@babylonjs/core 7.3.0 → 7.3.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/easing.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/deviceOrientationCamera.js.map +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.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/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js +2 -0
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
- package/Engines/abstractEngine.js +14 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +0 -8
- package/Engines/engine.js +0 -28
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -0
- package/Engines/webgpuEngine.js +4 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphPlayAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Audio/flowGraphStopAudioBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
- package/Gamepads/dualShockGamepad.js.map +1 -1
- package/Gamepads/gamepad.js.map +1 -1
- package/Gamepads/xboxGamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.js.map +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/shadowLight.js.map +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/colorGradingTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
- package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/prePassRenderTarget.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/materialHelper.d.ts +2 -2
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/scalingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Matrices/translationBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/boundingBlock.js.map +1 -1
- package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryArcTan2Block.js.map +1 -1
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCrossBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryDesaturateBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryDistanceBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryDotBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryElbowBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInfoBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryLengthBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryModBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOutputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryPosterizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryPowBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
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{ serialize, serializeAsMatrix, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\nimport \"../../Engines/AbstractEngine/abstractEngine.cubeTexture\";\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
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+
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{ serialize, serializeAsMatrix, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\nimport \"../../Engines/AbstractEngine/abstractEngine.cubeTexture\";\r\nimport \"../../Engines/Extensions/engine.cubeTexture\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number = 0.8;\r\n private _lodOffset: number = 0;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public override get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n files.forEach((url) => (rootUrlKey += url));\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n extensions: Nullable<string[]> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = 0.8,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this._format = format;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._createPolynomials = createPolynomials;\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n this._extensions = extensions;\r\n this._files = files;\r\n this._forcedExtension = forcedExtension;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension?: string,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public override delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public override getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public override clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove?.();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
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|
+
{"version":3,"file":"dynamicTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/dynamicTexture.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAI3C,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,gDAAgD,CAAC;AAGxD;;;GAGG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAMvC;;;;;;;;;OASG;IAEH,YACI,IAAY,EACZ,OAAY,EACZ,QAAyB,IAAI,EAC7B,kBAA2B,KAAK,EAChC,eAAuB,SAAS,CAAC,8BAA8B,EAC/D,SAAiB,SAAS,CAAC,kBAAkB,EAC7C,OAAiB;QAEjB,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,CAAC,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;QAEhH,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACvC,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAEvC,IAAI,CAAC,gBAAgB,GAAG,eAAe,CAAC;QAExC,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QAED,IAAI,OAAO,CAAC,UAAU,EAAE;YACpB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;YACvB,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,eAAe,EAAE,YAAY,CAAC,CAAC;SAC7G;aAAM;YACH,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;YAEvB,IAAI,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,KAAK,KAAK,CAAC,EAAE;gBACtC,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,eAAe,EAAE,YAAY,CAAC,CAAC;aAC7G;iBAAM;gBACH,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,OAAO,EAAE,OAAO,EAAE,eAAe,EAAE,YAAY,CAAC,CAAC;aAChG;SACJ;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAEnC,IAAI,IAAI,CAAC,OAAO,CAAC,KAAK,KAAK,WAAW,CAAC,KAAK,EAAE;YAC1C,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,WAAW,CAAC,KAAK,CAAC;SAC1C;QACD,IAAI,IAAI,CAAC,OAAO,CAAC,MAAM,KAAK,WAAW,CAAC,MAAM,EAAE;YAC5C,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,WAAW,CAAC,MAAM,CAAC;SAC5C;QACD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;IAClD,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,gBAAgB,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAoB,UAAU;QAC1B,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,SAAS,CAAC,WAAkB;QAChC,IAAI,CAAC,OAAO,CAAC,KAAK,GAAG,WAAW,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,WAAW,CAAC,MAAM,CAAC;QAEzC,IAAI,CAAC,sBAAsB,EAAE,CAAC;QAE9B,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,oBAAoB,CAAC,WAAW,CAAC,KAAK,EAAE,WAAW,CAAC,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;IAC7I,CAAC;IAED;;;OAGG;IACa,KAAK,CAAC,KAAa;QAC/B,MAAM,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAEnC,WAAW,CAAC,KAAK,IAAI,KAAK,CAAC;QAC3B,WAAW,CAAC,MAAM,IAAI,KAAK,CAAC;QAE5B,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;IAChC,CAAC;IAED;;;;OAIG;IACI,OAAO,CAAC,KAAa,EAAE,MAAc;QACxC,MAAM,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAEnC,WAAW,CAAC,KAAK,GAAG,KAAK,CAAC;QAC1B,WAAW,CAAC,MAAM,GAAG,MAAM,CAAC;QAE5B,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC;IAChC,CAAC;IAED;;;OAGG;IACI,UAAU;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;OAGG;IACI,KAAK,CAAC,UAAmB;QAC5B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,UAAU,EAAE;YACZ,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,UAAU,CAAC;SACxC;QACD,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC3D,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,OAAiB,EAAE,WAAW,GAAG,KAAK,EAAE,oBAAoB,GAAG,KAAK;QAC9E,IAAI,CAAC,UAAU,EAAG,CAAC,oBAAoB,CACnC,IAAI,CAAC,QAAQ,EACb,IAAI,CAAC,OAAO,EACZ,OAAO,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,EACtC,WAAW,EACX,IAAI,CAAC,OAAO,IAAI,SAAS,EACzB,SAAS,EACT,oBAAoB,CACvB,CAAC;IACN,CAAC;IAED;;;;;;;;;;OAUG;IACI,QAAQ,CACX,IAAY,EACZ,CAA4B,EAC5B,CAA4B,EAC5B,IAAY,EACZ,KAAoB,EACpB,SAAwB,EACxB,OAAiB,EACjB,MAAM,GAAG,IAAI;QAEb,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAC5B,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,SAAS,CAAC;YACpC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;SACzD;QAED,IAAI,CAAC,QAAQ,CAAC,IAAI,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,SAAS,EAAE;YAC/B,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;YACjD,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;SACzC;QACD,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,SAAS,EAAE;YAC/B,MAAM,QAAQ,GAAG,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC,CAAC;YACnD,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,GAAG,QAAQ,GAAG,IAAI,CAAC;SACzC;QAED,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,IAAI,EAAE,CAAC;QACtC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEnC,IAAI,MAAM,EAAE;YACR,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC;SACxB;IACL,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAEhB,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE,CAAC;SAC5B;QACA,IAAI,CAAC,OAAe,GAAG,IAAI,CAAC;QAC5B,IAAI,CAAC,QAAgB,GAAG,IAAI,CAAC;IAClC,CAAC;IAED;;;OAGG;IACa,KAAK;QACjB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO,IAAI,CAAC;SACf;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QACnC,MAAM,UAAU,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAE5F,eAAe;QACf,UAAU,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC;QACpC,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE9B,kBAAkB;QAClB,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CA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{ Logger } from \"../../Misc/logger\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\n\r\n/**\r\n * A class extending Texture allowing drawing on a texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/dynamicTexture\r\n */\r\nexport class DynamicTexture extends Texture {\r\n private _generateMipMaps: boolean;\r\n private _canvas: ICanvas;\r\n private _ownCanvas: boolean;\r\n private _context: ICanvasRenderingContext;\r\n\r\n /**\r\n * Creates a DynamicTexture\r\n * @param name defines the name of the texture\r\n * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height\r\n * @param scene defines the scene where you want the texture\r\n * @param generateMipMaps defines the use of MinMaps or not (default is false)\r\n * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)\r\n * @param invertY defines if the texture needs to be inverted on the y axis during loading\r\n */\r\n\r\n constructor(\r\n name: string,\r\n options: any,\r\n scene: Nullable<Scene> = null,\r\n generateMipMaps: boolean = false,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n invertY?: boolean\r\n ) {\r\n super(null, scene, !generateMipMaps, invertY, samplingMode, undefined, undefined, undefined, undefined, format);\r\n\r\n this.name = name;\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this._generateMipMaps = generateMipMaps;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return;\r\n }\r\n\r\n if (options.getContext) {\r\n this._canvas = options;\r\n this._ownCanvas = false;\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._canvas = engine.createCanvas(1, 1);\r\n this._ownCanvas = true;\r\n\r\n if (options.width || options.width === 0) {\r\n this._texture = engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);\r\n } else {\r\n this._texture = engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);\r\n }\r\n }\r\n\r\n const textureSize = this.getSize();\r\n\r\n if (this._canvas.width !== textureSize.width) {\r\n this._canvas.width = textureSize.width;\r\n }\r\n if (this._canvas.height !== textureSize.height) {\r\n this._canvas.height = textureSize.height;\r\n }\r\n this._context = this._canvas.getContext(\"2d\");\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"DynamicTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"DynamicTexture\";\r\n }\r\n\r\n /**\r\n * Gets the current state of canRescale\r\n */\r\n public override get canRescale(): boolean {\r\n return true;\r\n }\r\n\r\n private _recreate(textureSize: ISize): void {\r\n this._canvas.width = textureSize.width;\r\n this._canvas.height = textureSize.height;\r\n\r\n this.releaseInternalTexture();\r\n\r\n this._texture = this._getEngine()!.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this.samplingMode);\r\n }\r\n\r\n /**\r\n * Scales the texture\r\n * @param ratio the scale factor to apply to both width and height\r\n */\r\n public override scale(ratio: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width *= ratio;\r\n textureSize.height *= ratio;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Resizes the texture\r\n * @param width the new width\r\n * @param height the new height\r\n */\r\n public scaleTo(width: number, height: number): void {\r\n const textureSize = this.getSize();\r\n\r\n textureSize.width = width;\r\n textureSize.height = height;\r\n\r\n this._recreate(textureSize);\r\n }\r\n\r\n /**\r\n * Gets the context of the canvas used by the texture\r\n * @returns the canvas context of the dynamic texture\r\n */\r\n public getContext(): ICanvasRenderingContext {\r\n return this._context;\r\n }\r\n\r\n /**\r\n * Clears the texture\r\n * @param clearColor Defines the clear color to use\r\n */\r\n public clear(clearColor?: string): void {\r\n const size = this.getSize();\r\n if (clearColor) {\r\n this._context.fillStyle = clearColor;\r\n }\r\n this._context.clearRect(0, 0, size.width, size.height);\r\n }\r\n\r\n /**\r\n * Updates the texture\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param premulAlpha defines if alpha is stored as premultiplied (default is false)\r\n * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature \"allowGPUOptimizationsForGUI\" being true)\r\n */\r\n public update(invertY?: boolean, premulAlpha = false, allowGPUOptimization = false): void {\r\n this._getEngine()!.updateDynamicTexture(\r\n this._texture,\r\n this._canvas,\r\n invertY === undefined ? true : invertY,\r\n premulAlpha,\r\n this._format || undefined,\r\n undefined,\r\n allowGPUOptimization\r\n );\r\n }\r\n\r\n /**\r\n * Draws text onto the texture\r\n * @param text defines the text to be drawn\r\n * @param x defines the placement of the text from the left\r\n * @param y defines the placement of the text from the top when invertY is true and from the bottom when false\r\n * @param font defines the font to be used with font-style, font-size, font-name\r\n * @param color defines the color used for the text\r\n * @param fillColor defines the color for the canvas, use null to not overwrite canvas (this bleands with the background to replace, use the clear function)\r\n * @param invertY defines the direction for the Y axis (default is true - y increases downwards)\r\n * @param update defines whether texture is immediately update (default is true)\r\n */\r\n public drawText(\r\n text: string,\r\n x: number | null | undefined,\r\n y: number | null | undefined,\r\n font: string,\r\n color: string | null,\r\n fillColor: string | null,\r\n invertY?: boolean,\r\n update = true\r\n ) {\r\n const size = this.getSize();\r\n if (fillColor) {\r\n this._context.fillStyle = fillColor;\r\n this._context.fillRect(0, 0, size.width, size.height);\r\n }\r\n\r\n this._context.font = font;\r\n if (x === null || x === undefined) {\r\n const textSize = this._context.measureText(text);\r\n x = (size.width - textSize.width) / 2;\r\n }\r\n if (y === null || y === undefined) {\r\n const fontSize = parseInt(font.replace(/\\D/g, \"\"));\r\n y = size.height / 2 + fontSize / 3.65;\r\n }\r\n\r\n this._context.fillStyle = color || \"\";\r\n this._context.fillText(text, x, y);\r\n\r\n if (update) {\r\n this.update(invertY);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the dynamic texture.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n if (this._ownCanvas) {\r\n this._canvas?.remove?.();\r\n }\r\n (this._canvas as any) = null;\r\n (this._context as any) = null;\r\n }\r\n\r\n /**\r\n * Clones the texture\r\n * @returns the clone of the texture.\r\n */\r\n public override clone(): DynamicTexture {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const textureSize = this.getSize();\r\n const newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // Dynamic Texture\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized\r\n * @returns a serialized dynamic texture object\r\n */\r\n public override serialize(): any {\r\n const scene = this.getScene();\r\n if (scene && !scene.isReady()) {\r\n Logger.Warn(\"The scene must be ready before serializing the dynamic texture\");\r\n }\r\n\r\n const serializationObject = super.serialize();\r\n if (DynamicTexture._IsCanvasElement(this._canvas)) {\r\n serializationObject.base64String = this._canvas.toDataURL();\r\n }\r\n\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n private static _IsCanvasElement(canvas: HTMLCanvasElement | OffscreenCanvas | ICanvas): canvas is HTMLCanvasElement {\r\n return (canvas as HTMLCanvasElement).toDataURL !== undefined;\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n this.update();\r\n }\r\n}\r\n"]}
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@@ -70,7 +70,7 @@ export class EquiRectangularCubeTexture extends BaseTexture {
|
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70
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// Create texture before loading
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const texture = scene
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72
72
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.getEngine()
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73
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-
.createRawCubeTexture(null, this._size, 4, scene.getEngine().getCaps().textureFloat ? 1 : 7, this._noMipmap, false, 3);
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73
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+
.createRawCubeTexture(null, this._size, 4, scene.getEngine().getCaps().textureFloat ? 1 : 7, !this._noMipmap, false, 3);
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texture.generateMipMaps = !this._noMipmap;
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75
75
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scene.addPendingData(texture);
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76
76
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texture.url = this.url;
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@@ -1 +1 @@
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1
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-
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{ PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n const canvas = document.createElement(\"canvas\");\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n canvas.remove();\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EquiRectangularCubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n}\r\n"]}
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{ PanoramaToCubeMapTools } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { BaseTexture } from \"./baseTexture\";\r\nimport { Texture } from \"./texture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { LoadImage } from \"../../Misc/fileTools\";\r\n\r\n/**\r\n * This represents a texture coming from an equirectangular image supported by the web browser canvas.\r\n */\r\nexport class EquiRectangularCubeTexture extends BaseTexture {\r\n /** The six faces of the cube. */\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _noMipmap: boolean;\r\n private _onLoad: Nullable<() => void> = null;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /** The size of the cubemap. */\r\n private _size: number;\r\n\r\n /** Whether to supersample the input image */\r\n private _supersample: boolean;\r\n\r\n /** The buffer of the image. */\r\n private _buffer: ArrayBuffer;\r\n\r\n /** The width of the input image. */\r\n private _width: number;\r\n\r\n /** The height of the input image. */\r\n private _height: number;\r\n\r\n /** The URL to the image. */\r\n public url: string;\r\n\r\n /**\r\n * Instantiates an EquiRectangularCubeTexture from the following parameters.\r\n * @param url The location of the image\r\n * @param scene The scene the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param gammaSpace Specifies if the texture will be used in gamma or linear space\r\n * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)\r\n * @param onLoad — defines a callback called when texture is loaded\r\n * @param onError — defines a callback called if there is an error\r\n * @param supersample — defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n scene: Scene,\r\n size: number,\r\n noMipmap: boolean = false,\r\n gammaSpace: boolean = true,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(scene);\r\n\r\n if (!url) {\r\n throw new Error(\"Image url is not set\");\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._noMipmap = noMipmap;\r\n this.gammaSpace = gammaSpace;\r\n this._onLoad = onLoad;\r\n this._onError = onError;\r\n\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadImage(() => this._loadTexture(), this._onError);\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else if (onLoad) {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load the image data, by putting the image on a canvas and extracting its buffer.\r\n * @param loadTextureCallback\r\n * @param onError\r\n */\r\n private _loadImage(loadTextureCallback: () => void, onError: Nullable<(message?: string, exception?: any) => void>): void {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n // Create texture before loading\r\n const texture = scene\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n scene.getEngine().getCaps().textureFloat ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_UNSIGNED_INTEGER,\r\n !this._noMipmap,\r\n false,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE\r\n );\r\n texture.generateMipMaps = !this._noMipmap;\r\n scene.addPendingData(texture);\r\n texture.url = this.url;\r\n texture.isReady = false;\r\n scene.getEngine()._internalTexturesCache.push(texture);\r\n this._texture = texture;\r\n\r\n const canvas = document.createElement(\"canvas\");\r\n LoadImage(\r\n this.url,\r\n (image) => {\r\n this._width = image.width;\r\n this._height = image.height;\r\n canvas.width = this._width;\r\n canvas.height = this._height;\r\n\r\n const ctx = canvas.getContext(\"2d\") as CanvasRenderingContext2D;\r\n ctx.drawImage(image, 0, 0);\r\n\r\n const imageData = ctx.getImageData(0, 0, image.width, image.height);\r\n this._buffer = imageData.data.buffer as ArrayBuffer;\r\n\r\n canvas.remove();\r\n loadTextureCallback();\r\n },\r\n (_, e) => {\r\n scene.removePendingData(texture);\r\n if (onError) {\r\n onError(`${this.getClassName()} could not be loaded`, e);\r\n }\r\n },\r\n scene ? scene.offlineProvider : null\r\n );\r\n }\r\n\r\n /**\r\n * Convert the image buffer into a cubemap and create a CubeTexture.\r\n */\r\n private _loadTexture(): void {\r\n const scene = this.getScene();\r\n const callback = (): ArrayBufferView[] => {\r\n const imageData = this._getFloat32ArrayFromArrayBuffer(this._buffer);\r\n\r\n // Extract the raw linear data.\r\n const data = PanoramaToCubeMapTools.ConvertPanoramaToCubemap(imageData, this._width, this._height, this._size, this._supersample);\r\n\r\n const results = [];\r\n\r\n // Push each faces.\r\n for (let i = 0; i < 6; i++) {\r\n const dataFace = (data as any)[EquiRectangularCubeTexture._FacesMapping[i]];\r\n results.push(dataFace);\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n const faceDataArrays = callback();\r\n\r\n const texture = this._texture!;\r\n scene.getEngine().updateRawCubeTexture(texture, faceDataArrays, texture.format, texture.type, texture.invertY);\r\n texture.isReady = true;\r\n scene.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.\r\n * @param buffer The ArrayBuffer that should be converted.\r\n * @returns The buffer as Float32Array.\r\n */\r\n private _getFloat32ArrayFromArrayBuffer(buffer: ArrayBuffer): Float32Array {\r\n const dataView = new DataView(buffer);\r\n const floatImageData = new Float32Array((buffer.byteLength * 3) / 4);\r\n\r\n let k = 0;\r\n for (let i = 0; i < buffer.byteLength; i++) {\r\n // We drop the transparency channel, because we do not need/want it\r\n if ((i + 1) % 4 !== 0) {\r\n floatImageData[k++] = dataView.getUint8(i) / 255;\r\n }\r\n }\r\n\r\n return floatImageData;\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EquiRectangularCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EquiRectangularCubeTexture\";\r\n }\r\n\r\n /**\r\n * Create a clone of the current EquiRectangularCubeTexture and return it.\r\n * @returns A clone of the current EquiRectangularCubeTexture.\r\n */\r\n public override clone(): EquiRectangularCubeTexture {\r\n const scene = this.getScene();\r\n if (!scene) {\r\n return this;\r\n }\r\n\r\n const newTexture = new EquiRectangularCubeTexture(this.url, scene, this._size, this._noMipmap, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { HDRTools } from \"../../Misc/HighDynamicRange/hdr\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\n\r\n/**\r\n * This represents a texture coming from an HDR input.\r\n *\r\n * The only supported format is currently panorama picture stored in RGBE format.\r\n * Example of such files can be found on Poly Haven: https://polyhaven.com/hdris\r\n */\r\nexport class HDRCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _generateHarmonics = true;\r\n private _noMipmap: boolean;\r\n private _prefilterOnLoad: boolean;\r\n private _textureMatrix: Matrix;\r\n private _size: number;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();\r\n\r\n /**\r\n * Instantiates an HDRTexture from the following parameters.\r\n *\r\n * @param url The location of the HDR raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters HDR texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._generateHarmonics = generateHarmonics;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"HDRCubeTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"HDRCubeTexture\";\r\n }\r\n\r\n /**\r\n * Occurs when the file is raw .hdr file.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const callback = (buffer: ArrayBuffer): Nullable<ArrayBufferView[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = HDRTools.GetCubeMapTextureData(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[HDRCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && this._prefilterOnLoad) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n hdrFiltering.prefilter(this, previousOnLoad);\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n }\r\n\r\n public clone(): HDRCubeTexture {\r\n const newTexture = new HDRCubeTexture(this.url, this.getScene() || this._getEngine()!, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n // Methods\r\n public delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Parses a JSON representation of an HDR Texture in order to create the texture\r\n * @param parsedTexture Define the JSON representation\r\n * @param scene Define the scene the texture should be created in\r\n * @param rootUrl Define the root url in case we need to load relative dependencies\r\n * @returns the newly created texture after parsing\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new HDRCubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.size,\r\n parsedTexture.noMipmap,\r\n parsedTexture.generateHarmonics,\r\n parsedTexture.useInGammaSpace\r\n );\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n }\r\n if (texture) {\r\n if (parsedTexture.boundingBoxPosition) {\r\n (<any>texture).boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n (<any>texture).boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n (<any>texture).rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n return texture;\r\n }\r\n\r\n public serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.customType = \"BABYLON.HDRCubeTexture\";\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HDRCubeTexture\", HDRCubeTexture);\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { HDRTools } from \"../../Misc/HighDynamicRange/hdr\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Engines/Extensions/engine.rawTexture\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\n\r\n/**\r\n * This represents a texture coming from an HDR input.\r\n *\r\n * The only supported format is currently panorama picture stored in RGBE format.\r\n * Example of such files can be found on Poly Haven: https://polyhaven.com/hdris\r\n */\r\nexport class HDRCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n private _generateHarmonics = true;\r\n private _noMipmap: boolean;\r\n private _prefilterOnLoad: boolean;\r\n private _textureMatrix: Matrix;\r\n private _size: number;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public override set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public override get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();\r\n\r\n /**\r\n * Instantiates an HDRTexture from the following parameters.\r\n *\r\n * @param url The location of the HDR raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters HDR texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n this._supersample = supersample;\r\n this._generateHarmonics = generateHarmonics;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"HDRCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"HDRCubeTexture\";\r\n }\r\n\r\n /**\r\n * Occurs when the file is raw .hdr file.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const callback = (buffer: ArrayBuffer): Nullable<ArrayBufferView[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = HDRTools.GetCubeMapTextureData(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[HDRCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && this._prefilterOnLoad) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n hdrFiltering.prefilter(this, previousOnLoad);\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n }\r\n\r\n public override clone(): HDRCubeTexture {\r\n const newTexture = new HDRCubeTexture(this.url, this.getScene() || this._getEngine()!, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n // Methods\r\n public override delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Parses a JSON representation of an HDR Texture in order to create the texture\r\n * @param parsedTexture Define the JSON representation\r\n * @param scene Define the scene the texture should be created in\r\n * @param rootUrl Define the root url in case we need to load relative dependencies\r\n * @returns the newly created texture after parsing\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new HDRCubeTexture(\r\n rootUrl + parsedTexture.name,\r\n scene,\r\n parsedTexture.size,\r\n parsedTexture.noMipmap,\r\n parsedTexture.generateHarmonics,\r\n parsedTexture.useInGammaSpace\r\n );\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n }\r\n if (texture) {\r\n if (parsedTexture.boundingBoxPosition) {\r\n (<any>texture).boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n (<any>texture).boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n (<any>texture).rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n return texture;\r\n }\r\n\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.customType = \"BABYLON.HDRCubeTexture\";\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HDRCubeTexture\", HDRCubeTexture);\r\n"]}
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{"version":3,"file":"htmlElementTexture.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/htmlElementTexture.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,MAAM,sCAAsC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAGnD,OAAO,gDAAgD,CAAC;AACxD,OAAO,8CAA8C,CAAC;AACtD,OAAO,iDAAiD,CAAC;AA+BzD;;;;;;;;GAQG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IA0B/C;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,OAA6C,EAAE,OAAmC;QACxG,KAAK,CAAC,OAAO,CAAC,KAAK,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC;QA5B3C;;WAEG;QACI,qBAAgB,GAAmC,IAAI,UAAU,EAAsB,CAAC;QA2B3F,IAAI,CAAC,OAAO,IAAI,CAAC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE;YACjD,OAAO;SACV;QAED,OAAO,GAAG;YACN,GAAG,kBAAkB,CAAC,eAAe;YACrC,GAAG,OAAO;SACb,CAAC;QAEF,IAAI,CAAC,gBAAgB,GAAG,OAAO,CAAC,eAAgB,CAAC;QACjD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC,YAAa,CAAC;QAC3C,IAAI,CAAC,cAAc,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;QACxC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,MAAO,CAAC;QAE/B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAE,OAA4B,CAAC,uBAAuB,CAAC;QACxE,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,EAAE,qBAAqB,CAAC,OAA2B,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;QAExH,IAAI,CAAC,yBAAyB,GAAG,CAAC,CAAC;QAEnC,IAAI,CAAC,sBAAsB,EAAE,CAAC;IAClC,CAAC;IAEO,sBAAsB;QAC1B,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,KAAK,GAAI,IAAI,CAAC,OAA4B,CAAC,UAAU,CAAC;YACtD,MAAM,GAAI,IAAI,CAAC,OAA4B,CAAC,WAAW,CAAC;SAC3D;aAAM;YACH,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC;YAC3B,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC;SAChC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,MAAM,EAAE;YACR,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,oBAAoB,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACtG,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;SACvC;QAED,IAAI,CAAC,MAAM,EAAE,CAAC;IAClB,CAAC;IAED;;OAEG;IACa,gBAAgB;QAC5B,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,UAA6B,IAAI;QAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,UAAU,EAAE,CAAC;QACjC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,IAAI,MAAM,IAAI,IAAI,EAAE;YACzC,OAAO;SACV;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,MAAM,YAAY,GAAG,IAAI,CAAC,OAA2B,CAAC;YACtD,IAAI,YAAY,CAAC,UAAU,GAAG,YAAY,CAAC,iBAAiB,EAAE;gBAC1D,OAAO;aACV;YAED,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,QAAQ,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,YAAY,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;SAC7I;aAAM;YACH,MAAM,aAAa,GAAG,IAAI,CAAC,OAA4B,CAAC;YACxD,MAAM,CAAC,oBAAoB,CAAC,IAAI,CAAC,QAAQ,EAAE,aAAa,EAAE,OAAO,KAAK,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;SACrH;QAED,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,OAAO,EAAE,EAAE;YAC7B,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAC/C;IACL,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;;AA9GuB,kCAAe,GAA+B;IAClE,eAAe,EAAE,KAAK;IACtB,YAAY,EAAE,SAAS,CAAC,6BAA6B;IACrD,MAAM,EAAE,SAAS,CAAC,kBAAkB;IACpC,MAAM,EAAE,IAAI;IACZ,KAAK,EAAE,IAAI;CACd,AANsC,CAMrC","sourcesContent":["import type { Nullable } from \"../../types\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { ExternalTexture } from \"./externalTexture\";\r\n\r\nimport \"../../Engines/Extensions/engine.dynamicTexture\";\r\nimport \"../../Engines/Extensions/engine.videoTexture\";\r\nimport \"../../Engines/Extensions/engine.externalTexture\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Defines the options related to the creation of an HtmlElementTexture\r\n */\r\nexport interface IHtmlElementTextureOptions {\r\n /**\r\n * Defines whether mip maps should be created or not.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Defines the sampling mode of the texture.\r\n */\r\n samplingMode?: number;\r\n /**\r\n * Defines the associated texture format.\r\n */\r\n format?: number;\r\n /**\r\n * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<AbstractEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n private _externalTexture: Nullable<ExternalTexture>;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = !!(element as HTMLVideoElement).getVideoPlaybackQuality;\r\n this._externalTexture = this._isVideo ? this._engine?.createExternalTexture(element as HTMLVideoElement) ?? null : null;\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n */\r\n public override getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, this._externalTexture ? this._externalTexture : videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
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