@babylonjs/core 7.7.2 → 7.8.1

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Files changed (182) hide show
  1. package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
  2. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  3. package/Cameras/Inputs/BaseCameraPointersInput.js +5 -1
  4. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  5. package/Engines/AbstractEngine/abstractEngine.states.d.ts +1 -0
  6. package/Engines/AbstractEngine/abstractEngine.states.js +1 -0
  7. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
  8. package/Engines/{Extensions/engine.views.d.ts → AbstractEngine/abstractEngine.views.d.ts} +1 -2
  9. package/Engines/{Extensions/engine.views.js → AbstractEngine/abstractEngine.views.js} +10 -10
  10. package/Engines/AbstractEngine/abstractEngine.views.js.map +1 -0
  11. package/Engines/AbstractEngine/index.d.ts +1 -0
  12. package/Engines/AbstractEngine/index.js +1 -0
  13. package/Engines/AbstractEngine/index.js.map +1 -1
  14. package/Engines/Extensions/engine.alpha.d.ts +2 -2
  15. package/Engines/Extensions/engine.alpha.js.map +1 -1
  16. package/Engines/Extensions/engine.cubeTexture.d.ts +10 -4
  17. package/Engines/Extensions/engine.cubeTexture.js +10 -0
  18. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  19. package/Engines/Extensions/engine.dynamicBuffer.d.ts +2 -2
  20. package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
  21. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
  22. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  23. package/Engines/Extensions/engine.multiRender.d.ts +2 -2
  24. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  25. package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +22 -0
  26. package/Engines/Extensions/engine.prefilteredCubeTexture.js +88 -0
  27. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -0
  28. package/Engines/Extensions/engine.rawTexture.d.ts +2 -63
  29. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  30. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  31. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  32. package/Engines/Extensions/engine.renderTarget.d.ts +5 -11
  33. package/Engines/Extensions/engine.renderTarget.js +37 -0
  34. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  35. package/Engines/Extensions/engine.renderTargetCube.d.ts +2 -2
  36. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  37. package/Engines/Extensions/engine.renderTargetTexture.d.ts +14 -0
  38. package/Engines/Extensions/engine.renderTargetTexture.js +16 -0
  39. package/Engines/Extensions/engine.renderTargetTexture.js.map +1 -0
  40. package/Engines/Extensions/engine.videoTexture.d.ts +2 -2
  41. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  42. package/Engines/Extensions/index.d.ts +2 -1
  43. package/Engines/Extensions/index.js +2 -1
  44. package/Engines/Extensions/index.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +3 -27
  46. package/Engines/WebGPU/Extensions/engine.alpha.js +1 -0
  47. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  48. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +10 -4
  49. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -0
  50. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +2 -2
  52. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -2
  54. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  55. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -50
  56. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  57. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +2 -2
  58. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  59. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +3 -11
  60. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -0
  61. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  62. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +2 -2
  63. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  64. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.d.ts +14 -0
  65. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +10 -0
  66. package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -0
  67. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +2 -2
  68. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/index.d.ts +1 -0
  70. package/Engines/WebGPU/Extensions/index.js +1 -0
  71. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  72. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +4 -0
  73. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -0
  74. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  75. package/Engines/abstractEngine.d.ts +13 -351
  76. package/Engines/abstractEngine.js +90 -5
  77. package/Engines/abstractEngine.js.map +1 -1
  78. package/Engines/engine.d.ts +11 -30
  79. package/Engines/engine.js +0 -69
  80. package/Engines/engine.js.map +1 -1
  81. package/Engines/nativeEngine.d.ts +4 -7
  82. package/Engines/nativeEngine.js +3 -8
  83. package/Engines/nativeEngine.js.map +1 -1
  84. package/Engines/thinEngine.d.ts +7 -18
  85. package/Engines/thinEngine.js +4 -146
  86. package/Engines/thinEngine.js.map +1 -1
  87. package/Engines/webgpuEngine.d.ts +4 -26
  88. package/Engines/webgpuEngine.js +3 -51
  89. package/Engines/webgpuEngine.js.map +1 -1
  90. package/Materials/Node/Blocks/Fragment/TBNBlock.js +14 -7
  91. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  92. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +19 -11
  93. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  94. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +47 -20
  95. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  96. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +3 -1
  97. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  98. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +4 -4
  99. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  100. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  101. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  102. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  103. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  104. package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
  105. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  106. package/Materials/Node/nodeMaterialBuildState.d.ts +2 -0
  107. package/Materials/Node/nodeMaterialBuildState.js +7 -0
  108. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  109. package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -0
  110. package/Materials/Textures/Filtering/hdrFiltering.js +2 -1
  111. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  112. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  113. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  114. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  115. package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +1 -0
  116. package/Materials/Textures/Loaders/ddsTextureLoader.js +1 -0
  117. package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
  118. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +1 -0
  119. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
  120. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  121. package/Materials/Textures/baseTexture.d.ts +1 -0
  122. package/Materials/Textures/baseTexture.js +1 -0
  123. package/Materials/Textures/baseTexture.js.map +1 -1
  124. package/Materials/Textures/cubeTexture.d.ts +2 -1
  125. package/Materials/Textures/cubeTexture.js +3 -2
  126. package/Materials/Textures/cubeTexture.js.map +1 -1
  127. package/Materials/Textures/dynamicTexture.d.ts +1 -1
  128. package/Materials/Textures/dynamicTexture.js.map +1 -1
  129. package/Materials/Textures/renderTargetTexture.d.ts +11 -0
  130. package/Materials/Textures/renderTargetTexture.js +10 -0
  131. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  132. package/Materials/effect.d.ts +8 -23
  133. package/Materials/effect.js +2 -25
  134. package/Materials/effect.js.map +1 -1
  135. package/Misc/dds.d.ts +2 -22
  136. package/Misc/dds.js +0 -95
  137. package/Misc/dds.js.map +1 -1
  138. package/Misc/minMaxReducer.d.ts +1 -0
  139. package/Misc/minMaxReducer.js +1 -0
  140. package/Misc/minMaxReducer.js.map +1 -1
  141. package/Misc/screenshotTools.d.ts +1 -0
  142. package/Misc/screenshotTools.js +1 -0
  143. package/Misc/screenshotTools.js.map +1 -1
  144. package/Morph/morphTargetManager.d.ts +6 -0
  145. package/Morph/morphTargetManager.js +13 -0
  146. package/Morph/morphTargetManager.js.map +1 -1
  147. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
  148. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  149. package/Physics/v2/Plugins/havokPlugin.d.ts +11 -1
  150. package/Physics/v2/Plugins/havokPlugin.js +25 -1
  151. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  152. package/Physics/v2/physicsAggregate.js +3 -3
  153. package/Physics/v2/physicsAggregate.js.map +1 -1
  154. package/Physics/v2/physicsBody.d.ts +6 -0
  155. package/Physics/v2/physicsBody.js +7 -0
  156. package/Physics/v2/physicsBody.js.map +1 -1
  157. package/PostProcesses/postProcess.d.ts +37 -2
  158. package/PostProcesses/postProcess.js +34 -0
  159. package/PostProcesses/postProcess.js.map +1 -1
  160. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  161. package/Rendering/depthPeelingRenderer.js +1 -0
  162. package/Rendering/depthPeelingRenderer.js.map +1 -1
  163. package/Rendering/geometryBufferRenderer.d.ts +1 -0
  164. package/Rendering/geometryBufferRenderer.js +1 -0
  165. package/Rendering/geometryBufferRenderer.js.map +1 -1
  166. package/Rendering/prePassRenderer.d.ts +1 -0
  167. package/Rendering/prePassRenderer.js +1 -0
  168. package/Rendering/prePassRenderer.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +5 -0
  170. package/ShadersWGSL/ShadersInclude/bumpFragment.js +61 -0
  171. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -0
  172. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +6 -0
  173. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +40 -0
  174. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -0
  175. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +5 -0
  176. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +69 -0
  177. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -0
  178. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +5 -0
  179. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +27 -0
  180. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -0
  181. package/package.json +1 -1
  182. package/Engines/Extensions/engine.views.js.map +0 -1
@@ -1,24 +1,8 @@
1
1
  import type { Nullable } from "../../types";
2
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  import { InternalTexture } from "../../Materials/Textures/internalTexture";
3
3
  import type { Scene } from "../../scene";
4
- declare module "../../Engines/thinEngine" {
5
- interface ThinEngine {
6
- /**
7
- * Creates a raw texture
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- * @param data defines the data to store in the texture
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- * @param width defines the width of the texture
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- * @param height defines the height of the texture
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- * @param format defines the format of the data
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- * @param generateMipMaps defines if the engine should generate the mip levels
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- * @param invertY defines if data must be stored with Y axis inverted
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- * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
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- * @param compression defines the compression used (null by default)
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- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
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- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
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- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
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- * @returns the raw texture inside an InternalTexture
20
- */
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- createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number, creationFlags?: number, useSRGBBuffer?: boolean): InternalTexture;
4
+ declare module "../abstractEngine" {
5
+ interface AbstractEngine {
22
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  /**
23
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  * Update a raw texture
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  * @param texture defines the texture to update
@@ -38,19 +22,6 @@ declare module "../../Engines/thinEngine" {
38
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  * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
39
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  */
40
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  updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number, useSRGBBuffer: boolean): void;
41
- /**
42
- * Creates a new raw cube texture
43
- * @param data defines the array of data to use to create each face
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- * @param size defines the size of the textures
45
- * @param format defines the format of the data
46
- * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
47
- * @param generateMipMaps defines if the engine should generate the mip levels
48
- * @param invertY defines if data must be stored with Y axis inverted
49
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
50
- * @param compression defines the compression used (null by default)
51
- * @returns the cube texture as an InternalTexture
52
- */
53
- createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
54
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  /**
55
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  * Update a raw cube texture
56
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  * @param texture defines the texture to update
@@ -113,22 +84,6 @@ declare module "../../Engines/thinEngine" {
113
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  * @returns the cube texture as an InternalTexture
114
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  */
115
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  createRawCubeTextureFromUrl(url: string, scene: Nullable<Scene>, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
116
- /**
117
- * Creates a new raw 3D texture
118
- * @param data defines the data used to create the texture
119
- * @param width defines the width of the texture
120
- * @param height defines the height of the texture
121
- * @param depth defines the depth of the texture
122
- * @param format defines the format of the texture
123
- * @param generateMipMaps defines if the engine must generate mip levels
124
- * @param invertY defines if data must be stored with Y axis inverted
125
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
126
- * @param compression defines the compressed used (can be null)
127
- * @param textureType defines the compressed used (can be null)
128
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
129
- * @returns a new raw 3D texture (stored in an InternalTexture)
130
- */
131
- createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number, creationFlags?: number): InternalTexture;
132
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  /**
133
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  * Update a raw 3D texture
134
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  * @param texture defines the texture to update
@@ -147,22 +102,6 @@ declare module "../../Engines/thinEngine" {
147
102
  * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
148
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  */
149
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  updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
150
- /**
151
- * Creates a new raw 2D array texture
152
- * @param data defines the data used to create the texture
153
- * @param width defines the width of the texture
154
- * @param height defines the height of the texture
155
- * @param depth defines the number of layers of the texture
156
- * @param format defines the format of the texture
157
- * @param generateMipMaps defines if the engine must generate mip levels
158
- * @param invertY defines if data must be stored with Y axis inverted
159
- * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
160
- * @param compression defines the compressed used (can be null)
161
- * @param textureType defines the compressed used (can be null)
162
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
163
- * @returns a new raw 2D array texture (stored in an InternalTexture)
164
- */
165
- createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number, creationFlags?: number): InternalTexture;
166
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  /**
167
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  * Update a raw 2D array texture
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  * @param texture defines the texture to update
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { IsExponentOfTwo } from \"../../Misc/tools.functions\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n createRawTexture(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n type: number,\r\n creationFlags?: number,\r\n useSRGBBuffer?: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTexture(\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n createRawTexture3D(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Creates a new raw 2D array texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the number of layers of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)\r\n * @returns a new raw 2D array texture (stored in an InternalTexture)\r\n */\r\n createRawTexture2DArray(\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string>,\r\n textureType: number,\r\n creationFlags?: number\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n // Babylon's internalSizedFomat but gl's texImage2D internalFormat\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n\r\n // Babylon's internalFormat but gl's texImage2D format\r\n const internalFormat = this._getInternalFormat(format);\r\n const textureType = this._getWebGLTextureType(type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, <DataView>data);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n creationFlags = 0,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n texture.isCube = true;\r\n texture.format = format;\r\n texture.type = type;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n }\r\n\r\n // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable\r\n if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n const width = size;\r\n const height = width;\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n // Double check on POT to generate Mips.\r\n const isPot = !this.needPOTTextures || (IsExponentOfTwo(texture.width) && IsExponentOfTwo(texture.height));\r\n if (!isPot) {\r\n generateMipMaps = false;\r\n }\r\n\r\n // Upload data if needed. The texture won't be ready until then.\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n } else {\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n const level = 0;\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n undefined as any\r\n );\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n // Filters\r\n if (data && generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n data: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n level: number = 0\r\n): void {\r\n texture._bufferViewArray = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gl = this._gl;\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (texture.width % 4 !== 0) {\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n // Data are known to be in +X +Y +Z -X -Y -Z\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let faceData = data[faceIndex];\r\n\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n <DataView>faceData\r\n );\r\n } else {\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);\r\n }\r\n }\r\n\r\n const isPot = !this.needPOTTextures || (IsExponentOfTwo(texture.width) && IsExponentOfTwo(texture.height));\r\n if (isPot && texture.generateMipMaps && level === 0) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faceIndex];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n // this.resetTextureCache();\r\n scene?.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n\r\n/**\r\n * Create a function for createRawTexture3D/createRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeCreateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): InternalTexture {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const source = is3D ? InternalTextureSource.Raw3D : InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n if (is3D) {\r\n texture.is3D = true;\r\n } else {\r\n texture.is2DArray = true;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n if (is3D) {\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n } else {\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n }\r\n this._bindTextureDirectly(target, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n };\r\n}\r\n\r\nThinEngine.prototype.createRawTexture2DArray = _makeCreateRawTextureFunction(false);\r\nThinEngine.prototype.createRawTexture3D = _makeCreateRawTextureFunction(true);\r\n\r\n/**\r\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeUpdateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): void {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const internalType = this._getWebGLTextureType(textureType);\r\n const internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);\r\n\r\n this._bindTextureDirectly(target, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage3D(target, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);\r\n } else {\r\n this._gl.texImage3D(target, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n };\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture2DArray = _makeUpdateRawTextureFunction(false);\r\nThinEngine.prototype.updateRawTexture3D = _makeUpdateRawTextureFunction(true);\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { InternalTexture, InternalTextureSource } from \"../../Materials/Textures/internalTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../constants\";\r\nimport { ThinEngine } from \"../thinEngine\";\r\nimport type { IWebRequest } from \"../../Misc/interfaces/iWebRequest\";\r\nimport { IsExponentOfTwo } from \"../../Misc/tools.functions\";\r\n\r\ndeclare module \"../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store in the texture\r\n * @param format defines the format of the data\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\r\n */\r\n updateRawTexture(\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n type: number,\r\n useSRGBBuffer: boolean\r\n ): void;\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;\r\n\r\n /**\r\n * Update a raw cube texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the compression used (null by default)\r\n * @param level defines which level of the texture to update\r\n */\r\n updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): InternalTexture;\r\n\r\n /**\r\n * Creates a new raw cube texture from a specified url\r\n * @param url defines the url where the data is located\r\n * @param scene defines the current scene\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param noMipmap defines if the engine should avoid generating the mip levels\r\n * @param callback defines a callback used to extract texture data from loaded data\r\n * @param mipmapGenerator defines to provide an optional tool to generate mip levels\r\n * @param onLoad defines a callback called when texture is loaded\r\n * @param onError defines a callback called if there is an error\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n createRawCubeTextureFromUrl(\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>,\r\n samplingMode: number,\r\n invertY: boolean\r\n ): InternalTexture;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 3D texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;\r\n\r\n /**\r\n * Update a raw 2D array texture\r\n * @param texture defines the texture to update\r\n * @param data defines the data to store\r\n * @param format defines the data format\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param compression defines the used compression (can be null)\r\n * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)\r\n */\r\n updateRawTexture2DArray(\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string>,\r\n textureType: number\r\n ): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture = function (\r\n texture: Nullable<InternalTexture>,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n useSRGBBuffer: boolean = false\r\n): void {\r\n if (!texture) {\r\n return;\r\n }\r\n // Babylon's internalSizedFomat but gl's texImage2D internalFormat\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format, useSRGBBuffer);\r\n\r\n // Babylon's internalFormat but gl's texImage2D format\r\n const internalFormat = this._getInternalFormat(format);\r\n const textureType = this._getWebGLTextureType(type);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, <DataView>data);\r\n } else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawTexture = function (\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n type: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n creationFlags = 0,\r\n useSRGBBuffer = false\r\n): InternalTexture {\r\n const texture = new InternalTexture(this, InternalTextureSource.Raw);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.format = format;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n texture.type = type;\r\n texture._useSRGBBuffer = this._getUseSRGBBuffer(useSRGBBuffer, !generateMipMaps);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n this.updateRawTexture(texture, data, format, invertY, compression, type, texture._useSRGBBuffer);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTexture = function (\r\n data: Nullable<ArrayBufferView[]>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = new InternalTexture(this, InternalTextureSource.CubeRaw);\r\n texture.isCube = true;\r\n texture.format = format;\r\n texture.type = type;\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferViewArray = data;\r\n }\r\n\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n }\r\n\r\n // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable\r\n if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {\r\n generateMipMaps = false;\r\n samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n Logger.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\");\r\n } else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\");\r\n } else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {\r\n generateMipMaps = false;\r\n Logger.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\");\r\n }\r\n\r\n const width = size;\r\n const height = width;\r\n\r\n texture.width = width;\r\n texture.height = height;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n // Double check on POT to generate Mips.\r\n const isPot = !this.needPOTTextures || (IsExponentOfTwo(texture.width) && IsExponentOfTwo(texture.height));\r\n if (!isPot) {\r\n generateMipMaps = false;\r\n }\r\n\r\n // Upload data if needed. The texture won't be ready until then.\r\n if (data) {\r\n this.updateRawCubeTexture(texture, data, format, type, invertY, compression);\r\n } else {\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n const level = 0;\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n undefined as any\r\n );\r\n } else {\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, null);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n\r\n // Filters\r\n if (data && generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n texture.isReady = true;\r\n\r\n return texture;\r\n};\r\n\r\nThinEngine.prototype.updateRawCubeTexture = function (\r\n texture: InternalTexture,\r\n data: ArrayBufferView[],\r\n format: number,\r\n type: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n level: number = 0\r\n): void {\r\n texture._bufferViewArray = data;\r\n texture.format = format;\r\n texture.type = type;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n\r\n const gl = this._gl;\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (texture.width % 4 !== 0) {\r\n gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n // Data are known to be in +X +Y +Z -X -Y -Z\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let faceData = data[faceIndex];\r\n\r\n if (compression) {\r\n gl.compressedTexImage2D(\r\n gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex,\r\n level,\r\n (<any>this.getCaps().s3tc)[compression],\r\n texture.width,\r\n texture.height,\r\n 0,\r\n <DataView>faceData\r\n );\r\n } else {\r\n if (needConversion) {\r\n faceData = _convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);\r\n }\r\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);\r\n }\r\n }\r\n\r\n const isPot = !this.needPOTTextures || (IsExponentOfTwo(texture.width) && IsExponentOfTwo(texture.height));\r\n if (isPot && texture.generateMipMaps && level === 0) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n};\r\n\r\nThinEngine.prototype.createRawCubeTextureFromUrl = function (\r\n url: string,\r\n scene: Nullable<Scene>,\r\n size: number,\r\n format: number,\r\n type: number,\r\n noMipmap: boolean,\r\n callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>,\r\n mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n invertY: boolean = false\r\n): InternalTexture {\r\n const gl = this._gl;\r\n const texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode, null);\r\n scene?.addPendingData(texture);\r\n texture.url = url;\r\n texture.isReady = false;\r\n this._internalTexturesCache.push(texture);\r\n\r\n const onerror = (request?: IWebRequest, exception?: any) => {\r\n scene?.removePendingData(texture);\r\n if (onError && request) {\r\n onError(request.status + \" \" + request.statusText, exception);\r\n }\r\n };\r\n\r\n const internalCallback = (data: any) => {\r\n const width = texture.width;\r\n const faceDataArrays = callback(data);\r\n\r\n if (!faceDataArrays) {\r\n return;\r\n }\r\n\r\n if (mipmapGenerator) {\r\n const textureType = this._getWebGLTextureType(type);\r\n let internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);\r\n\r\n let needConversion = false;\r\n if (internalFormat === gl.RGB) {\r\n internalFormat = gl.RGBA;\r\n needConversion = true;\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n this._unpackFlipY(false);\r\n\r\n const mipData = mipmapGenerator(faceDataArrays);\r\n for (let level = 0; level < mipData.length; level++) {\r\n const mipSize = width >> level;\r\n\r\n for (let faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n let mipFaceData = mipData[level][faceIndex];\r\n if (needConversion) {\r\n mipFaceData = _convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);\r\n }\r\n gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);\r\n }\r\n }\r\n\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n } else {\r\n this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);\r\n }\r\n\r\n texture.isReady = true;\r\n // this.resetTextureCache();\r\n scene?.removePendingData(texture);\r\n\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._loadFile(\r\n url,\r\n (data) => {\r\n internalCallback(data);\r\n },\r\n undefined,\r\n scene?.offlineProvider,\r\n true,\r\n onerror\r\n );\r\n\r\n return texture;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView {\r\n // Create new RGBA data container.\r\n let rgbaData: any;\r\n let val1 = 1;\r\n if (textureType === Constants.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n } else if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n rgbaData = new Uint16Array(width * height * 4);\r\n val1 = 15360; // 15360 is the encoding of 1 in half float\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_INTEGER) {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n } else {\r\n rgbaData = new Uint8Array(width * height * 4);\r\n }\r\n\r\n // Convert each pixel.\r\n for (let x = 0; x < width; x++) {\r\n for (let y = 0; y < height; y++) {\r\n const index = (y * width + x) * 3;\r\n const newIndex = (y * width + x) * 4;\r\n\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = val1;\r\n }\r\n }\r\n\r\n return rgbaData;\r\n}\r\n\r\n/**\r\n * Create a function for createRawTexture3D/createRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeCreateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n data: Nullable<ArrayBufferView>,\r\n width: number,\r\n height: number,\r\n depth: number,\r\n format: number,\r\n generateMipMaps: boolean,\r\n invertY: boolean,\r\n samplingMode: number,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): InternalTexture {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const source = is3D ? InternalTextureSource.Raw3D : InternalTextureSource.Raw2DArray;\r\n const texture = new InternalTexture(this, source);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.baseDepth = depth;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.depth = depth;\r\n texture.format = format;\r\n texture.type = textureType;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n if (is3D) {\r\n texture.is3D = true;\r\n } else {\r\n texture.is2DArray = true;\r\n }\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n }\r\n\r\n if (is3D) {\r\n this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);\r\n } else {\r\n this.updateRawTexture2DArray(texture, data, format, invertY, compression, textureType);\r\n }\r\n this._bindTextureDirectly(target, texture, true);\r\n\r\n // Filters\r\n const filters = this._getSamplingParameters(samplingMode, generateMipMaps);\r\n\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MAG_FILTER, filters.mag);\r\n this._gl.texParameteri(target, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n\r\n if (generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n\r\n this._bindTextureDirectly(target, null);\r\n\r\n this._internalTexturesCache.push(texture);\r\n\r\n return texture;\r\n };\r\n}\r\n\r\nThinEngine.prototype.createRawTexture2DArray = _makeCreateRawTextureFunction(false);\r\nThinEngine.prototype.createRawTexture3D = _makeCreateRawTextureFunction(true);\r\n\r\n/**\r\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\r\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nfunction _makeUpdateRawTextureFunction(is3D: boolean) {\r\n return function (\r\n this: ThinEngine,\r\n texture: InternalTexture,\r\n data: Nullable<ArrayBufferView>,\r\n format: number,\r\n invertY: boolean,\r\n compression: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ): void {\r\n const target = is3D ? this._gl.TEXTURE_3D : this._gl.TEXTURE_2D_ARRAY;\r\n const internalType = this._getWebGLTextureType(textureType);\r\n const internalFormat = this._getInternalFormat(format);\r\n const internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);\r\n\r\n this._bindTextureDirectly(target, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : invertY ? true : false);\r\n\r\n if (!this._doNotHandleContextLost) {\r\n texture._bufferView = data;\r\n texture.format = format;\r\n texture.invertY = invertY;\r\n texture._compression = compression;\r\n }\r\n\r\n if (texture.width % 4 !== 0) {\r\n this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);\r\n }\r\n\r\n if (compression && data) {\r\n this._gl.compressedTexImage3D(target, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, texture.depth, 0, data);\r\n } else {\r\n this._gl.texImage3D(target, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);\r\n }\r\n\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(target);\r\n }\r\n this._bindTextureDirectly(target, null);\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n };\r\n}\r\n\r\nThinEngine.prototype.updateRawTexture2DArray = _makeUpdateRawTextureFunction(false);\r\nThinEngine.prototype.updateRawTexture3D = _makeUpdateRawTextureFunction(true);\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import type { InternalTexture } from "../../Materials/Textures/internalTexture";
2
2
  import type { Nullable } from "../../types";
3
- declare module "../../Engines/thinEngine" {
4
- interface ThinEngine {
3
+ declare module "../../Engines/abstractEngine" {
4
+ interface AbstractEngine {
5
5
  /** @internal */
6
6
  _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>, flushRenderer?: boolean, noDataConversion?: boolean, x?: number, y?: number): Promise<ArrayBufferView>;
7
7
  /** @internal */
@@ -1 +1 @@
1
- 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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /** @internal */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\n/**\r\n * Allocate a typed array depending on a texture type. Optionally can copy existing data in the buffer.\r\n * @param type type of the texture\r\n * @param sizeOrDstBuffer size of the array OR an existing buffer that will be used as the destination of the copy (if copyBuffer is provided)\r\n * @param sizeInBytes true if the size of the array is given in bytes, false if it is the number of elements of the array\r\n * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)\r\n * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer\r\n */\r\nexport function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBuffer, sizeInBytes = false, copyBuffer?: ArrayBuffer): ArrayBufferView {\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int8Array(sizeOrDstBuffer) : new Int8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_SHORT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_INT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Float32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n }\r\n\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n}\r\n\r\nThinEngine.prototype._readTexturePixelsSync = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\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): ArrayBufferView {\r\n const gl = this._gl;\r\n if (!gl) {\r\n throw new Error(\"Engine does not have gl rendering context.\");\r\n }\r\n if (!this._dummyFramebuffer) {\r\n const dummy = gl.createFramebuffer();\r\n\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._hardwareTexture?.underlyingResource, level);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture?.underlyingResource, level);\r\n }\r\n\r\n let readType = texture.type !== undefined ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n\r\n if (!noDataConversion) {\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n } else if (!buffer) {\r\n buffer = allocateAndCopyTypedBuffer(texture.type, 4 * width * height);\r\n }\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n gl.readPixels(x, y, width, height, gl.RGBA, readType, <DataView>buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n\r\n return buffer;\r\n};\r\n\r\nThinEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\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): Promise<ArrayBufferView> {\r\n return Promise.resolve(this._readTexturePixelsSync(texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y));\r\n};\r\n"]}
1
+ 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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _readTexturePixels(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): Promise<ArrayBufferView>;\r\n\r\n /** @internal */\r\n _readTexturePixelsSync(\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex?: number,\r\n level?: number,\r\n buffer?: Nullable<ArrayBufferView>,\r\n flushRenderer?: boolean,\r\n noDataConversion?: boolean,\r\n x?: number,\r\n y?: number\r\n ): ArrayBufferView;\r\n }\r\n}\r\n\r\n/**\r\n * Allocate a typed array depending on a texture type. Optionally can copy existing data in the buffer.\r\n * @param type type of the texture\r\n * @param sizeOrDstBuffer size of the array OR an existing buffer that will be used as the destination of the copy (if copyBuffer is provided)\r\n * @param sizeInBytes true if the size of the array is given in bytes, false if it is the number of elements of the array\r\n * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)\r\n * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer\r\n */\r\nexport function allocateAndCopyTypedBuffer(type: number, sizeOrDstBuffer: number | ArrayBuffer, sizeInBytes = false, copyBuffer?: ArrayBuffer): ArrayBufferView {\r\n switch (type) {\r\n case Constants.TEXTURETYPE_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int8Array(sizeOrDstBuffer) : new Int8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_SHORT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int16Array(sizeOrDstBuffer) : new Int16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n case Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint16Array(sizeOrDstBuffer) : new Uint16Array(sizeInBytes ? sizeOrDstBuffer / 2 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint16Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_INT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Int32Array(sizeOrDstBuffer) : new Int32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Int32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_UNSIGNED_INTEGER:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n case Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n case Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint32Array(sizeOrDstBuffer) : new Uint32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Float32Array(sizeOrDstBuffer) : new Float32Array(sizeInBytes ? sizeOrDstBuffer / 4 : sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Float32Array(copyBuffer));\r\n }\r\n return buffer;\r\n }\r\n }\r\n\r\n const buffer = sizeOrDstBuffer instanceof ArrayBuffer ? new Uint8Array(sizeOrDstBuffer) : new Uint8Array(sizeOrDstBuffer);\r\n if (copyBuffer) {\r\n buffer.set(new Uint8Array(copyBuffer));\r\n }\r\n return buffer;\r\n}\r\n\r\nThinEngine.prototype._readTexturePixelsSync = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\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): ArrayBufferView {\r\n const gl = this._gl;\r\n if (!gl) {\r\n throw new Error(\"Engine does not have gl rendering context.\");\r\n }\r\n if (!this._dummyFramebuffer) {\r\n const dummy = gl.createFramebuffer();\r\n\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._hardwareTexture?.underlyingResource, level);\r\n } else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._hardwareTexture?.underlyingResource, level);\r\n }\r\n\r\n let readType = texture.type !== undefined ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n\r\n if (!noDataConversion) {\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n } else if (!buffer) {\r\n buffer = allocateAndCopyTypedBuffer(texture.type, 4 * width * height);\r\n }\r\n\r\n if (flushRenderer) {\r\n this.flushFramebuffer();\r\n }\r\n\r\n gl.readPixels(x, y, width, height, gl.RGBA, readType, <DataView>buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n\r\n return buffer;\r\n};\r\n\r\nThinEngine.prototype._readTexturePixels = function (\r\n texture: InternalTexture,\r\n width: number,\r\n height: number,\r\n faceIndex = -1,\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): Promise<ArrayBufferView> {\r\n return Promise.resolve(this._readTexturePixelsSync(texture, width, height, faceIndex, level, buffer, flushRenderer, noDataConversion, x, y));\r\n};\r\n"]}
@@ -2,13 +2,14 @@ import { InternalTexture } from "../../Materials/Textures/internalTexture";
2
2
  import type { RenderTargetCreationOptions, DepthTextureCreationOptions, TextureSize } from "../../Materials/Textures/textureCreationOptions";
3
3
  import type { Nullable } from "../../types";
4
4
  import type { RenderTargetWrapper } from "../renderTargetWrapper";
5
+ import "../AbstractEngine/abstractEngine.texture";
5
6
  /**
6
7
  * Type used to define a texture size (either with a number or with a rect width and height)
7
8
  * @deprecated please use TextureSize instead
8
9
  */
9
10
  export type RenderTargetTextureSize = TextureSize;
10
- declare module "../../Engines/thinEngine" {
11
- interface ThinEngine {
11
+ declare module "../../Engines/abstractEngine" {
12
+ interface AbstractEngine {
12
13
  /**
13
14
  * Creates a new render target texture
14
15
  * @param size defines the size of the texture
@@ -16,15 +17,6 @@ declare module "../../Engines/thinEngine" {
16
17
  * @returns a new render target wrapper ready to render texture
17
18
  */
18
19
  createRenderTargetTexture(size: TextureSize, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;
19
- /**
20
- * Creates a depth stencil texture.
21
- * This is only available in WebGL 2 or with the depth texture extension available.
22
- * @param size The size of face edge in the texture.
23
- * @param options The options defining the texture.
24
- * @param rtWrapper The render target wrapper for which the depth/stencil texture must be created
25
- * @returns The texture
26
- */
27
- createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;
28
20
  /**
29
21
  * Updates the sample count of a render target texture
30
22
  * @see https://doc.babylonjs.com/setup/support/webGL2#multisample-render-targets
@@ -37,5 +29,7 @@ declare module "../../Engines/thinEngine" {
37
29
  _createDepthStencilTexture(size: TextureSize, options: DepthTextureCreationOptions, rtWrapper: RenderTargetWrapper): InternalTexture;
38
30
  /** @internal */
39
31
  _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: TextureSize): RenderTargetWrapper;
32
+ /** @internal */
33
+ _setupDepthStencilTexture(internalTexture: InternalTexture, size: TextureSize, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number, samples?: number): void;
40
34
  }
41
35
  }
@@ -3,6 +3,7 @@ import { Logger } from "../../Misc/logger.js";
3
3
  import { ThinEngine } from "../thinEngine.js";
4
4
  import { WebGLRenderTargetWrapper } from "../WebGL/webGLRenderTargetWrapper.js";
5
5
 
6
+ import "../AbstractEngine/abstractEngine.texture.js";
6
7
  ThinEngine.prototype._createHardwareRenderTargetWrapper = function (isMulti, isCube, size) {
7
8
  const rtWrapper = new WebGLRenderTargetWrapper(isMulti, isCube, size, this, this._gl);
8
9
  this._renderTargetWrapperCache.push(rtWrapper);
@@ -176,4 +177,40 @@ ThinEngine.prototype.updateRenderTargetTextureSampleCount = function (rtWrapper,
176
177
  this._bindUnboundFramebuffer(null);
177
178
  return samples;
178
179
  };
180
+ ThinEngine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction, samples = 1) {
181
+ const width = size.width || size;
182
+ const height = size.height || size;
183
+ const layers = size.layers || 0;
184
+ const depth = size.depth || 0;
185
+ internalTexture.baseWidth = width;
186
+ internalTexture.baseHeight = height;
187
+ internalTexture.width = width;
188
+ internalTexture.height = height;
189
+ internalTexture.is2DArray = layers > 0;
190
+ internalTexture.depth = layers || depth;
191
+ internalTexture.isReady = true;
192
+ internalTexture.samples = samples;
193
+ internalTexture.generateMipMaps = false;
194
+ internalTexture.samplingMode = bilinearFiltering ? 2 : 1;
195
+ internalTexture.type = 0;
196
+ internalTexture._comparisonFunction = comparisonFunction;
197
+ const gl = this._gl;
198
+ const target = this._getTextureTarget(internalTexture);
199
+ const samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
200
+ gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
201
+ gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
202
+ gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
203
+ gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
204
+ // TEXTURE_COMPARE_FUNC/MODE are only availble in WebGL2.
205
+ if (this.webGLVersion > 1) {
206
+ if (comparisonFunction === 0) {
207
+ gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, 515);
208
+ gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
209
+ }
210
+ else {
211
+ gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
212
+ gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
213
+ }
214
+ }
215
+ };
179
216
  //# sourceMappingURL=engine.renderTarget.js.map