@babylonjs/core 7.35.2 → 7.37.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (272) hide show
  1. package/Collisions/gpuPicker.js.map +1 -1
  2. package/Engines/Extensions/engine.multiRender.d.ts +11 -0
  3. package/Engines/Extensions/engine.multiRender.js +71 -32
  4. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  5. package/Engines/Extensions/engine.rawTexture.d.ts +8 -8
  6. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +1 -13
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  10. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -0
  11. package/Engines/WebGL/webGLRenderTargetWrapper.js +37 -7
  12. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +11 -0
  14. package/Engines/WebGPU/Extensions/engine.multiRender.js +30 -11
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +9 -9
  17. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -5
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  21. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -2
  22. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  23. package/Engines/WebGPU/webgpuConstants.d.ts +6 -0
  24. package/Engines/WebGPU/webgpuConstants.js +6 -0
  25. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  26. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  27. package/Engines/WebGPU/webgpuHardwareTexture.js +5 -4
  28. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  29. package/Engines/WebGPU/webgpuTextureHelper.js +18 -0
  30. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  31. package/Engines/WebGPU/webgpuTextureManager.js +8 -2
  32. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  33. package/Engines/abstractEngine.d.ts +12 -1
  34. package/Engines/abstractEngine.js +4 -4
  35. package/Engines/abstractEngine.js.map +1 -1
  36. package/Engines/constants.d.ts +17 -1
  37. package/Engines/constants.js +17 -1
  38. package/Engines/constants.js.map +1 -1
  39. package/Engines/engine.d.ts +31 -1
  40. package/Engines/engine.js +17 -1
  41. package/Engines/engine.js.map +1 -1
  42. package/Engines/engineCapabilities.d.ts +2 -0
  43. package/Engines/engineCapabilities.js.map +1 -1
  44. package/Engines/nativeEngine.js +1 -0
  45. package/Engines/nativeEngine.js.map +1 -1
  46. package/Engines/nullEngine.d.ts +2 -2
  47. package/Engines/nullEngine.js +3 -2
  48. package/Engines/nullEngine.js.map +1 -1
  49. package/Engines/renderTargetWrapper.d.ts +33 -1
  50. package/Engines/renderTargetWrapper.js +64 -4
  51. package/Engines/renderTargetWrapper.js.map +1 -1
  52. package/Engines/thinEngine.d.ts +13 -1
  53. package/Engines/thinEngine.functions.d.ts +4 -0
  54. package/Engines/thinEngine.functions.js +17 -0
  55. package/Engines/thinEngine.functions.js.map +1 -1
  56. package/Engines/thinEngine.js +151 -32
  57. package/Engines/thinEngine.js.map +1 -1
  58. package/Engines/thinWebGPUEngine.d.ts +2 -0
  59. package/Engines/thinWebGPUEngine.js +7 -0
  60. package/Engines/thinWebGPUEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +12 -3
  62. package/Engines/webgpuEngine.js +40 -9
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +8 -0
  65. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +22 -1
  66. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/inputBlock.d.ts +4 -9
  68. package/FrameGraph/Node/Blocks/inputBlock.js +15 -25
  69. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -2
  71. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  72. package/FrameGraph/Passes/renderPass.d.ts +10 -10
  73. package/FrameGraph/Passes/renderPass.js +10 -10
  74. package/FrameGraph/Passes/renderPass.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +10 -5
  76. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +29 -14
  77. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  78. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -0
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +11 -6
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +30 -13
  82. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -6
  84. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  85. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +1 -1
  86. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +3 -3
  88. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +33 -32
  89. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -2
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +8 -12
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +13 -18
  94. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +15 -2
  96. package/FrameGraph/Tasks/Texture/clearTextureTask.js +17 -4
  97. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +2 -2
  99. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  100. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -3
  101. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  102. package/FrameGraph/frameGraph.d.ts +11 -74
  103. package/FrameGraph/frameGraph.js +12 -126
  104. package/FrameGraph/frameGraph.js.map +1 -1
  105. package/FrameGraph/frameGraphRenderContext.d.ts +17 -8
  106. package/FrameGraph/frameGraphRenderContext.js +55 -43
  107. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  108. package/FrameGraph/frameGraphRenderTarget.d.ts +16 -0
  109. package/FrameGraph/frameGraphRenderTarget.js +67 -0
  110. package/FrameGraph/frameGraphRenderTarget.js.map +1 -0
  111. package/FrameGraph/frameGraphTask.d.ts +4 -3
  112. package/FrameGraph/frameGraphTask.js +41 -8
  113. package/FrameGraph/frameGraphTask.js.map +1 -1
  114. package/FrameGraph/frameGraphTextureManager.d.ts +130 -22
  115. package/FrameGraph/frameGraphTextureManager.js +312 -130
  116. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  117. package/FrameGraph/frameGraphTypes.d.ts +28 -13
  118. package/FrameGraph/frameGraphTypes.js.map +1 -1
  119. package/FrameGraph/index.d.ts +1 -0
  120. package/FrameGraph/index.js +1 -0
  121. package/FrameGraph/index.js.map +1 -1
  122. package/Helpers/environmentHelper.js.map +1 -1
  123. package/Layers/effectLayer.d.ts +1 -1
  124. package/Layers/effectLayer.js.map +1 -1
  125. package/Layers/glowLayer.d.ts +1 -1
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +1 -1
  128. package/Layers/highlightLayer.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  130. package/Materials/Node/Blocks/conditionalBlock.d.ts +2 -0
  131. package/Materials/Node/Blocks/conditionalBlock.js +13 -0
  132. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  133. package/Materials/Node/nodeMaterial.js.map +1 -1
  134. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -4
  135. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  136. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  137. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  138. package/Materials/Textures/baseTexture.js.map +1 -1
  139. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  140. package/Materials/Textures/internalTexture.d.ts +20 -0
  141. package/Materials/Textures/internalTexture.js +48 -0
  142. package/Materials/Textures/internalTexture.js.map +1 -1
  143. package/Materials/Textures/mirrorTexture.js.map +1 -1
  144. package/Materials/Textures/multiRenderTarget.d.ts +5 -0
  145. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  146. package/Materials/Textures/rawCubeTexture.d.ts +2 -2
  147. package/Materials/Textures/rawCubeTexture.js +2 -2
  148. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  149. package/Materials/Textures/rawTexture.js.map +1 -1
  150. package/Materials/Textures/rawTexture2DArray.d.ts +1 -1
  151. package/Materials/Textures/rawTexture2DArray.js +1 -1
  152. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  153. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  154. package/Materials/Textures/rawTexture3D.js +1 -1
  155. package/Materials/Textures/rawTexture3D.js.map +1 -1
  156. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  157. package/Materials/Textures/textureCreationOptions.d.ts +6 -6
  158. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  159. package/Materials/drawWrapper.d.ts +6 -1
  160. package/Materials/drawWrapper.js +18 -2
  161. package/Materials/drawWrapper.js.map +1 -1
  162. package/Materials/effect.d.ts +6 -1
  163. package/Materials/effect.functions.d.ts +5 -0
  164. package/Materials/effect.functions.js +19 -0
  165. package/Materials/effect.functions.js.map +1 -1
  166. package/Materials/effect.js +22 -20
  167. package/Materials/effect.js.map +1 -1
  168. package/Materials/effect.webgl.functions.js +12 -4
  169. package/Materials/effect.webgl.functions.js.map +1 -1
  170. package/Maths/math.color.d.ts +16 -0
  171. package/Maths/math.color.js +16 -0
  172. package/Maths/math.color.js.map +1 -1
  173. package/Maths/math.vector.d.ts +32 -0
  174. package/Maths/math.vector.js +32 -0
  175. package/Maths/math.vector.js.map +1 -1
  176. package/Meshes/Compression/dracoCompression.d.ts +3 -1
  177. package/Meshes/Compression/dracoCompression.js +5 -2
  178. package/Meshes/Compression/dracoCompression.js.map +1 -1
  179. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -1
  180. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  181. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  182. package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +0 -1
  183. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +1 -9
  184. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  185. package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +0 -1
  186. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +1 -9
  187. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Matrices/rotationZBlock.d.ts +0 -1
  189. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js +1 -9
  190. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  191. package/Meshes/Node/Blocks/Set/latticeBlock.js +3 -1
  192. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  193. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  194. package/Meshes/Node/Blocks/conditionBlock.js +15 -0
  195. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +4 -4
  197. package/Meshes/Node/Blocks/geometryClampBlock.js +16 -25
  198. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  199. package/Meshes/Node/Blocks/geometryLerpBlock.js +2 -2
  200. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  201. package/Meshes/Node/Blocks/geometryNLerpBlock.js +2 -2
  202. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  203. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js +2 -2
  204. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  205. package/Meshes/Node/Blocks/geometryRotate2dBlock.js +2 -2
  206. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  207. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +3 -3
  208. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  209. package/Meshes/Node/Blocks/geometryStepBlock.js +2 -2
  210. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  211. package/Meshes/Node/nodeGeometry.js +1 -1
  212. package/Meshes/Node/nodeGeometry.js.map +1 -1
  213. package/Meshes/Node/nodeGeometryBlock.d.ts +3 -1
  214. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  215. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  216. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +10 -2
  217. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  218. package/Meshes/abstractMesh.d.ts +5 -3
  219. package/Meshes/abstractMesh.js +9 -7
  220. package/Meshes/abstractMesh.js.map +1 -1
  221. package/Meshes/subMesh.d.ts +5 -3
  222. package/Meshes/subMesh.js +9 -7
  223. package/Meshes/subMesh.js.map +1 -1
  224. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  225. package/Misc/dds.d.ts +1 -1
  226. package/Misc/dds.js.map +1 -1
  227. package/Misc/environmentTextureTools.js.map +1 -1
  228. package/Misc/observable.d.ts +1 -3
  229. package/Misc/observable.js +9 -7
  230. package/Misc/observable.js.map +1 -1
  231. package/Misc/screenshotTools.js.map +1 -1
  232. package/Misc/snapshotRenderingHelper.js +3 -0
  233. package/Misc/snapshotRenderingHelper.js.map +1 -1
  234. package/Misc/textureTools.js.map +1 -1
  235. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  236. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  237. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  238. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  239. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  240. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  241. package/PostProcesses/blurPostProcess.js.map +1 -1
  242. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  243. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  244. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  245. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  246. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  247. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  248. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  249. package/PostProcesses/grainPostProcess.js.map +1 -1
  250. package/PostProcesses/highlightsPostProcess.d.ts +1 -1
  251. package/PostProcesses/highlightsPostProcess.js +1 -1
  252. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  253. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  254. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  255. package/PostProcesses/passPostProcess.js.map +1 -1
  256. package/PostProcesses/postProcess.d.ts +1 -1
  257. package/PostProcesses/postProcess.js.map +1 -1
  258. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  259. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  260. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  261. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  262. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  263. package/PostProcesses/tonemapPostProcess.js +1 -1
  264. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  265. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  266. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  267. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  268. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  269. package/Rendering/prePassRenderer.js.map +1 -1
  270. package/ShadersWGSL/pbr.fragment.js +4 -3
  271. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  272. package/package.json +1 -1
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{ serialize, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\n\r\nimport type { Animation } from \"../../Animations/animation\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Define the display name of the texture, which is used as tree item name of the dedicated node in the inspector\r\n */\r\n @serialize()\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public override set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public override get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override get wrapU() {\r\n return this._wrapU;\r\n }\r\n public override set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override get wrapV() {\r\n return this._wrapV;\r\n }\r\n public override set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public override anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /** @internal */\r\n protected _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (value === this.isRGBD) {\r\n return;\r\n }\r\n\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\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 false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public override toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | AbstractEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<AbstractEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\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 <Matrix>Matrix.IdentityReadOnly;\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.getReflectionTextureMatrix();\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(_fromContextLost = false): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\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 if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { RandomGUID } from \"../../Misc/guid\";\r\n\r\nimport \"../../Misc/fileTools\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { ThinTexture } from \"./thinTexture\";\r\n\r\nimport type { Animation } from \"../../Animations/animation\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport type { IAssetContainer } from \"core/IAssetContainer\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nexport class BaseTexture extends ThinTexture implements IAnimatable {\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n public static DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n\r\n /**\r\n * Gets or sets the unique id of the texture\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /**\r\n * Define the name of the texture.\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Define the display name of the texture, which is used as tree item name of the dedicated node in the inspector\r\n */\r\n @serialize()\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n @serialize()\r\n public metadata: any = null;\r\n\r\n /** @internal */\r\n public _internalMetadata: any;\r\n\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n public reservedDataStore: any = null;\r\n\r\n @serialize(\"hasAlpha\")\r\n private _hasAlpha = false;\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n public set hasAlpha(value: boolean) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get hasAlpha(): boolean {\r\n return this._hasAlpha;\r\n }\r\n\r\n @serialize(\"getAlphaFromRGB\")\r\n private _getAlphaFromRGB = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n public set getAlphaFromRGB(value: boolean) {\r\n if (this._getAlphaFromRGB === value) {\r\n return;\r\n }\r\n this._getAlphaFromRGB = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get getAlphaFromRGB(): boolean {\r\n return this._getAlphaFromRGB;\r\n }\r\n\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n @serialize()\r\n public level = 1;\r\n\r\n @serialize(\"coordinatesIndex\")\r\n protected _coordinatesIndex = 0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation.\r\n * (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)\r\n */\r\n @serialize()\r\n public optimizeUVAllocation = true;\r\n\r\n /**\r\n * Define the UV channel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n public set coordinatesIndex(value: number) {\r\n if (this._coordinatesIndex === value) {\r\n return;\r\n }\r\n this._coordinatesIndex = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public get coordinatesIndex(): number {\r\n return this._coordinatesIndex;\r\n }\r\n\r\n @serialize(\"coordinatesMode\")\r\n protected _coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n public override set coordinatesMode(value: number) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n }\r\n public override get coordinatesMode(): number {\r\n return this._coordinatesMode;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override get wrapU() {\r\n return this._wrapU;\r\n }\r\n public override set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override get wrapV() {\r\n return this._wrapV;\r\n }\r\n public override set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n @serialize()\r\n public override wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n @serialize()\r\n public override anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n\r\n /** @internal */\r\n public _isCube = false;\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get isCube(): boolean {\r\n if (!this._texture) {\r\n return this._isCube;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set isCube(value: boolean) {\r\n if (!this._texture) {\r\n this._isCube = value;\r\n } else {\r\n this._texture.isCube = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n @serialize()\r\n public override get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected override set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /** @internal */\r\n protected _gammaSpace = true;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n @serialize()\r\n public get gammaSpace(): boolean {\r\n if (!this._texture) {\r\n return this._gammaSpace;\r\n } else {\r\n if (this._texture._gammaSpace === null) {\r\n this._texture._gammaSpace = this._gammaSpace;\r\n }\r\n }\r\n\r\n return this._texture._gammaSpace && !this._texture._useSRGBBuffer;\r\n }\r\n\r\n public set gammaSpace(gamma: boolean) {\r\n if (!this._texture) {\r\n if (this._gammaSpace === gamma) {\r\n return;\r\n }\r\n\r\n this._gammaSpace = gamma;\r\n } else {\r\n if (this._texture._gammaSpace === gamma) {\r\n return;\r\n }\r\n this._texture._gammaSpace = gamma;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets whether or not the texture contains RGBD data.\r\n */\r\n public get isRGBD(): boolean {\r\n return this._texture != null && this._texture._isRGBD;\r\n }\r\n public set isRGBD(value: boolean) {\r\n if (value === this.isRGBD) {\r\n return;\r\n }\r\n\r\n if (this._texture) {\r\n this._texture._isRGBD = value;\r\n }\r\n\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this);\r\n });\r\n }\r\n\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n @serialize()\r\n public invertZ = false;\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 false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n @serialize()\r\n public lodLevelInAlpha = false;\r\n\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationOffset(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationOffset(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n @serialize()\r\n public get lodGenerationScale(): number {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n\r\n return 0.0;\r\n }\r\n public set lodGenerationScale(value: number) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n }\r\n\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n @serialize()\r\n public get linearSpecularLOD(): boolean {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n\r\n return false;\r\n }\r\n public set linearSpecularLOD(value: boolean) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n }\r\n\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n @serializeAsTexture()\r\n public get irradianceTexture(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n\r\n return null;\r\n }\r\n public set irradianceTexture(value: Nullable<BaseTexture>) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n }\r\n\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n @serialize()\r\n public isRenderTarget = false;\r\n\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n public get uid(): string {\r\n if (!this._uid) {\r\n this._uid = RandomGUID();\r\n }\r\n return this._uid;\r\n }\r\n\r\n /** @internal */\r\n public _prefiltered: boolean = false;\r\n /** @internal */\r\n public _forceSerialize: boolean = false;\r\n\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n public override toString(): string {\r\n return this.name;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"BaseTexture\";\r\n }\r\n\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n public animations: Animation[] = [];\r\n\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n public onDisposeObservable = new Observable<BaseTexture>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<BaseTexture>> = null;\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n protected _scene: Nullable<Scene> = null;\r\n\r\n /** @internal */\r\n private _uid: Nullable<string> = null;\r\n\r\n /**\r\n * Define if the texture is preventing a material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n public get isBlocking(): boolean {\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public _parentContainer: Nullable<IAssetContainer> = null;\r\n\r\n protected _loadingError: boolean = false;\r\n protected _errorObject?: {\r\n message?: string;\r\n exception?: any;\r\n };\r\n\r\n /**\r\n * Was there any loading error?\r\n */\r\n public get loadingError(): boolean {\r\n return this._loadingError;\r\n }\r\n\r\n /**\r\n * If a loading error occurred this object will be populated with information about the error.\r\n */\r\n public get errorObject():\r\n | {\r\n message?: string;\r\n exception?: any;\r\n }\r\n | undefined {\r\n return this._errorObject;\r\n }\r\n\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param sceneOrEngine Define the scene or engine the texture belongs to\r\n * @param internalTexture Define the internal texture associated with the texture\r\n */\r\n constructor(sceneOrEngine?: Nullable<Scene | AbstractEngine>, internalTexture: Nullable<InternalTexture> = null) {\r\n super(null);\r\n\r\n if (sceneOrEngine) {\r\n if (BaseTexture._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n this._texture = internalTexture;\r\n\r\n this._uid = null;\r\n }\r\n\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n public getScene(): Nullable<Scene> {\r\n return this._scene;\r\n }\r\n\r\n /** @internal */\r\n protected _getEngine(): Nullable<AbstractEngine> {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for instance.\r\n * @returns the transformation matrix\r\n */\r\n public getTextureMatrix(): Matrix {\r\n return <Matrix>Matrix.IdentityReadOnly;\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 <Matrix>Matrix.IdentityReadOnly;\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.getReflectionTextureMatrix();\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready, not blocking or if there was an error loading the texture\r\n */\r\n public isReadyOrNotBlocking(): boolean {\r\n return !this.isBlocking || this.isReady() || this.loadingError;\r\n }\r\n\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public scale(ratio: number): void {}\r\n\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n public get canRescale(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean, useSRGBBuffer?: boolean, isCube?: boolean): Nullable<InternalTexture> {\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const correctedUseSRGBBuffer = engine._getUseSRGBBuffer(!!useSRGBBuffer, noMipmap);\r\n\r\n const texturesCache = engine.getLoadedTexturesCache();\r\n for (let index = 0; index < texturesCache.length; index++) {\r\n const texturesCacheEntry = texturesCache[index];\r\n\r\n if (useSRGBBuffer === undefined || correctedUseSRGBBuffer === texturesCacheEntry._useSRGBBuffer) {\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n if (isCube === undefined || isCube === texturesCacheEntry.isCube) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(_fromContextLost = false): void {}\r\n\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n public clone(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n public get textureType(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return this._texture.type !== undefined ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n public get textureFormat(): number {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n return this._texture.format !== undefined ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n\r\n /**\r\n * Indicates that textures need to be re-calculated for all materials\r\n */\r\n protected _markAllSubMeshesAsTexturesDirty() {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\r\n * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\r\n * @param x defines the region x coordinates to start reading from (default to 0)\r\n * @param y defines the region y coordinates to start reading from (default to 0)\r\n * @param width defines the region width to read from (default to the texture size at level)\r\n * @param height defines the region width to read from (default to the texture size at level)\r\n * @returns The Array buffer promise containing the pixels data.\r\n */\r\n public readPixels(\r\n faceIndex = 0,\r\n level = 0,\r\n buffer: Nullable<ArrayBufferView> = null,\r\n flushRenderer = true,\r\n noDataConversion = false,\r\n x = 0,\r\n y = 0,\r\n width = Number.MAX_VALUE,\r\n height = Number.MAX_VALUE\r\n ): Nullable<Promise<ArrayBufferView>> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let maxWidth = size.width;\r\n let maxHeight = size.height;\r\n if (level !== 0) {\r\n maxWidth = maxWidth / Math.pow(2, level);\r\n maxHeight = maxHeight / Math.pow(2, level);\r\n maxWidth = Math.round(maxWidth);\r\n maxHeight = Math.round(maxHeight);\r\n }\r\n\r\n width = Math.min(maxWidth, width);\r\n height = Math.min(maxHeight, height);\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y);\r\n }\r\n\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion, x, y);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _readPixelsSync(faceIndex = 0, level = 0, buffer: Nullable<ArrayBufferView> = null, flushRenderer = true, noDataConversion = false): Nullable<ArrayBufferView> {\r\n if (!this._texture) {\r\n return null;\r\n }\r\n\r\n const size = this.getSize();\r\n let width = size.width;\r\n let height = size.height;\r\n\r\n const engine = this._getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n\r\n try {\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixelsSync(this._texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion);\r\n }\r\n\r\n return engine._readTexturePixelsSync(this._texture, width, height, -1, level, buffer, flushRenderer, noDataConversion);\r\n } catch (e) {\r\n return null;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureHigh(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureMid(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n }\r\n\r\n /** @internal */\r\n public get _lodTextureLow(): Nullable<BaseTexture> {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\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 if (this._scene) {\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n\r\n // Remove from scene\r\n this._scene.removePendingData(this);\r\n const index = this._scene.textures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n this._scene = null;\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.textures.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.textures.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n\r\n this.metadata = null;\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @param allowEmptyName True to force serialization even if name is empty. Default: false\r\n * @returns the JSON representation of the texture\r\n */\r\n public serialize(allowEmptyName = false): any {\r\n if (!this.name && !allowEmptyName) {\r\n return null;\r\n }\r\n\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n public static WhenAllReady(textures: BaseTexture[], callback: () => void): void {\r\n let numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n const texture = textures[i];\r\n\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n } else {\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n\r\n if (onLoadObservable) {\r\n onLoadObservable.addOnce(() => {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n });\r\n } else {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | AbstractEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public override getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n * @returns the 3D LUT texture\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\r\n public 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, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @returns A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n * @returns The JSON representation of the texture\r\n */\r\n public 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.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * This represents a color grading texture. This acts as a lookup table LUT, useful during post process\r\n * It can help converting any input color in a desired output one. This can then be used to create effects\r\n * from sepia, black and white to sixties or futuristic rendering...\r\n *\r\n * The only supported format is currently 3dl.\r\n * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table\r\n */\r\nexport class ColorGradingTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n /**\r\n * Empty line regex stored for GC.\r\n */\r\n private static _NoneEmptyLineRegex = /\\S+/;\r\n\r\n private _textureMatrix: Matrix;\r\n private _onLoad: Nullable<() => void>;\r\n\r\n /**\r\n * Instantiates a ColorGradingTexture from the following parameters.\r\n *\r\n * @param url The location of the color grading data (currently only supporting 3dl)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param onLoad defines a callback triggered when the texture has been loaded\r\n */\r\n constructor(url: string, sceneOrEngine: Scene | AbstractEngine, onLoad: Nullable<() => void> = null) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._textureMatrix = Matrix.Identity();\r\n this.name = url;\r\n this.url = url;\r\n this._onLoad = onLoad;\r\n\r\n this._texture = this._getFromCache(url, true);\r\n\r\n if (!this._texture) {\r\n const scene = this.getScene();\r\n if (scene) {\r\n if (!scene.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n this._loadTexture();\r\n }\r\n } else {\r\n this._triggerOnLoad();\r\n }\r\n }\r\n\r\n /**\r\n * Fires the onload event from the constructor if requested.\r\n */\r\n private _triggerOnLoad(): void {\r\n if (this._onLoad) {\r\n this._onLoad();\r\n }\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).\r\n */\r\n public override getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Occurs when the file being loaded is a .3dl LUT file.\r\n * @returns the 3D LUT texture\r\n */\r\n private _load3dlTexture() {\r\n const engine = this._getEngine()!;\r\n let texture: InternalTexture;\r\n if (!engine._features.support3DTextures) {\r\n texture = engine.createRawTexture(\r\n null,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n } else {\r\n texture = engine.createRawTexture3D(\r\n null,\r\n 1,\r\n 1,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n false,\r\n false,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n }\r\n\r\n this._texture = texture;\r\n this._texture.isReady = false;\r\n\r\n this.isCube = false;\r\n this.is3D = engine._features.support3DTextures;\r\n this.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.wrapR = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n const callback = (text: string | ArrayBuffer) => {\r\n if (typeof text !== \"string\") {\r\n return;\r\n }\r\n\r\n let data: Nullable<Uint8Array> = null;\r\n let tempData: Nullable<Float32Array> = null;\r\n\r\n let line: string;\r\n const lines = text.split(\"\\n\");\r\n let size = 0,\r\n pixelIndexW = 0,\r\n pixelIndexH = 0,\r\n pixelIndexSlice = 0;\r\n let maxColor = 0;\r\n\r\n for (let i = 0; i < lines.length; i++) {\r\n line = lines[i];\r\n\r\n if (!ColorGradingTexture._NoneEmptyLineRegex.test(line)) {\r\n continue;\r\n }\r\n\r\n if (line.indexOf(\"#\") === 0) {\r\n continue;\r\n }\r\n\r\n const words = line.split(\" \");\r\n if (size === 0) {\r\n // Number of space + one\r\n size = words.length;\r\n data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8\r\n tempData = new Float32Array(size * size * size * 4);\r\n continue;\r\n }\r\n\r\n if (size != 0) {\r\n const r = Math.max(parseInt(words[0]), 0);\r\n const g = Math.max(parseInt(words[1]), 0);\r\n const b = Math.max(parseInt(words[2]), 0);\r\n\r\n maxColor = Math.max(r, maxColor);\r\n maxColor = Math.max(g, maxColor);\r\n maxColor = Math.max(b, maxColor);\r\n\r\n const pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;\r\n\r\n if (tempData) {\r\n tempData[pixelStorageIndex + 0] = r;\r\n tempData[pixelStorageIndex + 1] = g;\r\n tempData[pixelStorageIndex + 2] = b;\r\n }\r\n\r\n // Keep for reference in case of back compat problems.\r\n // pixelIndexSlice++;\r\n // if (pixelIndexSlice % size == 0) {\r\n // pixelIndexH++;\r\n // pixelIndexSlice = 0;\r\n // if (pixelIndexH % size == 0) {\r\n // pixelIndexW++;\r\n // pixelIndexH = 0;\r\n // }\r\n // }\r\n\r\n pixelIndexH++;\r\n if (pixelIndexH % size == 0) {\r\n pixelIndexSlice++;\r\n pixelIndexH = 0;\r\n if (pixelIndexSlice % size == 0) {\r\n pixelIndexW++;\r\n pixelIndexSlice = 0;\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (tempData && data) {\r\n for (let i = 0; i < tempData.length; i++) {\r\n if (i > 0 && (i + 1) % 4 === 0) {\r\n data[i] = 255;\r\n } else {\r\n const value = tempData[i];\r\n data[i] = (value / maxColor) * 255;\r\n }\r\n }\r\n }\r\n\r\n if (texture.is3D) {\r\n texture.updateSize(size, size, size);\r\n engine.updateRawTexture3D(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n } else {\r\n texture.updateSize(size * size, size);\r\n engine.updateRawTexture(texture, data, Constants.TEXTUREFORMAT_RGBA, false);\r\n }\r\n\r\n texture.isReady = true;\r\n this._triggerOnLoad();\r\n };\r\n\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene._loadFile(this.url, callback);\r\n } else {\r\n engine._loadFile(this.url, callback);\r\n }\r\n\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Starts the loading process of the texture.\r\n */\r\n private _loadTexture() {\r\n if (this.url && this.url.toLocaleLowerCase().indexOf(\".3dl\") == this.url.length - 4) {\r\n this._load3dlTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Clones the color grading texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ColorGradingTexture {\r\n const newTexture = new ColorGradingTexture(this.url, this.getScene() || this._getEngine()!);\r\n\r\n // Base texture\r\n newTexture.level = this.level;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Called during delayed load for textures.\r\n */\r\n public 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, true);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Parses a color grading texture serialized by Babylon.\r\n * @param parsedTexture The texture information being parsedTexture\r\n * @param scene The scene to load the texture in\r\n * @returns A color grading texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture> {\r\n let texture = null;\r\n if (parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n texture = new ColorGradingTexture(parsedTexture.name, scene);\r\n texture.name = parsedTexture.name;\r\n texture.level = parsedTexture.level;\r\n }\r\n return texture;\r\n }\r\n\r\n /**\r\n * Serializes the LUT texture to json format.\r\n * @returns The JSON representation of the texture\r\n */\r\n public 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.level = this.level;\r\n serializationObject.customType = \"BABYLON.ColorGradingTexture\";\r\n\r\n return serializationObject;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorGradingTexture\", ColorGradingTexture);\r\n"]}
@@ -71,6 +71,24 @@ export declare enum InternalTextureSource {
71
71
  */
72
72
  Depth = 14
73
73
  }
74
+ /**
75
+ * Checks if a given format is a depth texture format
76
+ * @param format Format to check
77
+ * @returns True if the format is a depth texture format
78
+ */
79
+ export declare function IsDepthTexture(format: number): boolean;
80
+ /**
81
+ * Gets the type of a depth texture for a given format
82
+ * @param format Format of the texture
83
+ * @returns The type of the depth texture
84
+ */
85
+ export declare function GetTypeForDepthTexture(format: number): number;
86
+ /**
87
+ * Checks if a given format has a stencil aspect
88
+ * @param format Format to check
89
+ * @returns True if the format has a stencil aspect
90
+ */
91
+ export declare function HasStencilAspect(format: number): boolean;
74
92
  /**
75
93
  * Class used to store data associated with WebGL texture data for the engine
76
94
  * This class should not be used directly
@@ -241,6 +259,8 @@ export declare class InternalTexture extends TextureSampler {
241
259
  _premulAlpha: boolean;
242
260
  /** @internal */
243
261
  _dynamicTextureSource: Nullable<ImageSource>;
262
+ /** @internal */
263
+ _autoMSAAManagement: boolean;
244
264
  private _engine;
245
265
  private _uniqueId;
246
266
  /** @internal */
@@ -1,5 +1,6 @@
1
1
  import { Observable } from "../../Misc/observable.js";
2
2
  import { TextureSampler } from "./textureSampler.js";
3
+
3
4
  /**
4
5
  * Defines the source of the internal texture
5
6
  */
@@ -66,6 +67,51 @@ export var InternalTextureSource;
66
67
  */
67
68
  InternalTextureSource[InternalTextureSource["Depth"] = 14] = "Depth";
68
69
  })(InternalTextureSource || (InternalTextureSource = {}));
70
+ /**
71
+ * Checks if a given format is a depth texture format
72
+ * @param format Format to check
73
+ * @returns True if the format is a depth texture format
74
+ */
75
+ export function IsDepthTexture(format) {
76
+ return (format === 13 ||
77
+ format === 14 ||
78
+ format === 15 ||
79
+ format === 16 ||
80
+ format === 17 ||
81
+ format === 18 ||
82
+ format === 19);
83
+ }
84
+ /**
85
+ * Gets the type of a depth texture for a given format
86
+ * @param format Format of the texture
87
+ * @returns The type of the depth texture
88
+ */
89
+ export function GetTypeForDepthTexture(format) {
90
+ switch (format) {
91
+ case 13:
92
+ case 17:
93
+ case 18:
94
+ case 14:
95
+ case 16:
96
+ return 1;
97
+ case 15:
98
+ return 5;
99
+ case 19:
100
+ return 0;
101
+ }
102
+ return 0;
103
+ }
104
+ /**
105
+ * Checks if a given format has a stencil aspect
106
+ * @param format Format to check
107
+ * @returns True if the format has a stencil aspect
108
+ */
109
+ export function HasStencilAspect(format) {
110
+ return (format === 13 ||
111
+ format === 17 ||
112
+ format === 18 ||
113
+ format === 19);
114
+ }
69
115
  /**
70
116
  * Class used to store data associated with WebGL texture data for the engine
71
117
  * This class should not be used directly
@@ -262,6 +308,8 @@ export class InternalTexture extends TextureSampler {
262
308
  this._premulAlpha = false;
263
309
  /** @internal */
264
310
  this._dynamicTextureSource = null;
311
+ /** @internal */
312
+ this._autoMSAAManagement = false;
265
313
  this._engine = engine;
266
314
  this._source = source;
267
315
  this._uniqueId = InternalTexture._Counter++;
@@ -1 +1 @@
1
- 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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public override get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public override set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../../Misc/observable\";\r\nimport type { ImageSource, Nullable, int } from \"../../types\";\r\nimport type { ICanvas, ICanvasRenderingContext } from \"../../Engines/ICanvas\";\r\nimport type { HardwareTextureWrapper } from \"./hardwareTextureWrapper\";\r\nimport { TextureSampler } from \"./textureSampler\";\r\n\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Defines the source of the internal texture\r\n */\r\nexport const enum InternalTextureSource {\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n Unknown,\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n Url,\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n Temp,\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n Raw,\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n Dynamic,\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n RenderTarget,\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n MultiRenderTarget,\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n Cube,\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n CubeRaw,\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n CubePrefiltered,\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n Raw3D,\r\n /**\r\n * Texture content is raw 2D array data\r\n */\r\n Raw2DArray,\r\n /**\r\n * Texture content is a depth/stencil texture\r\n */\r\n DepthStencil,\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n CubeRawRGBD,\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n Depth,\r\n}\r\n\r\n/**\r\n * Checks if a given format is a depth texture format\r\n * @param format Format to check\r\n * @returns True if the format is a depth texture format\r\n */\r\nexport function IsDepthTexture(format: number): boolean {\r\n return (\r\n format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32_FLOAT ||\r\n format === Constants.TEXTUREFORMAT_DEPTH16 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_STENCIL8\r\n );\r\n}\r\n\r\n/**\r\n * Gets the type of a depth texture for a given format\r\n * @param format Format of the texture\r\n * @returns The type of the depth texture\r\n */\r\nexport function GetTypeForDepthTexture(format: number): number {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_DEPTH24_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8:\r\n case Constants.TEXTUREFORMAT_DEPTH32_FLOAT:\r\n case Constants.TEXTUREFORMAT_DEPTH24:\r\n return Constants.TEXTURETYPE_FLOAT;\r\n case Constants.TEXTUREFORMAT_DEPTH16:\r\n return Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n case Constants.TEXTUREFORMAT_STENCIL8:\r\n return Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n}\r\n\r\n/**\r\n * Checks if a given format has a stencil aspect\r\n * @param format Format to check\r\n * @returns True if the format has a stencil aspect\r\n */\r\nexport function HasStencilAspect(format: number): boolean {\r\n return (\r\n format === Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8 ||\r\n format === Constants.TEXTUREFORMAT_STENCIL8\r\n );\r\n}\r\n\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nexport class InternalTexture extends TextureSampler {\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n public isReady: boolean = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n public isCube: boolean = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n public is3D: boolean = false;\r\n /**\r\n * Defines if the texture contains 2D array data\r\n */\r\n public is2DArray: boolean = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n public isMultiview: boolean = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n public url: string = \"\";\r\n /** @internal */\r\n public _originalUrl: string; // not empty only if different from url\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n public generateMipMaps: boolean = false;\r\n /**\r\n * Gets a boolean indicating if the texture uses mipmaps\r\n * TODO implements useMipMaps as a separate setting from generateMipMaps\r\n */\r\n public override get useMipMaps() {\r\n return this.generateMipMaps;\r\n }\r\n public override set useMipMaps(value: boolean) {\r\n this.generateMipMaps = value;\r\n }\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n public samples: number = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n public type: number = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n public format: number = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n public onLoadedObservable = new Observable<InternalTexture>();\r\n /**\r\n * Observable called when the texture load is raising an error\r\n */\r\n public onErrorObservable = new Observable<Partial<{ message: string; exception: any }>>();\r\n /**\r\n * If this callback is defined it will be called instead of the default _rebuild function\r\n */\r\n public onRebuildCallback: Nullable<\r\n (internalTexture: InternalTexture) => {\r\n proxy: Nullable<InternalTexture | Promise<InternalTexture>>;\r\n isReady: boolean;\r\n isAsync: boolean;\r\n }\r\n > = null;\r\n /**\r\n * Gets the width of the texture\r\n */\r\n public width: number = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n public height: number = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n public depth: number = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseWidth: number = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseHeight: number = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n public baseDepth: number = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n public invertY: boolean = false;\r\n\r\n // Private\r\n /** @internal */\r\n public _invertVScale = false;\r\n /** @internal */\r\n public _associatedChannel = -1;\r\n /** @internal */\r\n public _source = InternalTextureSource.Unknown;\r\n /** @internal */\r\n public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap> = null;\r\n /** @internal */\r\n public _bufferView: Nullable<ArrayBufferView> = null;\r\n /** @internal */\r\n public _bufferViewArray: Nullable<ArrayBufferView[]> = null;\r\n /** @internal */\r\n public _bufferViewArrayArray: Nullable<ArrayBufferView[][]> = null;\r\n /** @internal */\r\n public _size: number = 0;\r\n /** @internal */\r\n public _extension: string = \"\";\r\n /** @internal */\r\n public _files: Nullable<string[]> = null;\r\n /** @internal */\r\n public _workingCanvas: Nullable<ICanvas> = null;\r\n /** @internal */\r\n public _workingContext: Nullable<ICanvasRenderingContext> = null;\r\n /** @internal */\r\n public _cachedCoordinatesMode: Nullable<number> = null;\r\n /** @internal */\r\n public _isDisabled: boolean = false;\r\n /** @internal */\r\n public _compression: Nullable<string> = null;\r\n /** @internal */\r\n public _sphericalPolynomial: Nullable<SphericalPolynomial> = null;\r\n /** @internal */\r\n public _sphericalPolynomialPromise: Nullable<Promise<SphericalPolynomial>> = null;\r\n /** @internal */\r\n public _sphericalPolynomialComputed = false;\r\n /** @internal */\r\n public _lodGenerationScale: number = 0;\r\n /** @internal */\r\n public _lodGenerationOffset: number = 0;\r\n /** @internal */\r\n public _useSRGBBuffer: boolean = false;\r\n /** @internal */\r\n public _creationFlags: number = 0;\r\n /** @internal */\r\n public _originalFormat?: number;\r\n\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @internal */\r\n public _lodTextureHigh: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureMid: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _lodTextureLow: Nullable<BaseTexture> = null;\r\n /** @internal */\r\n public _isRGBD: boolean = false;\r\n\r\n /** @internal */\r\n public _linearSpecularLOD: boolean = false;\r\n /** @internal */\r\n public _irradianceTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _hardwareTexture: Nullable<HardwareTextureWrapper> = null;\r\n\r\n /** @internal */\r\n public _maxLodLevel: Nullable<number> = null;\r\n\r\n /** @internal */\r\n public _references: number = 1;\r\n\r\n /** @internal */\r\n public _gammaSpace: Nullable<boolean> = null;\r\n\r\n /** @internal */\r\n public _premulAlpha = false;\r\n\r\n /** @internal */\r\n public _dynamicTextureSource: Nullable<ImageSource> = null;\r\n\r\n /** @internal */\r\n public _autoMSAAManagement = false;\r\n\r\n private _engine: AbstractEngine;\r\n private _uniqueId: number;\r\n\r\n /** @internal */\r\n public static _Counter = 0;\r\n\r\n /** Gets the unique id of the internal texture */\r\n public get uniqueId() {\r\n return this._uniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setUniqueId(id: number) {\r\n this._uniqueId = id;\r\n }\r\n\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n public getEngine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the data source type of the texture\r\n */\r\n public get source(): InternalTextureSource {\r\n return this._source;\r\n }\r\n\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param source defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n constructor(engine: AbstractEngine, source: InternalTextureSource, delayAllocation = false) {\r\n super();\r\n\r\n this._engine = engine;\r\n this._source = source;\r\n this._uniqueId = InternalTexture._Counter++;\r\n\r\n if (!delayAllocation) {\r\n this._hardwareTexture = engine._createHardwareTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n public incrementReferences(): void {\r\n this._references++;\r\n }\r\n\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n public updateSize(width: int, height: int, depth: int = 1): void {\r\n this._engine.updateTextureDimensions(this, width, height, depth);\r\n\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n\r\n this._size = width * height * depth;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedWrapR = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n if (this.onRebuildCallback) {\r\n const data = this.onRebuildCallback(this);\r\n const swapAndSetIsReady = (proxyInternalTexture: InternalTexture) => {\r\n proxyInternalTexture._swapAndDie(this, false);\r\n this.isReady = data.isReady;\r\n };\r\n if (data.isAsync) {\r\n (data.proxy as Promise<InternalTexture>).then(swapAndSetIsReady);\r\n } else {\r\n swapAndSetIsReady(data.proxy as InternalTexture);\r\n }\r\n return;\r\n }\r\n\r\n let proxy: InternalTexture;\r\n switch (this.source) {\r\n case InternalTextureSource.Temp:\r\n break;\r\n\r\n case InternalTextureSource.Url:\r\n proxy = this._engine.createTexture(\r\n this._originalUrl ?? this.url,\r\n !this.generateMipMaps,\r\n this.invertY,\r\n null,\r\n this.samplingMode,\r\n // Do not use Proxy here as it could be fully synchronous\r\n // and proxy would be undefined.\r\n (temp) => {\r\n temp._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this._buffer,\r\n undefined,\r\n this.format,\r\n this._extension,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._useSRGBBuffer\r\n );\r\n return;\r\n\r\n case InternalTextureSource.Raw:\r\n proxy = this._engine.createRawTexture(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type,\r\n this._creationFlags,\r\n this._useSRGBBuffer\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw3D:\r\n proxy = this._engine.createRawTexture3D(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Raw2DArray:\r\n proxy = this._engine.createRawTexture2DArray(\r\n this._bufferView,\r\n this.baseWidth,\r\n this.baseHeight,\r\n this.baseDepth,\r\n this.format,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression,\r\n this.type\r\n );\r\n proxy._swapAndDie(this, false);\r\n\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.Dynamic:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this, false);\r\n if (this._dynamicTextureSource) {\r\n this._engine.updateDynamicTexture(this, this._dynamicTextureSource, this.invertY, this._premulAlpha, this.format, true);\r\n }\r\n\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n break;\r\n\r\n case InternalTextureSource.Cube:\r\n proxy = this._engine.createCubeTexture(\r\n this.url,\r\n null,\r\n this._files,\r\n !this.generateMipMaps,\r\n () => {\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension,\r\n false,\r\n 0,\r\n 0,\r\n null,\r\n undefined,\r\n this._useSRGBBuffer,\r\n ArrayBuffer.isView(this._buffer) ? this._buffer : null\r\n );\r\n return;\r\n\r\n case InternalTextureSource.CubeRaw:\r\n proxy = this._engine.createRawCubeTexture(\r\n this._bufferViewArray!,\r\n this.width,\r\n this._originalFormat ?? this.format,\r\n this.type,\r\n this.generateMipMaps,\r\n this.invertY,\r\n this.samplingMode,\r\n this._compression\r\n );\r\n proxy._swapAndDie(this, false);\r\n this.isReady = true;\r\n break;\r\n\r\n case InternalTextureSource.CubeRawRGBD:\r\n // This case is being handeled by the environment texture tools and is not a part of the rebuild process.\r\n // To use CubeRawRGBD use updateRGBDAsync on the cube texture.\r\n return;\r\n\r\n case InternalTextureSource.CubePrefiltered:\r\n proxy = this._engine.createPrefilteredCubeTexture(\r\n this.url,\r\n null,\r\n this._lodGenerationScale,\r\n this._lodGenerationOffset,\r\n (proxy) => {\r\n if (proxy) {\r\n proxy._swapAndDie(this, false);\r\n }\r\n this.isReady = true;\r\n },\r\n null,\r\n this.format,\r\n this._extension\r\n );\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n\r\n case InternalTextureSource.DepthStencil:\r\n case InternalTextureSource.Depth: {\r\n // Will be handled at the RenderTargetWrapper level\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _swapAndDie(target: InternalTexture, swapAll = true): void {\r\n // TODO what about refcount on target?\r\n\r\n this._hardwareTexture?.setUsage(target._source, this.generateMipMaps, this.is2DArray, this.isCube, this.is3D, this.width, this.height, this.depth);\r\n\r\n target._hardwareTexture = this._hardwareTexture;\r\n if (swapAll) {\r\n target._isRGBD = this._isRGBD;\r\n }\r\n\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n\r\n const cache = this._engine.getLoadedTexturesCache();\r\n let index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n\r\n index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n public dispose(): void {\r\n this._references--;\r\n this.onLoadedObservable.clear();\r\n this.onErrorObservable.clear();\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._hardwareTexture = null;\r\n this._dynamicTextureSource = null;\r\n }\r\n }\r\n}\r\n"]}