|
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2
2
|
import { PostProcess } from "../PostProcesses/postProcess.js";
|
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3
|
-
import "../Engines/Extensions/engine.renderTarget.js";
|
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4
3
|
import { ApplyPostProcess } from "./textureTools.js";
|
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5
4
|
/**
|
|
6
5
|
* Class used to host RGBD texture specific utilities
|
|
@@ -40,14 +39,11 @@ export class RGBDTextureTools {
|
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40
39
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const isWebGPU = engine.isWebGPU;
|
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41
40
|
const shaderLanguage = isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */;
|
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42
41
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internalTexture.isReady = false;
|
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43
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-
if (
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44
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-
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45
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-
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46
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-
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47
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-
|
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48
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-
else {
|
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49
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-
await Promise.all([import("../Shaders/rgbdDecode.fragment.js"), import("../Shaders/rgbdEncode.fragment.js")]);
|
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-
}
|
|
42
|
+
if (isWebGPU) {
|
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43
|
+
await Promise.all([import("../ShadersWGSL/rgbdDecode.fragment.js"), import("../ShadersWGSL/rgbdEncode.fragment.js")]);
|
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44
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+
}
|
|
45
|
+
else {
|
|
46
|
+
await Promise.all([import("../Shaders/rgbdDecode.fragment.js"), import("../Shaders/rgbdEncode.fragment.js")]);
|
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51
47
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}
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52
48
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// Expand the texture if possible
|
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49
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// Simply run through the decode PP.
|
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@@ -103,5 +99,4 @@ export class RGBDTextureTools {
|
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return ApplyPostProcess("rgbdEncode", internalTexture, scene, outputTextureType, 1, 5);
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}
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RGBDTextureTools._ShaderImported = false;
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//# sourceMappingURL=rgbdTextureTools.js.map
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@@ -1 +1 @@
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{"version":3,"file":"rgbdTextureTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/rgbdTextureTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;
|
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1
|
+
{"version":3,"file":"rgbdTextureTools.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/rgbdTextureTools.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAOlD;;GAEG;AACH,MAAM,OAAO,gBAAgB;IACzB;;;OAGG;IACI,MAAM,CAAC,iBAAiB,CAAC,OAAgB;QAC5C,MAAM,eAAe,GAAG,OAAO,CAAC,QAAQ,CAAC;QACzC,IAAI,CAAC,eAAe,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE;YACrC,OAAO;SACV;QAED,yBAAyB;QACzB,MAAM,MAAM,GAAG,eAAe,CAAC,SAAS,EAAE,CAAC;QAC3C,MAAM,IAAI,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC;QAC9B,MAAM,OAAO,GAAG,eAAe,CAAC,OAAO,CAAC;QACxC,IAAI,aAAa,GAAG,KAAK,CAAC;QAE1B,wDAAwD;QACxD,IAAI,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,+BAA+B,EAAE;YACrE,aAAa,GAAG,IAAI,CAAC;YACrB,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,sBAAsB,CAAC;SAC3D;QACD,wDAAwD;aACnD,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,2BAA2B,EAAE;YAClE,aAAa,GAAG,IAAI,CAAC;YACrB,eAAe,CAAC,IAAI,GAAG,SAAS,CAAC,iBAAiB,CAAC;SACtD;QAED,IAAI,aAAa,EAAE;YACf,4BAA4B;YAC5B,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAChC,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAChC,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;SACnC;QAED,MAAM,iBAAiB,GAAG,KAAK,IAAI,EAAE;YACjC,MAAM,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;YACjC,MAAM,cAAc,GAAG,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB,CAAC;YAC5E,eAAe,CAAC,OAAO,GAAG,KAAK,CAAC;YAEhC,IAAI,QAAQ,EAAE;gBACV,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,oCAAoC,CAAC,EAAE,MAAM,CAAC,oCAAoC,CAAC,CAAC,CAAC,CAAC;aACnH;iBAAM;gBACH,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,gCAAgC,CAAC,EAAE,MAAM,CAAC,gCAAgC,CAAC,CAAC,CAAC,CAAC;aAC3G;YAED,iCAAiC;YACjC,oCAAoC;YACpC,MAAM,eAAe,GAAG,IAAI,WAAW,CACnC,YAAY,EACZ,YAAY,EACZ,IAAI,EACJ,IAAI,EACJ,CAAC,EACD,IAAI,EACJ,SAAS,CAAC,8BAA8B,EACxC,MAAM,EACN,KAAK,EACL,SAAS,EACT,eAAe,CAAC,IAAI,EACpB,SAAS,EACT,IAAI,EACJ,KAAK,EACL,SAAS,EACT,cAAc,CACjB,CAAC;YACF,eAAe,CAAC,6BAA6B,GAAG,IAAI,CAAC;YAErD,mCAAmC;YACnC,MAAM,eAAe,GAAG,MAAM,CAAC,yBAAyB,CAAC,eAAe,CAAC,KAAK,EAAE;gBAC5E,mBAAmB,EAAE,KAAK;gBAC1B,eAAe,EAAE,KAAK;gBACtB,qBAAqB,EAAE,KAAK;gBAC5B,YAAY,EAAE,eAAe,CAAC,YAAY;gBAC1C,IAAI,EAAE,eAAe,CAAC,IAAI;gBAC1B,MAAM,EAAE,SAAS,CAAC,kBAAkB;aACvC,CAAC,CAAC;YAEH,eAAe,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;gBACpD,CAAC,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACvB,iBAAiB;oBACjB,eAAe,CAAC,OAAO,GAAG,CAAC,MAAM,EAAE,EAAE;wBACjC,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,eAAe,CAAC,CAAC;wBACvD,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACpC,CAAC,CAAC;oBACF,OAAO,CAAC,QAAQ,EAAG,CAAC,kBAAkB,CAAC,YAAY,CAAC,CAAC,eAAgB,CAAC,EAAE,eAAe,EAAE,IAAI,CAAC,CAAC;oBAE/F,UAAU;oBACV,MAAM,CAAC,yBAAyB,EAAE,CAAC;oBACnC,MAAM,CAAC,eAAe,CAAC,eAAe,CAAC,CAAC;oBACxC,IAAI,eAAe,EAAE;wBACjB,eAAe,CAAC,OAAO,EAAE,CAAC;qBAC7B;oBAED,gBAAgB;oBAChB,eAAe,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;oBAE7C,8BAA8B;oBAC9B,eAAe,CAAC,OAAO,GAAG,IAAI,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC,CAAC,CAAC;QACP,CAAC,CAAC;QAEF,IAAI,aAAa,EAAE;YACf,IAAI,OAAO,EAAE;gBACT,iBAAiB,EAAE,CAAC;aACvB;iBAAM;gBACH,OAAO,CAAC,gBAAgB,CAAC,OAAO,CAAC,iBAAiB,CAAC,CAAC;aACvD;SACJ;IACL,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,mBAAmB,CAAC,eAAgC,EAAE,KAAY,EAAE,iBAAiB,GAAG,SAAS,CAAC,yBAAyB;QACrI,OAAO,gBAAgB,CAAC,YAAY,EAAE,eAAe,EAAE,KAAK,EAAE,iBAAiB,EAAE,SAAS,CAAC,4BAA4B,EAAE,SAAS,CAAC,kBAAkB,CAAC,CAAC;IAC3J,CAAC;CACJ","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\n\r\nimport { ApplyPostProcess } from \"./textureTools\";\r\n\r\nimport type { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Class used to host RGBD texture specific utilities\r\n */\r\nexport class RGBDTextureTools {\r\n /**\r\n * Expand the RGBD Texture from RGBD to Half Float if possible.\r\n * @param texture the texture to expand.\r\n */\r\n public static ExpandRGBDTexture(texture: Texture) {\r\n const internalTexture = texture._texture;\r\n if (!internalTexture || !texture.isRGBD) {\r\n return;\r\n }\r\n\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n const caps = engine.getCaps();\r\n const isReady = internalTexture.isReady;\r\n let expandTexture = false;\r\n\r\n // If half float available we can uncompress the texture\r\n if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n internalTexture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n if (expandTexture) {\r\n // Do not use during decode.\r\n internalTexture.isReady = false;\r\n internalTexture._isRGBD = false;\r\n internalTexture.invertY = false;\r\n }\r\n\r\n const expandRGBDTexture = async () => {\r\n const isWebGPU = engine.isWebGPU;\r\n const shaderLanguage = isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\r\n internalTexture.isReady = false;\r\n\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/rgbdDecode.fragment\"), import(\"../ShadersWGSL/rgbdEncode.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/rgbdDecode.fragment\"), import(\"../Shaders/rgbdEncode.fragment\")]);\r\n }\r\n\r\n // Expand the texture if possible\r\n // Simply run through the decode PP.\r\n const rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n internalTexture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const expandedTexture = engine.createRenderTargetTexture(internalTexture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode: internalTexture.samplingMode,\r\n type: internalTexture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n\r\n rgbdPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n texture.getScene()!.postProcessManager.directRender([rgbdPostProcess!], expandedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n expandedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.isReady = true;\r\n });\r\n });\r\n };\r\n\r\n if (expandTexture) {\r\n if (isReady) {\r\n expandRGBDTexture();\r\n } else {\r\n texture.onLoadObservable.addOnce(expandRGBDTexture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Encode the texture to RGBD if possible.\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param outputTextureType type of the texture in which the encoding is performed\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n public static EncodeTextureToRGBD(internalTexture: InternalTexture, scene: Scene, outputTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE): Promise<InternalTexture> {\r\n return ApplyPostProcess(\"rgbdEncode\", internalTexture, scene, outputTextureType, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n}\r\n"]}
|
|
@@ -2,7 +2,6 @@ import type { Camera } from "../Cameras/camera";
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2
2
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import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
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3
3
|
import type { IScreenshotSize } from "./interfaces/screenshotSize";
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4
4
|
import type { AbstractEngine } from "../Engines/abstractEngine";
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5
|
-
import "../Engines/Extensions/engine.readTexture";
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5
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/**
|
|
7
6
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* Captures a screenshot of the current rendering
|
|
8
7
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG
|
package/Misc/screenshotTools.js
CHANGED
|
@@ -6,7 +6,6 @@ import { Logger } from "./logger.js";
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6
6
|
import { Tools } from "./tools.js";
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7
7
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import { DumpData } from "./dumpTools.js";
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8
8
|
import { ApplyPostProcess } from "./textureTools.js";
|
|
9
|
-
import "../Engines/Extensions/engine.readTexture.js";
|
|
10
9
|
let screenshotCanvas = null;
|
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11
10
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/**
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11
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* Captures a screenshot of the current rendering
|