@babylonjs/core 9.10.1 → 9.12.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1065) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
  23. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
  25. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
  26. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  29. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  30. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  31. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  32. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
  34. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
  35. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  37. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  38. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
  40. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
  41. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  42. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  43. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  45. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  48. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  49. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  53. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js +2 -2
  55. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  56. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  57. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  58. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  60. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  62. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  63. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/followBehavior.js +1 -1
  65. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  66. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  67. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  68. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  69. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  70. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  71. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  72. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  73. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  74. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  75. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  76. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  77. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  78. package/Bones/boneIKController.d.ts +1 -1
  79. package/Bones/boneIKController.js +1 -1
  80. package/Bones/boneIKController.js.map +1 -1
  81. package/Bones/boneLookController.d.ts +1 -1
  82. package/Bones/boneLookController.js +1 -1
  83. package/Bones/boneLookController.js.map +1 -1
  84. package/Bones/skeleton.d.ts +2 -2
  85. package/Bones/skeleton.functions.d.ts +1 -1
  86. package/Bones/skeleton.functions.js +3 -3
  87. package/Bones/skeleton.functions.js.map +1 -1
  88. package/Bones/skeleton.js +3 -4
  89. package/Bones/skeleton.js.map +1 -1
  90. package/Buffers/buffer.align.pure.js +6 -0
  91. package/Buffers/buffer.align.pure.js.map +1 -1
  92. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  93. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  94. package/Buffers/buffer.pure.d.ts +8 -0
  95. package/Buffers/buffer.pure.js +31 -2
  96. package/Buffers/buffer.pure.js.map +1 -1
  97. package/Buffers/bufferUtils.js +17 -5
  98. package/Buffers/bufferUtils.js.map +1 -1
  99. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  100. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  102. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  103. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  104. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  105. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  106. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  107. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  108. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  109. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  110. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  111. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  114. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  115. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  116. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  117. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  118. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  120. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  121. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  122. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  123. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  124. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  125. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  126. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  127. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  128. package/Cameras/Limits/geospatialLimits.js +1 -1
  129. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  130. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  131. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  132. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  133. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  134. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  135. package/Cameras/RigModes/vrRigMode.js +2 -2
  136. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  138. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  139. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  140. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  141. package/Cameras/VR/vrCameraMetrics.js +1 -1
  142. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  143. package/Cameras/cameraInputsManager.d.ts +1 -1
  144. package/Cameras/cameraInputsManager.js +1 -1
  145. package/Cameras/cameraInputsManager.js.map +1 -1
  146. package/Collisions/collider.d.ts +1 -1
  147. package/Collisions/collider.js +1 -1
  148. package/Collisions/collider.js.map +1 -1
  149. package/Collisions/gpuPicker.d.ts +1 -1
  150. package/Collisions/gpuPicker.js +5 -5
  151. package/Collisions/gpuPicker.js.map +1 -1
  152. package/Collisions/meshCollisionData.d.ts +1 -1
  153. package/Collisions/meshCollisionData.js +1 -1
  154. package/Collisions/meshCollisionData.js.map +1 -1
  155. package/Collisions/pickingInfo.d.ts +1 -1
  156. package/Collisions/pickingInfo.js +2 -2
  157. package/Collisions/pickingInfo.js.map +1 -1
  158. package/Compute/computeEffect.d.ts +6 -0
  159. package/Compute/computeEffect.js +3 -0
  160. package/Compute/computeEffect.js.map +1 -1
  161. package/Compute/computeShader.pure.d.ts +4 -0
  162. package/Compute/computeShader.pure.js +1 -0
  163. package/Compute/computeShader.pure.js.map +1 -1
  164. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  165. package/Culling/Octrees/octreeBlock.js +1 -1
  166. package/Culling/Octrees/octreeBlock.js.map +1 -1
  167. package/Culling/boundingBox.d.ts +1 -1
  168. package/Culling/boundingBox.js +1 -1
  169. package/Culling/boundingBox.js.map +1 -1
  170. package/Culling/boundingInfo.d.ts +1 -1
  171. package/Culling/boundingInfo.js +1 -1
  172. package/Culling/boundingInfo.js.map +1 -1
  173. package/Culling/boundingSphere.d.ts +1 -1
  174. package/Culling/boundingSphere.js +1 -1
  175. package/Culling/boundingSphere.js.map +1 -1
  176. package/Culling/ray.core.d.ts +1 -1
  177. package/Culling/ray.core.js +1 -1
  178. package/Culling/ray.core.js.map +1 -1
  179. package/Debug/axesViewer.d.ts +1 -1
  180. package/Debug/axesViewer.js +3 -3
  181. package/Debug/axesViewer.js.map +1 -1
  182. package/Debug/boneAxesViewer.d.ts +1 -1
  183. package/Debug/boneAxesViewer.js +1 -1
  184. package/Debug/boneAxesViewer.js.map +1 -1
  185. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  186. package/Debug/directionalLightFrustumViewer.js +6 -6
  187. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  188. package/Debug/rayHelper.d.ts +1 -1
  189. package/Debug/rayHelper.js +2 -2
  190. package/Debug/rayHelper.js.map +1 -1
  191. package/Debug/skeletonViewer.d.ts +2 -2
  192. package/Debug/skeletonViewer.js +10 -10
  193. package/Debug/skeletonViewer.js.map +1 -1
  194. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  195. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  196. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  197. package/DeviceInput/webDeviceInputSystem.js +1 -1
  198. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  199. package/Engines/Extensions/engine.views.d.ts +1 -1
  200. package/Engines/Extensions/engine.views.js +1 -1
  201. package/Engines/Extensions/engine.views.js.map +1 -1
  202. package/Engines/Native/nativeHelpers.js +4 -1
  203. package/Engines/Native/nativeHelpers.js.map +1 -1
  204. package/Engines/Native/nativeInterfaces.d.ts +10 -1
  205. package/Engines/Native/nativeInterfaces.js.map +1 -1
  206. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
  207. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
  208. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  209. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  210. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  211. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  212. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  213. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  214. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  215. package/Engines/abstractEngine.pure.d.ts +7 -1
  216. package/Engines/abstractEngine.pure.js +34 -4
  217. package/Engines/abstractEngine.pure.js.map +1 -1
  218. package/Engines/constants.d.ts +4 -0
  219. package/Engines/constants.js +4 -0
  220. package/Engines/constants.js.map +1 -1
  221. package/Engines/engine.pure.d.ts +0 -7
  222. package/Engines/engine.pure.js +0 -34
  223. package/Engines/engine.pure.js.map +1 -1
  224. package/Engines/engineFactory.d.ts +2 -2
  225. package/Engines/engineFactory.js +3 -3
  226. package/Engines/engineFactory.js.map +1 -1
  227. package/Engines/thinNativeEngine.pure.js +15 -8
  228. package/Engines/thinNativeEngine.pure.js.map +1 -1
  229. package/Events/pointerEvents.d.ts +1 -1
  230. package/Events/pointerEvents.js +1 -1
  231. package/Events/pointerEvents.js.map +1 -1
  232. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  233. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  234. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  235. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  236. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  237. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  238. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  239. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  240. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  241. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  242. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
  243. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  244. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  245. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  246. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  247. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  248. package/FlowGraph/flowGraphBlock.js +1 -1
  249. package/FlowGraph/flowGraphBlock.js.map +1 -1
  250. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  251. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  252. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  253. package/FlowGraph/flowGraphMath.d.ts +1 -1
  254. package/FlowGraph/flowGraphMath.js +1 -1
  255. package/FlowGraph/flowGraphMath.js.map +1 -1
  256. package/FlowGraph/flowGraphParser.js +1 -1
  257. package/FlowGraph/flowGraphParser.js.map +1 -1
  258. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  259. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  260. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  261. package/FlowGraph/flowGraphValidator.js.map +1 -1
  262. package/FlowGraph/serialization.js +4 -4
  263. package/FlowGraph/serialization.js.map +1 -1
  264. package/FlowGraph/utils.js.map +1 -1
  265. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  266. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  267. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  268. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  269. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  270. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  271. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  272. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  273. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  274. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  275. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  276. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  277. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  278. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  279. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  280. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  281. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  282. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  283. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  284. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  285. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  286. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  287. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  288. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  289. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  290. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  291. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  292. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  294. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  295. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  298. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  299. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  300. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  301. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  303. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  304. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  305. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  306. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  307. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  308. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  309. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  310. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  311. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  312. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  313. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  314. package/FrameGraph/frameGraphRenderContext.js +1 -1
  315. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  316. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  317. package/FrameGraph/frameGraphTextureManager.js +1 -1
  318. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  319. package/Gamepads/gamepadManager.js +1 -1
  320. package/Gamepads/gamepadManager.js.map +1 -1
  321. package/Gizmos/axisDragGizmo.d.ts +5 -5
  322. package/Gizmos/axisDragGizmo.js +6 -6
  323. package/Gizmos/axisDragGizmo.js.map +1 -1
  324. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  325. package/Gizmos/axisScaleGizmo.js +6 -6
  326. package/Gizmos/axisScaleGizmo.js.map +1 -1
  327. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  328. package/Gizmos/boundingBoxGizmo.js +7 -7
  329. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  330. package/Gizmos/cameraGizmo.d.ts +3 -3
  331. package/Gizmos/cameraGizmo.js +7 -7
  332. package/Gizmos/cameraGizmo.js.map +1 -1
  333. package/Gizmos/gizmo.d.ts +2 -2
  334. package/Gizmos/gizmo.js +3 -3
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  1031. package/XR/motionController/webXRAbstractMotionController.js +2 -2
  1032. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  1033. package/XR/motionController/webXRGenericMotionController.js +2 -2
  1034. package/XR/motionController/webXRGenericMotionController.js.map +1 -1
  1035. package/XR/motionController/webXRProfiledMotionController.js +4 -4
  1036. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  1037. package/XR/webXRCamera.d.ts +3 -3
  1038. package/XR/webXRCamera.js +4 -4
  1039. package/XR/webXRCamera.js.map +1 -1
  1040. package/XR/webXRDefaultExperience.d.ts +4 -4
  1041. package/XR/webXRDefaultExperience.js +4 -4
  1042. package/XR/webXRDefaultExperience.js.map +1 -1
  1043. package/XR/webXREnterExitUI.js +1 -1
  1044. package/XR/webXREnterExitUI.js.map +1 -1
  1045. package/XR/webXRExperienceHelper.js +2 -2
  1046. package/XR/webXRExperienceHelper.js.map +1 -1
  1047. package/XR/webXRFeaturesManager.d.ts +47 -0
  1048. package/XR/webXRFeaturesManager.js +1 -1
  1049. package/XR/webXRFeaturesManager.js.map +1 -1
  1050. package/XR/webXRInput.js +1 -1
  1051. package/XR/webXRInput.js.map +1 -1
  1052. package/XR/webXRInputSource.js +4 -4
  1053. package/XR/webXRInputSource.js.map +1 -1
  1054. package/XR/webXRManagedOutputCanvas.js +1 -1
  1055. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  1056. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
  1057. package/XR/webXRRenderTargetTextureProvider.js +1 -1
  1058. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  1059. package/assetContainer.d.ts +4 -4
  1060. package/assetContainer.js +6 -6
  1061. package/assetContainer.js.map +1 -1
  1062. package/node.d.ts +1 -1
  1063. package/node.js +6 -2
  1064. package/node.js.map +1 -1
  1065. package/package.json +44 -174
@@ -1 +1 @@
1
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It has already been bound.\r\n * @param imgs contains the cube maps\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n */\r\n public loadCubeData(imgs: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>): void {\r\n const engine = texture.getEngine() as Engine;\r\n let info: DDSInfo | undefined;\r\n let loadMipmap: boolean = false;\r\n let maxLevel: number = 1000;\r\n if (Array.isArray(imgs)) {\r\n for (let index = 0; index < imgs.length; index++) {\r\n const data = imgs[index];\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n engine.generateMipMapsForCubemap(texture);\r\n } else {\r\n maxLevel = info.mipmapCount - 1;\r\n }\r\n }\r\n } else {\r\n const data = imgs;\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n if (createPolynomials) {\r\n info.sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n // Do not unbind as we still need to set the parameters.\r\n engine.generateMipMapsForCubemap(texture, false);\r\n } else {\r\n maxLevel = info.mipmapCount - 1;\r\n }\r\n }\r\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void\r\n ): void {\r\n const info = DDSTools.GetDDSInfo(data);\r\n\r\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\r\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\r\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"ddsTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/ddsTextureLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,mBAAmB,EAAE,MAAM,oCAAoC,CAAC;AAGzE,OAAO,EAAgB,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAIhE;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,IAAI,CAAC;IAqF3C,CAAC;IAnFG;;;;;;OAMG;IACI,YAAY,CAAC,IAAyC,EAAE,OAAwB,EAAE,iBAA0B,EAAE,MAAsC;QACvJ,MAAM,MAAM,GAAG,OAAO,CAAC,SAAS,EAAY,CAAC;QAC7C,IAAI,IAAyB,CAAC;QAC9B,IAAI,UAAU,GAAY,KAAK,CAAC;QAChC,IAAI,QAAQ,GAAW,IAAI,CAAC;QAC5B,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC/C,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC;gBACzB,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;gBAEjC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;gBAC3B,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;gBAE7B,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;gBAEjG,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;gBAEvC,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;gBAEhF,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE,CAAC;oBAC3C,MAAM,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC;gBAC9C,CAAC;qBAAM,CAAC;oBACJ,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;gBACpC,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,MAAM,IAAI,GAAG,IAAI,CAAC;YAClB,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;YAEjC,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;YAC3B,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;YAE7B,IAAI,iBAAiB,EAAE,CAAC;gBACpB,IAAI,CAAC,mBAAmB,GAAG,IAAI,mBAAmB,EAAE,CAAC;YACzD,CAAC;YAED,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;YACjG,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAEvC,QAAQ,CAAC,eAAe,CAAC,MAAM,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;YAErE,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,WAAW,KAAK,CAAC,EAAE,CAAC;gBAC3C,wDAAwD;gBACxD,MAAM,CAAC,yBAAyB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;YACrD,CAAC;iBAAM,CAAC;gBACJ,QAAQ,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC;YACpC,CAAC;QACL,CAAC;QACD,MAAM,CAAC,wBAAwB,CAAC,OAAO,EAAE,UAAU,EAAE,QAAQ,CAAC,CAAC;QAC/D,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;QACvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;QACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEnC,IAAI,MAAM,EAAE,CAAC;YACT,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC,CAAC;QAC7E,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAA+G;QAE/G,MAAM,IAAI,GAAG,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QAEvC,MAAM,UAAU,GAAG,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,IAAI,OAAO,CAAC,eAAe,IAAI,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC;QAC5K,QAAQ,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,EAAE,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,EAAE;YAC9D,QAAQ,CAAC,eAAe,CAAC,OAAO,CAAC,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;QACtF,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import { type Nullable } from \"../../../types\";\r\nimport { SphericalPolynomial } from \"../../../Maths/sphericalPolynomial\";\r\nimport { type InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { type IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { type DDSInfo, DDSTools } from \"../../../Misc/dds.pure\";\r\n\r\nimport { type Engine } from \"core/Engines/engine\";\r\n\r\n/**\r\n * Implementation of the DDS Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _DDSTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = true;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param imgs contains the cube maps\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n */\r\n public loadCubeData(imgs: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>): void {\r\n const engine = texture.getEngine() as Engine;\r\n let info: DDSInfo | undefined;\r\n let loadMipmap: boolean = false;\r\n let maxLevel: number = 1000;\r\n if (Array.isArray(imgs)) {\r\n for (let index = 0; index < imgs.length; index++) {\r\n const data = imgs[index];\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6, -1, index);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n engine.generateMipMapsForCubemap(texture);\r\n } else {\r\n maxLevel = info.mipmapCount - 1;\r\n }\r\n }\r\n } else {\r\n const data = imgs;\r\n info = DDSTools.GetDDSInfo(data);\r\n\r\n texture.width = info.width;\r\n texture.height = info.height;\r\n\r\n if (createPolynomials) {\r\n info.sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n\r\n loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;\r\n engine._unpackFlipY(info.isCompressed);\r\n\r\n DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);\r\n\r\n if (!info.isFourCC && info.mipmapCount === 1) {\r\n // Do not unbind as we still need to set the parameters.\r\n engine.generateMipMapsForCubemap(texture, false);\r\n } else {\r\n maxLevel = info.mipmapCount - 1;\r\n }\r\n }\r\n engine._setCubeMapTextureParams(texture, loadMipmap, maxLevel);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n\r\n if (onLoad) {\r\n onLoad({ isDDS: true, width: texture.width, info, data: imgs, texture });\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void\r\n ): void {\r\n const info = DDSTools.GetDDSInfo(data);\r\n\r\n const loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && Math.max(info.width, info.height) >> (info.mipmapCount - 1) === 1;\r\n callback(info.width, info.height, loadMipmap, info.isFourCC, () => {\r\n DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);\r\n });\r\n }\r\n}\r\n"]}
@@ -1,4 +1,5 @@
1
- import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from "../../../Misc/environmentTextureTools.js";
1
+ import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from "../../../Misc/environmentTextureTools.pure.js";
2
+ import { RegisterBaseTexturePolynomial } from "../baseTexture.polynomial.pure.js";
2
3
  /**
3
4
  * Implementation of the ENV Texture Loader.
4
5
  * @internal
@@ -28,6 +29,7 @@ export class _ENVTextureLoader {
28
29
  texture.width = info.width;
29
30
  texture.height = info.width;
30
31
  try {
32
+ RegisterBaseTexturePolynomial();
31
33
  UploadEnvSpherical(texture, info);
32
34
  // eslint-disable-next-line github/no-then
33
35
  UploadEnvLevelsAsync(texture, data, info).then(() => {
@@ -1 +1 @@
1
- {"version":3,"file":"envTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/envTextureLoader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,MAAM,uCAAuC,CAAC;AAK7G;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IAyD5C,CAAC;IAvDG;;;;;;;OAOG;IACI,YAAY,CACf,IAAyC,EACzC,OAAwB,EACxB,iBAA0B,EAC1B,MAAsC,EACtC,OAA8D;QAE9D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QAED,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;QAC9B,IAAI,IAAI,EAAE,CAAC;YACP,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;YAC3B,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC;YAE5B,IAAI,CAAC;gBACD,kBAAkB,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;gBAClC,0CAA0C;gBAC1C,oBAAoB,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,IAAI,CAC1C,GAAG,EAAE;oBACD,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;oBACvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;oBACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;oBACnC,IAAI,MAAM,EAAE,CAAC;wBACT,MAAM,EAAE,CAAC;oBACb,CAAC;gBACL,CAAC,EACD,CAAC,MAAM,EAAE,EAAE;oBACP,OAAO,EAAE,CAAC,mCAAmC,EAAE,MAAM,CAAC,CAAC;gBAC3D,CAAC,CACJ,CAAC;YACN,CAAC;YAAC,OAAO,CAAC,EAAE,CAAC;gBACT,OAAO,EAAE,CAAC,iCAAiC,EAAE,CAAC,CAAC,CAAC;YACpD,CAAC;QACL,CAAC;aAAM,IAAI,OAAO,EAAE,CAAC;YACjB,OAAO,CAAC,oCAAoC,EAAE,IAAI,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,4CAA4C;QAC5C,MAAM,2BAA2B,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from \"../../../Misc/environmentTextureTools\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { type IInternalTextureLoader } from \"./internalTextureLoader\";\r\n\r\n/**\r\n * Implementation of the ENV Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ENVTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n const info = GetEnvInfo(data);\r\n if (info) {\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n try {\r\n UploadEnvSpherical(texture, info);\r\n // eslint-disable-next-line github/no-then\r\n UploadEnvLevelsAsync(texture, data, info).then(\r\n () => {\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n (reason) => {\r\n onError?.(\"Can not upload environment levels\", reason);\r\n }\r\n );\r\n } catch (e) {\r\n onError?.(\"Can not upload environment file\", e);\r\n }\r\n } else if (onError) {\r\n onError(\"Can not parse the environment file\", null);\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n */\r\n public loadData(): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".env not supported in 2d.\";\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"envTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/envTextureLoader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,MAAM,4CAA4C,CAAC;AAIlH,OAAO,EAAE,6BAA6B,EAAE,MAAM,gCAAgC,CAAC;AAE/E;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IA0D5C,CAAC;IAxDG;;;;;;;OAOG;IACI,YAAY,CACf,IAAyC,EACzC,OAAwB,EACxB,iBAA0B,EAC1B,MAAsC,EACtC,OAA8D;QAE9D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QAED,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;QAC9B,IAAI,IAAI,EAAE,CAAC;YACP,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;YAC3B,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC;YAE5B,IAAI,CAAC;gBACD,6BAA6B,EAAE,CAAC;gBAChC,kBAAkB,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;gBAClC,0CAA0C;gBAC1C,oBAAoB,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,IAAI,CAC1C,GAAG,EAAE;oBACD,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;oBACvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;oBACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;oBACnC,IAAI,MAAM,EAAE,CAAC;wBACT,MAAM,EAAE,CAAC;oBACb,CAAC;gBACL,CAAC,EACD,CAAC,MAAM,EAAE,EAAE;oBACP,OAAO,EAAE,CAAC,mCAAmC,EAAE,MAAM,CAAC,CAAC;gBAC3D,CAAC,CACJ,CAAC;YACN,CAAC;YAAC,OAAO,CAAC,EAAE,CAAC;gBACT,OAAO,EAAE,CAAC,iCAAiC,EAAE,CAAC,CAAC,CAAC;YACpD,CAAC;QACL,CAAC;aAAM,IAAI,OAAO,EAAE,CAAC;YACjB,OAAO,CAAC,oCAAoC,EAAE,IAAI,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,4CAA4C;QAC5C,MAAM,2BAA2B,CAAC;IACtC,CAAC;CACJ","sourcesContent":["import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from \"../../../Misc/environmentTextureTools.pure\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { type IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { RegisterBaseTexturePolynomial } from \"../baseTexture.polynomial.pure\";\r\n\r\n/**\r\n * Implementation of the ENV Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ENVTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n const info = GetEnvInfo(data);\r\n if (info) {\r\n texture.width = info.width;\r\n texture.height = info.width;\r\n\r\n try {\r\n RegisterBaseTexturePolynomial();\r\n UploadEnvSpherical(texture, info);\r\n // eslint-disable-next-line github/no-then\r\n UploadEnvLevelsAsync(texture, data, info).then(\r\n () => {\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n },\r\n (reason) => {\r\n onError?.(\"Can not upload environment levels\", reason);\r\n }\r\n );\r\n } catch (e) {\r\n onError?.(\"Can not upload environment file\", e);\r\n }\r\n } else if (onError) {\r\n onError(\"Can not parse the environment file\", null);\r\n }\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n */\r\n public loadData(): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".env not supported in 2d.\";\r\n }\r\n}\r\n"]}
@@ -76,6 +76,15 @@ export class _KTXTextureLoader {
76
76
  texture._invertVScale = !texture.invertY;
77
77
  const engine = texture.getEngine();
78
78
  const ktx = new KhronosTextureContainer(data, 6);
79
+ const mappedFormat = MapSRGBToLinear(ktx.glInternalFormat);
80
+ if (mappedFormat !== null) {
81
+ texture.format = mappedFormat;
82
+ texture._useSRGBBuffer = engine._getUseSRGBBuffer(true, !texture.generateMipMaps);
83
+ texture._gammaSpace = true;
84
+ }
85
+ else {
86
+ texture.format = ktx.glInternalFormat;
87
+ }
79
88
  const loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
80
89
  engine._unpackFlipY(true);
81
90
  ktx.uploadLevels(texture, texture.generateMipMaps);
@@ -102,9 +111,9 @@ export class _KTXTextureLoader {
102
111
  texture._invertVScale = !texture.invertY;
103
112
  const ktx = new KhronosTextureContainer(data, 1);
104
113
  const mappedFormat = MapSRGBToLinear(ktx.glInternalFormat);
105
- if (mappedFormat) {
114
+ if (mappedFormat !== null) {
106
115
  texture.format = mappedFormat;
107
- texture._useSRGBBuffer = texture.getEngine()._getUseSRGBBuffer(true, texture.generateMipMaps);
116
+ texture._useSRGBBuffer = texture.getEngine()._getUseSRGBBuffer(true, !texture.generateMipMaps);
108
117
  texture._gammaSpace = true;
109
118
  }
110
119
  else {
@@ -1 +1 @@
1
- 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{ KhronosTextureContainer } from \"../../../Misc/khronosTextureContainer\";\r\nimport { KhronosTextureContainer2 } from \"../../../Misc/khronosTextureContainer2\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { type IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\nfunction MapSRGBToLinear(format: number): Nullable<number> {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM;\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/**\r\n * Implementation of the KTX Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _KTXTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n const engine = texture.getEngine();\r\n const ktx = new KhronosTextureContainer(data, 6);\r\n\r\n const loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(true);\r\n\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n\r\n texture.width = ktx.pixelWidth;\r\n texture.height = ktx.pixelHeight;\r\n\r\n engine._setCubeMapTextureParams(texture, loadMipmap, ktx.numberOfMipmapLevels - 1);\r\n texture.isReady = true;\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 /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n * @param options\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void,\r\n options?: any\r\n ): void {\r\n if (KhronosTextureContainer.IsValid(data)) {\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n const ktx = new KhronosTextureContainer(data, 1);\r\n\r\n const mappedFormat = MapSRGBToLinear(ktx.glInternalFormat);\r\n if (mappedFormat) {\r\n texture.format = mappedFormat;\r\n texture._useSRGBBuffer = texture.getEngine()._getUseSRGBBuffer(true, texture.generateMipMaps);\r\n texture._gammaSpace = true;\r\n } else {\r\n texture.format = ktx.glInternalFormat;\r\n }\r\n\r\n callback(\r\n ktx.pixelWidth,\r\n ktx.pixelHeight,\r\n texture.generateMipMaps,\r\n true,\r\n () => {\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n },\r\n ktx.isInvalid\r\n );\r\n } else if (KhronosTextureContainer2.IsValid(data)) {\r\n const ktx2 = new KhronosTextureContainer2(texture.getEngine());\r\n // eslint-disable-next-line github/no-then\r\n ktx2._uploadAsync(data, texture, options).then(\r\n () => {\r\n callback(texture.width, texture.height, texture.generateMipMaps, true, () => {}, false);\r\n },\r\n (error) => {\r\n Logger.Warn(`Failed to load KTX2 texture data: ${error.message}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n }\r\n );\r\n } else {\r\n Logger.Error(\"texture missing KTX identifier\");\r\n callback(0, 0, false, false, () => {}, true);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ KhronosTextureContainer } from \"../../../Misc/khronosTextureContainer\";\r\nimport { KhronosTextureContainer2 } from \"../../../Misc/khronosTextureContainer2\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { type InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport { type IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\nfunction MapSRGBToLinear(format: number): Nullable<number> {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12;\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n return Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM;\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/**\r\n * Implementation of the KTX Texture Loader.\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _KTXTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n */\r\n public loadCubeData(data: ArrayBufferView | ArrayBufferView[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n const engine = texture.getEngine();\r\n const ktx = new KhronosTextureContainer(data, 6);\r\n\r\n const mappedFormat = MapSRGBToLinear(ktx.glInternalFormat);\r\n if (mappedFormat !== null) {\r\n texture.format = mappedFormat;\r\n texture._useSRGBBuffer = engine._getUseSRGBBuffer(true, !texture.generateMipMaps);\r\n texture._gammaSpace = true;\r\n } else {\r\n texture.format = ktx.glInternalFormat;\r\n }\r\n\r\n const loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;\r\n\r\n engine._unpackFlipY(true);\r\n\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n\r\n texture.width = ktx.pixelWidth;\r\n texture.height = ktx.pixelHeight;\r\n\r\n engine._setCubeMapTextureParams(texture, loadMipmap, ktx.numberOfMipmapLevels - 1);\r\n texture.isReady = true;\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 /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n * @param options\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void,\r\n options?: any\r\n ): void {\r\n if (KhronosTextureContainer.IsValid(data)) {\r\n // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture\r\n texture._invertVScale = !texture.invertY;\r\n const ktx = new KhronosTextureContainer(data, 1);\r\n\r\n const mappedFormat = MapSRGBToLinear(ktx.glInternalFormat);\r\n if (mappedFormat !== null) {\r\n texture.format = mappedFormat;\r\n texture._useSRGBBuffer = texture.getEngine()._getUseSRGBBuffer(true, !texture.generateMipMaps);\r\n texture._gammaSpace = true;\r\n } else {\r\n texture.format = ktx.glInternalFormat;\r\n }\r\n\r\n callback(\r\n ktx.pixelWidth,\r\n ktx.pixelHeight,\r\n texture.generateMipMaps,\r\n true,\r\n () => {\r\n ktx.uploadLevels(texture, texture.generateMipMaps);\r\n },\r\n ktx.isInvalid\r\n );\r\n } else if (KhronosTextureContainer2.IsValid(data)) {\r\n const ktx2 = new KhronosTextureContainer2(texture.getEngine());\r\n // eslint-disable-next-line github/no-then\r\n ktx2._uploadAsync(data, texture, options).then(\r\n () => {\r\n callback(texture.width, texture.height, texture.generateMipMaps, true, () => {}, false);\r\n },\r\n (error) => {\r\n Logger.Warn(`Failed to load KTX2 texture data: ${error.message}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n }\r\n );\r\n } else {\r\n Logger.Error(\"texture missing KTX identifier\");\r\n callback(0, 0, false, false, () => {}, true);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { RenderTargetTexture } from "../Textures/renderTargetTexture.js";
1
+ import { RenderTargetTexture } from "../Textures/renderTargetTexture.pure.js";
2
2
  import { type Scene } from "../../scene.js";
3
3
  /**
4
4
  * Renders to multiple views with a single draw call
@@ -1,4 +1,4 @@
1
- import { RenderTargetTexture } from "../Textures/renderTargetTexture.js";
1
+ import { RenderTargetTexture } from "../Textures/renderTargetTexture.pure.js";
2
2
 
3
3
  /**
4
4
  * Renders to multiple views with a single draw call
@@ -1 +1 @@
1
- {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD;;;;GAIG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAoB,OAAO,CAAC,KAAa;QACrC,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAoB,OAAO;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,yBAAyB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC7I,IAAI,CAAC,aAAa,GAAI,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QAChJ,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACa,gBAAgB;QAC5B,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QACA,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC1F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { type Engine } from \"../../Engines/engine\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * Only for WebGL backends\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public override set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_BYTE, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = (this.getScene()!.getEngine() as Engine).createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n (this.getScene()!.getEngine() as Engine).bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public override getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,sCAAsC,CAAC;AAE3E,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD;;;;GAIG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAoB,OAAO,CAAC,KAAa;QACrC,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAoB,OAAO;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,yBAAyB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC7I,IAAI,CAAC,aAAa,GAAI,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QAChJ,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACa,gBAAgB;QAC5B,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QACA,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC1F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture.pure\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { type Engine } from \"../../Engines/engine\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * Only for WebGL backends\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public override set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_BYTE, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = (this.getScene()!.getEngine() as Engine).createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n (this.getScene()!.getEngine() as Engine).bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public override getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { type AbstractMesh } from "../../../Meshes/abstractMesh.js";
2
2
  import { type Scene } from "../../../scene.js";
3
3
  import { type Nullable } from "../../../types.js";
4
- import { Color3, Color4 } from "../../../Maths/math.color.js";
4
+ import { Color3, Color4 } from "../../../Maths/math.color.pure.js";
5
5
  import { TexturePackerFrame } from "./frame.js";
6
6
  /**
7
7
  * Defines the basic options interface of a TexturePacker
@@ -1,11 +1,11 @@
1
- import { VertexBuffer } from "../../../Buffers/buffer.js";
2
- import { Texture } from "../texture.js";
3
- import { DynamicTexture } from "../dynamicTexture.js";
4
- import { Vector2 } from "../../../Maths/math.vector.js";
5
- import { Color3, Color4 } from "../../../Maths/math.color.js";
1
+ import { VertexBuffer } from "../../../Buffers/buffer.pure.js";
2
+ import { Texture } from "../texture.pure.js";
3
+ import { DynamicTexture } from "../dynamicTexture.pure.js";
4
+ import { Vector2 } from "../../../Maths/math.vector.pure.js";
5
+ import { Color3, Color4 } from "../../../Maths/math.color.pure.js";
6
6
  import { TexturePackerFrame } from "./frame.js";
7
7
  import { Logger } from "../../../Misc/logger.js";
8
- import { Tools } from "../../../Misc/tools.js";
8
+ import { Tools } from "../../../Misc/tools.pure.js";
9
9
 
10
10
  /**
11
11
  * This is a support class that generates a series of packed texture sets.
@@ -1 +1 @@
1
- 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{ type AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { type Material } from \"../../material\";\r\nimport { Texture } from \"../texture\";\r\nimport { DynamicTexture } from \"../dynamicTexture\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../../../Maths/math.color\";\r\nimport { TexturePackerFrame } from \"./frame\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Tools } from \"../../../Misc/tools\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Defines the basic options interface of a TexturePacker\r\n */\r\nexport interface ITexturePackerOptions {\r\n /**\r\n * Custom targets for the channels of a texture packer. Default is all the channels of the Standard Material\r\n */\r\n map?: string[];\r\n\r\n /**\r\n * the UV input targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsIn?: string;\r\n\r\n /**\r\n * the UV output targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsOut?: string;\r\n\r\n /**\r\n * number representing the layout style. Defaults to LAYOUT_STRIP\r\n */\r\n layout?: number;\r\n\r\n /**\r\n * number of columns if using custom column count layout(2). This defaults to 4.\r\n */\r\n colnum?: number;\r\n\r\n /**\r\n * flag to update the input meshes to the new packed texture after compilation. Defaults to true.\r\n */\r\n updateInputMeshes?: boolean;\r\n\r\n /**\r\n * boolean flag to dispose all the source textures. Defaults to true.\r\n */\r\n disposeSources?: boolean;\r\n\r\n /**\r\n * Fills the blank cells in a set to the customFillColor. Defaults to true.\r\n */\r\n fillBlanks?: boolean;\r\n\r\n /**\r\n * string value representing the context fill style color. Defaults to 'black'.\r\n */\r\n customFillColor?: string;\r\n\r\n /**\r\n * Width and Height Value of each Frame in the TexturePacker Sets\r\n */\r\n frameSize?: number;\r\n\r\n /**\r\n * Ratio of the value to add padding wise to each cell. Defaults to 0.0115\r\n */\r\n paddingRatio?: number;\r\n\r\n /**\r\n * Number that declares the fill method for the padding gutter.\r\n */\r\n paddingMode?: number;\r\n\r\n /**\r\n * If in SUBUV_COLOR padding mode what color to use.\r\n */\r\n paddingColor?: Color3 | Color4;\r\n}\r\n\r\n/**\r\n * Defines the basic interface of a TexturePacker JSON File\r\n */\r\nexport interface ITexturePackerJSON {\r\n /**\r\n * The frame ID\r\n */\r\n name: string;\r\n\r\n /**\r\n * The base64 channel data\r\n */\r\n sets: any;\r\n\r\n /**\r\n * The options of the Packer\r\n */\r\n options: ITexturePackerOptions;\r\n\r\n /**\r\n * The frame data of the Packer\r\n */\r\n frames: Array<number>;\r\n}\r\n\r\n/**\r\n * This is a support class that generates a series of packed texture sets.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\nexport class TexturePacker {\r\n /** Packer Layout Constant 0 */\r\n public static readonly LAYOUT_STRIP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly LAYOUT_POWER2 = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly LAYOUT_COLNUM = 2;\r\n\r\n /** Packer Layout Constant 0 */\r\n public static readonly SUBUV_WRAP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly SUBUV_EXTEND = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly SUBUV_COLOR = 2;\r\n\r\n /** The Name of the Texture Package */\r\n public name: string;\r\n\r\n /** The scene scope of the TexturePacker */\r\n public scene: Scene;\r\n\r\n /** The Meshes to target */\r\n public meshes: AbstractMesh[];\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ITexturePackerOptions;\r\n\r\n /** The promise that is started upon initialization */\r\n public promise: Nullable<Promise<TexturePacker | string>>;\r\n\r\n /** The Container object for the channel sets that are generated */\r\n public sets: object;\r\n\r\n /** The Container array for the frames that are generated */\r\n public frames: TexturePackerFrame[];\r\n\r\n /** The expected number of textures the system is parsing. */\r\n private _expecting: number;\r\n\r\n /** The padding value from Math.ceil(frameSize * paddingRatio) */\r\n private _paddingValue: number;\r\n\r\n /**\r\n * Initializes a texture package series from an array of meshes or a single mesh.\r\n * @param name The name of the package\r\n * @param meshes The target meshes to compose the package from\r\n * @param options The arguments that texture packer should follow while building.\r\n * @param scene The scene which the textures are scoped to.\r\n * @returns TexturePacker\r\n */\r\n constructor(name: string, meshes: AbstractMesh[], options: ITexturePackerOptions, scene: Scene) {\r\n this.name = name;\r\n this.meshes = meshes;\r\n this.scene = scene;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n this.options.map = this.options.map ?? [\r\n \"ambientTexture\",\r\n \"bumpTexture\",\r\n \"diffuseTexture\",\r\n \"emissiveTexture\",\r\n \"lightmapTexture\",\r\n \"opacityTexture\",\r\n \"reflectionTexture\",\r\n \"refractionTexture\",\r\n \"specularTexture\",\r\n ];\r\n\r\n this.options.uvsIn = this.options.uvsIn ?? VertexBuffer.UVKind;\r\n this.options.uvsOut = this.options.uvsOut ?? VertexBuffer.UVKind;\r\n this.options.layout = this.options.layout ?? TexturePacker.LAYOUT_STRIP;\r\n\r\n if (this.options.layout === TexturePacker.LAYOUT_COLNUM) {\r\n this.options.colnum = this.options.colnum ?? 8;\r\n }\r\n\r\n this.options.updateInputMeshes = this.options.updateInputMeshes ?? true;\r\n this.options.disposeSources = this.options.disposeSources ?? true;\r\n this._expecting = 0;\r\n\r\n this.options.fillBlanks = this.options.fillBlanks ?? true;\r\n\r\n if (this.options.fillBlanks === true) {\r\n this.options.customFillColor = this.options.customFillColor ?? \"black\";\r\n }\r\n\r\n this.options.frameSize = this.options.frameSize ?? 256;\r\n this.options.paddingRatio = this.options.paddingRatio ?? 0.0115;\r\n\r\n this._paddingValue = Math.ceil(this.options.frameSize * this.options.paddingRatio);\r\n\r\n //Make it an even padding Number.\r\n if (this._paddingValue % 2 !== 0) {\r\n this._paddingValue++;\r\n }\r\n\r\n this.options.paddingMode = this.options.paddingMode ?? TexturePacker.SUBUV_WRAP;\r\n\r\n if (this.options.paddingMode === TexturePacker.SUBUV_COLOR) {\r\n this.options.paddingColor = this.options.paddingColor ?? new Color4(0, 0, 0, 1.0);\r\n }\r\n\r\n this.sets = {};\r\n this.frames = [];\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Starts the package process\r\n * @param resolve The promises resolution function\r\n */\r\n private _createFrames(resolve: () => void) {\r\n const dtSize = this._calculateSize();\r\n const dtUnits = new Vector2(1, 1).divide(dtSize);\r\n let doneCount = 0;\r\n const expecting = this._expecting;\r\n const meshLength = this.meshes.length;\r\n\r\n const sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const setName = sKeys[i];\r\n\r\n const dt = new DynamicTexture(\r\n this.name + \".TexturePack.\" + setName + \"Set\",\r\n { width: dtSize.x, height: dtSize.y },\r\n this.scene,\r\n true, //Generate Mips\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n const dtx = dt.getContext();\r\n dtx.fillStyle = \"rgba(0,0,0,0)\";\r\n dtx.fillRect(0, 0, dtSize.x, dtSize.y);\r\n dt.update(false);\r\n (this.sets as any)[setName] = dt;\r\n }\r\n\r\n const baseSize = this.options.frameSize || 256;\r\n const padding = this._paddingValue;\r\n const tcs = baseSize + 2 * padding;\r\n\r\n const done = () => {\r\n this._calculateMeshUVFrames(baseSize, padding, dtSize, dtUnits, this.options.updateInputMeshes || false);\r\n };\r\n\r\n //Update the Textures\r\n for (let i = 0; i < meshLength; i++) {\r\n const m = this.meshes[i];\r\n const mat = m.material;\r\n\r\n //Check if the material has the texture\r\n //Create a temporary canvas the same size as 1 frame\r\n //Then apply the texture to the center and the 8 offsets\r\n //Copy the Context and place in the correct frame on the DT\r\n\r\n for (let j = 0; j < sKeys.length; j++) {\r\n const tempTexture = new DynamicTexture(\"temp\", tcs, this.scene, true);\r\n const tcx = tempTexture.getContext();\r\n const offset = this._getFrameOffset(i);\r\n\r\n const updateDt = () => {\r\n doneCount++;\r\n tempTexture.update(false);\r\n const iDat = tcx.getImageData(0, 0, tcs, tcs);\r\n\r\n //Update Set\r\n const dt = (this.sets as any)[setName];\r\n const dtx = dt.getContext();\r\n dtx.putImageData(iDat, dtSize.x * offset.x, dtSize.y * offset.y);\r\n tempTexture.dispose();\r\n dt.update(false);\r\n if (doneCount == expecting) {\r\n done();\r\n resolve();\r\n return;\r\n }\r\n };\r\n\r\n const setName = sKeys[j] || \"_blank\";\r\n if (!mat || (mat as any)[setName] === null) {\r\n tcx.fillStyle = \"rgba(0,0,0,0)\";\r\n\r\n if (this.options.fillBlanks) {\r\n tcx.fillStyle = this.options.customFillColor as string;\r\n }\r\n\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n\r\n updateDt();\r\n } else {\r\n const setTexture = (mat as any)[setName];\r\n const img = new Image();\r\n\r\n if (setTexture instanceof DynamicTexture) {\r\n img.src = setTexture.getContext().canvas.toDataURL(\"image/png\");\r\n } else {\r\n img.src = setTexture!.url;\r\n }\r\n Tools.SetCorsBehavior(img.src, img);\r\n\r\n img.onload = () => {\r\n tcx.fillStyle = \"rgba(0,0,0,0)\";\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n tempTexture.update(false);\r\n\r\n tcx.setTransform(1, 0, 0, -1, 0, 0);\r\n const cellOffsets = [0, 0, 1, 0, 1, 1, 0, 1, -1, 1, -1, 0, -1 - 1, 0, -1, 1, -1];\r\n\r\n switch (this.options.paddingMode) {\r\n //Wrap Mode\r\n case 0:\r\n for (let i = 0; i < 9; i++) {\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n padding + baseSize * cellOffsets[i],\r\n padding + baseSize * cellOffsets[i + 1] - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n }\r\n break;\r\n //Extend Mode\r\n case 1:\r\n for (let i = 0; i < padding; i++) {\r\n tcx.drawImage(img, 0, 0, img.width, img.height, i + baseSize * cellOffsets[0], padding - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding * 2 - i, padding - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding, i - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding, padding * 2 - i - tcs, baseSize, baseSize);\r\n }\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding + baseSize * cellOffsets[0], padding + baseSize * cellOffsets[1] - tcs, baseSize, baseSize);\r\n\r\n break;\r\n //Color Mode\r\n case 2:\r\n tcx.fillStyle = (this.options.paddingColor || Color3.Black()).toHexString();\r\n tcx.fillRect(0, 0, tcs, -tcs);\r\n tcx.clearRect(padding, padding, baseSize, baseSize);\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding + baseSize * cellOffsets[0], padding + baseSize * cellOffsets[1] - tcs, baseSize, baseSize);\r\n\r\n break;\r\n }\r\n\r\n tcx.setTransform(1, 0, 0, 1, 0, 0);\r\n\r\n updateDt();\r\n };\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the Size of the Channel Sets\r\n * @returns Vector2\r\n */\r\n private _calculateSize(): Vector2 {\r\n const meshLength: number = this.meshes.length || 0;\r\n const baseSize: number = this.options.frameSize || 0;\r\n const padding: number = this._paddingValue || 0;\r\n\r\n switch (this.options.layout) {\r\n case 0: {\r\n //STRIP_LAYOUT\r\n return new Vector2(baseSize * meshLength + 2 * padding * meshLength, baseSize + 2 * padding);\r\n }\r\n case 1: {\r\n //POWER2\r\n const sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n const size = baseSize * sqrtCount + 2 * padding * sqrtCount;\r\n return new Vector2(size, size);\r\n }\r\n case 2: {\r\n //COLNUM\r\n const cols = this.options.colnum || 1;\r\n const rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n return new Vector2(baseSize * cols + 2 * padding * cols, baseSize * rowCnt + 2 * padding * rowCnt);\r\n }\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Calculates the UV data for the frames.\r\n * @param baseSize the base frameSize\r\n * @param padding the base frame padding\r\n * @param dtSize size of the Dynamic Texture for that channel\r\n * @param dtUnits is 1/dtSize\r\n * @param update flag to update the input meshes\r\n */\r\n private _calculateMeshUVFrames(baseSize: number, padding: number, dtSize: Vector2, dtUnits: Vector2, update: boolean) {\r\n const meshLength = this.meshes.length;\r\n\r\n for (let i = 0; i < meshLength; i++) {\r\n const m = this.meshes[i];\r\n\r\n const scale = new Vector2(baseSize / dtSize.x, baseSize / dtSize.y);\r\n\r\n const pOffset: Vector2 = dtUnits.clone().scale(padding);\r\n const frameOffset: Vector2 = this._getFrameOffset(i);\r\n const offset: Vector2 = frameOffset.add(pOffset);\r\n\r\n const frame: TexturePackerFrame = new TexturePackerFrame(i, scale, offset);\r\n\r\n this.frames.push(frame);\r\n\r\n //Update Output UVs\r\n if (update) {\r\n this._updateMeshUV(m, i);\r\n this._updateTextureReferences(m);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the frames Offset.\r\n * @param index of the frame\r\n * @returns Vector2\r\n */\r\n private _getFrameOffset(index: number): Vector2 {\r\n const meshLength = this.meshes.length;\r\n let uvStep, yStep, xStep;\r\n\r\n switch (this.options.layout) {\r\n case 0: {\r\n //STRIP_LAYOUT\r\n uvStep = 1 / meshLength;\r\n return new Vector2(index * uvStep, 0);\r\n }\r\n case 1: {\r\n //POWER2\r\n const sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n yStep = Math.floor(index / sqrtCount);\r\n xStep = index - yStep * sqrtCount;\r\n uvStep = 1 / sqrtCount;\r\n return new Vector2(xStep * uvStep, yStep * uvStep);\r\n }\r\n case 2: {\r\n //COLNUM\r\n const cols = this.options.colnum || 1;\r\n const rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n xStep = Math.floor(index / rowCnt);\r\n yStep = index - xStep * rowCnt;\r\n uvStep = new Vector2(1 / cols, 1 / rowCnt);\r\n return new Vector2(xStep * uvStep.x, yStep * uvStep.y);\r\n }\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Updates a Mesh to the frame data\r\n * @param mesh that is the target\r\n * @param frameID or the frame index\r\n */\r\n private _updateMeshUV(mesh: AbstractMesh, frameID: number): void {\r\n const frame: TexturePackerFrame = (this.frames as any)[frameID];\r\n const uvIn = mesh.getVerticesData(this.options.uvsIn || VertexBuffer.UVKind);\r\n const uvOut = [];\r\n let toCount = 0;\r\n\r\n if (uvIn!.length) {\r\n toCount = uvIn!.length || 0;\r\n }\r\n\r\n for (let i = 0; i < toCount; i += 2) {\r\n uvOut.push((uvIn as any)[i] * frame.scale.x + frame.offset.x, (uvIn as any)[i + 1] * frame.scale.y + frame.offset.y);\r\n }\r\n\r\n mesh.setVerticesData(this.options.uvsOut || VertexBuffer.UVKind, uvOut);\r\n }\r\n\r\n /**\r\n * Updates a Meshes materials to use the texture packer channels\r\n * @param m is the mesh to target\r\n * @param force all channels on the packer to be set.\r\n */\r\n private _updateTextureReferences(m: AbstractMesh, force: boolean = false): void {\r\n const mat = m.material;\r\n const sKeys = Object.keys(this.sets);\r\n\r\n const _dispose = (_t: any) => {\r\n if (_t.dispose) {\r\n _t.dispose();\r\n }\r\n };\r\n\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const setName = sKeys[i];\r\n if (!force) {\r\n if (!mat) {\r\n return;\r\n }\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n } else {\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n }\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Public method to set a Mesh to a frame\r\n * @param m that is the target\r\n * @param frameID or the frame index\r\n * @param updateMaterial trigger for if the Meshes attached Material be updated?\r\n */\r\n public setMeshToFrame(m: AbstractMesh, frameID: number, updateMaterial: boolean = false): void {\r\n this._updateMeshUV(m, frameID);\r\n if (updateMaterial) {\r\n this._updateTextureReferences(m, true);\r\n }\r\n }\r\n\r\n /**\r\n * Starts the async promise to compile the texture packer.\r\n * @returns Promise<void>\r\n */\r\n public async processAsync(): Promise<void> {\r\n return await new Promise((resolve, reject) => {\r\n try {\r\n if (this.meshes.length === 0) {\r\n //Must be a JSON load!\r\n resolve();\r\n return;\r\n }\r\n let done = 0;\r\n const doneCheck = (mat: Material) => {\r\n done++;\r\n //Check Status of all Textures on all meshes, till they are ready.\r\n if (this.options.map) {\r\n for (let j = 0; j < this.options.map.length; j++) {\r\n const index: string = this.options.map[j];\r\n const t: Texture | DynamicTexture = (mat as any)[index];\r\n\r\n if (t !== null) {\r\n if (!(this.sets as any)[this.options.map[j]]) {\r\n (this.sets as any)[this.options.map[j]] = true;\r\n }\r\n\r\n this._expecting++;\r\n }\r\n }\r\n\r\n if (done === this.meshes.length) {\r\n this._createFrames(resolve);\r\n }\r\n }\r\n };\r\n\r\n for (let i = 0; i < this.meshes.length; i++) {\r\n const mesh = this.meshes[i];\r\n const material: Nullable<Material> = mesh.material;\r\n\r\n if (!material) {\r\n done++;\r\n if (done === this.meshes.length) {\r\n return this._createFrames(resolve);\r\n }\r\n continue;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n material.forceCompilationAsync(mesh).then(() => {\r\n doneCheck(material);\r\n });\r\n }\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return reject(e);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all textures associated with this packer\r\n */\r\n public dispose(): void {\r\n const sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const channel = sKeys[i];\r\n (this.sets as any)[channel].dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Starts the download process for all the channels converting them to base64 data and embedding it all in a JSON file.\r\n * @param imageType is the image type to use.\r\n * @param quality of the image if downloading as jpeg, Ranges from >0 to 1.\r\n */\r\n public download(imageType: string = \"png\", quality: number = 1): void {\r\n setTimeout(() => {\r\n const pack = {\r\n name: this.name,\r\n sets: {},\r\n options: {},\r\n frames: [],\r\n };\r\n\r\n const sKeys = Object.keys(this.sets);\r\n const oKeys = Object.keys(this.options);\r\n try {\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const channel: string = sKeys[i];\r\n const dt = (this.sets as any)[channel];\r\n (pack.sets as any)[channel] = dt.getContext().canvas.toDataURL(\"image/\" + imageType, quality);\r\n }\r\n for (let i = 0; i < oKeys.length; i++) {\r\n const opt: string = oKeys[i];\r\n (pack.options as any)[opt] = (this.options as any)[opt];\r\n }\r\n for (let i = 0; i < this.frames.length; i++) {\r\n const _f = this.frames[i];\r\n (pack.frames as Array<number>).push(_f.scale.x, _f.scale.y, _f.offset.x, _f.offset.y);\r\n }\r\n } catch (err) {\r\n Logger.Warn(\"Unable to download: \" + err);\r\n return;\r\n }\r\n\r\n const data = \"data:text/json;charset=utf-8,\" + encodeURIComponent(JSON.stringify(pack, null, 4));\r\n const _a = document.createElement(\"a\");\r\n _a.setAttribute(\"href\", data);\r\n _a.setAttribute(\"download\", this.name + \"_texurePackage.json\");\r\n document.body.appendChild(_a);\r\n _a.click();\r\n _a.remove();\r\n }, 0);\r\n }\r\n\r\n /**\r\n * Public method to load a texturePacker JSON file.\r\n * @param data of the JSON file in string format.\r\n */\r\n public updateFromJSON(data: string): void {\r\n try {\r\n const parsedData: ITexturePackerJSON = JSON.parse(data);\r\n this.name = parsedData.name;\r\n const _options = Object.keys(parsedData.options);\r\n\r\n for (let i = 0; i < _options.length; i++) {\r\n (this.options as any)[_options[i]] = (parsedData.options as any)[_options[i]];\r\n }\r\n\r\n for (let i = 0; i < parsedData.frames.length; i += 4) {\r\n const frame: TexturePackerFrame = new TexturePackerFrame(\r\n i / 4,\r\n new Vector2(parsedData.frames[i], parsedData.frames[i + 1]),\r\n new Vector2(parsedData.frames[i + 2], parsedData.frames[i + 3])\r\n );\r\n this.frames.push(frame);\r\n }\r\n\r\n const channels = Object.keys(parsedData.sets);\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const _t = new Texture(parsedData.sets[channels[i]], this.scene, false, false);\r\n (this.sets as any)[channels[i]] = _t;\r\n }\r\n } catch (err) {\r\n Logger.Warn(\"Unable to update from JSON: \" + err);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ type AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer.pure\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { type Material } from \"../../material\";\r\nimport { Texture } from \"../texture.pure\";\r\nimport { DynamicTexture } from \"../dynamicTexture.pure\";\r\nimport { type Nullable } from \"../../../types\";\r\nimport { Vector2 } from \"../../../Maths/math.vector.pure\";\r\nimport { Color3, Color4 } from \"../../../Maths/math.color.pure\";\r\nimport { TexturePackerFrame } from \"./frame\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Tools } from \"../../../Misc/tools.pure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Defines the basic options interface of a TexturePacker\r\n */\r\nexport interface ITexturePackerOptions {\r\n /**\r\n * Custom targets for the channels of a texture packer. Default is all the channels of the Standard Material\r\n */\r\n map?: string[];\r\n\r\n /**\r\n * the UV input targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsIn?: string;\r\n\r\n /**\r\n * the UV output targets, as a single value for all meshes. Defaults to VertexBuffer.UVKind\r\n */\r\n uvsOut?: string;\r\n\r\n /**\r\n * number representing the layout style. Defaults to LAYOUT_STRIP\r\n */\r\n layout?: number;\r\n\r\n /**\r\n * number of columns if using custom column count layout(2). This defaults to 4.\r\n */\r\n colnum?: number;\r\n\r\n /**\r\n * flag to update the input meshes to the new packed texture after compilation. Defaults to true.\r\n */\r\n updateInputMeshes?: boolean;\r\n\r\n /**\r\n * boolean flag to dispose all the source textures. Defaults to true.\r\n */\r\n disposeSources?: boolean;\r\n\r\n /**\r\n * Fills the blank cells in a set to the customFillColor. Defaults to true.\r\n */\r\n fillBlanks?: boolean;\r\n\r\n /**\r\n * string value representing the context fill style color. Defaults to 'black'.\r\n */\r\n customFillColor?: string;\r\n\r\n /**\r\n * Width and Height Value of each Frame in the TexturePacker Sets\r\n */\r\n frameSize?: number;\r\n\r\n /**\r\n * Ratio of the value to add padding wise to each cell. Defaults to 0.0115\r\n */\r\n paddingRatio?: number;\r\n\r\n /**\r\n * Number that declares the fill method for the padding gutter.\r\n */\r\n paddingMode?: number;\r\n\r\n /**\r\n * If in SUBUV_COLOR padding mode what color to use.\r\n */\r\n paddingColor?: Color3 | Color4;\r\n}\r\n\r\n/**\r\n * Defines the basic interface of a TexturePacker JSON File\r\n */\r\nexport interface ITexturePackerJSON {\r\n /**\r\n * The frame ID\r\n */\r\n name: string;\r\n\r\n /**\r\n * The base64 channel data\r\n */\r\n sets: any;\r\n\r\n /**\r\n * The options of the Packer\r\n */\r\n options: ITexturePackerOptions;\r\n\r\n /**\r\n * The frame data of the Packer\r\n */\r\n frames: Array<number>;\r\n}\r\n\r\n/**\r\n * This is a support class that generates a series of packed texture sets.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\r\n */\r\nexport class TexturePacker {\r\n /** Packer Layout Constant 0 */\r\n public static readonly LAYOUT_STRIP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly LAYOUT_POWER2 = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly LAYOUT_COLNUM = 2;\r\n\r\n /** Packer Layout Constant 0 */\r\n public static readonly SUBUV_WRAP = 0;\r\n /** Packer Layout Constant 1 */\r\n public static readonly SUBUV_EXTEND = 1;\r\n /** Packer Layout Constant 2 */\r\n public static readonly SUBUV_COLOR = 2;\r\n\r\n /** The Name of the Texture Package */\r\n public name: string;\r\n\r\n /** The scene scope of the TexturePacker */\r\n public scene: Scene;\r\n\r\n /** The Meshes to target */\r\n public meshes: AbstractMesh[];\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ITexturePackerOptions;\r\n\r\n /** The promise that is started upon initialization */\r\n public promise: Nullable<Promise<TexturePacker | string>>;\r\n\r\n /** The Container object for the channel sets that are generated */\r\n public sets: object;\r\n\r\n /** The Container array for the frames that are generated */\r\n public frames: TexturePackerFrame[];\r\n\r\n /** The expected number of textures the system is parsing. */\r\n private _expecting: number;\r\n\r\n /** The padding value from Math.ceil(frameSize * paddingRatio) */\r\n private _paddingValue: number;\r\n\r\n /**\r\n * Initializes a texture package series from an array of meshes or a single mesh.\r\n * @param name The name of the package\r\n * @param meshes The target meshes to compose the package from\r\n * @param options The arguments that texture packer should follow while building.\r\n * @param scene The scene which the textures are scoped to.\r\n * @returns TexturePacker\r\n */\r\n constructor(name: string, meshes: AbstractMesh[], options: ITexturePackerOptions, scene: Scene) {\r\n this.name = name;\r\n this.meshes = meshes;\r\n this.scene = scene;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n this.options.map = this.options.map ?? [\r\n \"ambientTexture\",\r\n \"bumpTexture\",\r\n \"diffuseTexture\",\r\n \"emissiveTexture\",\r\n \"lightmapTexture\",\r\n \"opacityTexture\",\r\n \"reflectionTexture\",\r\n \"refractionTexture\",\r\n \"specularTexture\",\r\n ];\r\n\r\n this.options.uvsIn = this.options.uvsIn ?? VertexBuffer.UVKind;\r\n this.options.uvsOut = this.options.uvsOut ?? VertexBuffer.UVKind;\r\n this.options.layout = this.options.layout ?? TexturePacker.LAYOUT_STRIP;\r\n\r\n if (this.options.layout === TexturePacker.LAYOUT_COLNUM) {\r\n this.options.colnum = this.options.colnum ?? 8;\r\n }\r\n\r\n this.options.updateInputMeshes = this.options.updateInputMeshes ?? true;\r\n this.options.disposeSources = this.options.disposeSources ?? true;\r\n this._expecting = 0;\r\n\r\n this.options.fillBlanks = this.options.fillBlanks ?? true;\r\n\r\n if (this.options.fillBlanks === true) {\r\n this.options.customFillColor = this.options.customFillColor ?? \"black\";\r\n }\r\n\r\n this.options.frameSize = this.options.frameSize ?? 256;\r\n this.options.paddingRatio = this.options.paddingRatio ?? 0.0115;\r\n\r\n this._paddingValue = Math.ceil(this.options.frameSize * this.options.paddingRatio);\r\n\r\n //Make it an even padding Number.\r\n if (this._paddingValue % 2 !== 0) {\r\n this._paddingValue++;\r\n }\r\n\r\n this.options.paddingMode = this.options.paddingMode ?? TexturePacker.SUBUV_WRAP;\r\n\r\n if (this.options.paddingMode === TexturePacker.SUBUV_COLOR) {\r\n this.options.paddingColor = this.options.paddingColor ?? new Color4(0, 0, 0, 1.0);\r\n }\r\n\r\n this.sets = {};\r\n this.frames = [];\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Starts the package process\r\n * @param resolve The promises resolution function\r\n */\r\n private _createFrames(resolve: () => void) {\r\n const dtSize = this._calculateSize();\r\n const dtUnits = new Vector2(1, 1).divide(dtSize);\r\n let doneCount = 0;\r\n const expecting = this._expecting;\r\n const meshLength = this.meshes.length;\r\n\r\n const sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const setName = sKeys[i];\r\n\r\n const dt = new DynamicTexture(\r\n this.name + \".TexturePack.\" + setName + \"Set\",\r\n { width: dtSize.x, height: dtSize.y },\r\n this.scene,\r\n true, //Generate Mips\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n Constants.TEXTUREFORMAT_RGBA\r\n );\r\n\r\n const dtx = dt.getContext();\r\n dtx.fillStyle = \"rgba(0,0,0,0)\";\r\n dtx.fillRect(0, 0, dtSize.x, dtSize.y);\r\n dt.update(false);\r\n (this.sets as any)[setName] = dt;\r\n }\r\n\r\n const baseSize = this.options.frameSize || 256;\r\n const padding = this._paddingValue;\r\n const tcs = baseSize + 2 * padding;\r\n\r\n const done = () => {\r\n this._calculateMeshUVFrames(baseSize, padding, dtSize, dtUnits, this.options.updateInputMeshes || false);\r\n };\r\n\r\n //Update the Textures\r\n for (let i = 0; i < meshLength; i++) {\r\n const m = this.meshes[i];\r\n const mat = m.material;\r\n\r\n //Check if the material has the texture\r\n //Create a temporary canvas the same size as 1 frame\r\n //Then apply the texture to the center and the 8 offsets\r\n //Copy the Context and place in the correct frame on the DT\r\n\r\n for (let j = 0; j < sKeys.length; j++) {\r\n const tempTexture = new DynamicTexture(\"temp\", tcs, this.scene, true);\r\n const tcx = tempTexture.getContext();\r\n const offset = this._getFrameOffset(i);\r\n\r\n const updateDt = () => {\r\n doneCount++;\r\n tempTexture.update(false);\r\n const iDat = tcx.getImageData(0, 0, tcs, tcs);\r\n\r\n //Update Set\r\n const dt = (this.sets as any)[setName];\r\n const dtx = dt.getContext();\r\n dtx.putImageData(iDat, dtSize.x * offset.x, dtSize.y * offset.y);\r\n tempTexture.dispose();\r\n dt.update(false);\r\n if (doneCount == expecting) {\r\n done();\r\n resolve();\r\n return;\r\n }\r\n };\r\n\r\n const setName = sKeys[j] || \"_blank\";\r\n if (!mat || (mat as any)[setName] === null) {\r\n tcx.fillStyle = \"rgba(0,0,0,0)\";\r\n\r\n if (this.options.fillBlanks) {\r\n tcx.fillStyle = this.options.customFillColor as string;\r\n }\r\n\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n\r\n updateDt();\r\n } else {\r\n const setTexture = (mat as any)[setName];\r\n const img = new Image();\r\n\r\n if (setTexture instanceof DynamicTexture) {\r\n img.src = setTexture.getContext().canvas.toDataURL(\"image/png\");\r\n } else {\r\n img.src = setTexture!.url;\r\n }\r\n Tools.SetCorsBehavior(img.src, img);\r\n\r\n img.onload = () => {\r\n tcx.fillStyle = \"rgba(0,0,0,0)\";\r\n tcx.fillRect(0, 0, tcs, tcs);\r\n tempTexture.update(false);\r\n\r\n tcx.setTransform(1, 0, 0, -1, 0, 0);\r\n const cellOffsets = [0, 0, 1, 0, 1, 1, 0, 1, -1, 1, -1, 0, -1 - 1, 0, -1, 1, -1];\r\n\r\n switch (this.options.paddingMode) {\r\n //Wrap Mode\r\n case 0:\r\n for (let i = 0; i < 9; i++) {\r\n tcx.drawImage(\r\n img,\r\n 0,\r\n 0,\r\n img.width,\r\n img.height,\r\n padding + baseSize * cellOffsets[i],\r\n padding + baseSize * cellOffsets[i + 1] - tcs,\r\n baseSize,\r\n baseSize\r\n );\r\n }\r\n break;\r\n //Extend Mode\r\n case 1:\r\n for (let i = 0; i < padding; i++) {\r\n tcx.drawImage(img, 0, 0, img.width, img.height, i + baseSize * cellOffsets[0], padding - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding * 2 - i, padding - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding, i - tcs, baseSize, baseSize);\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding, padding * 2 - i - tcs, baseSize, baseSize);\r\n }\r\n\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding + baseSize * cellOffsets[0], padding + baseSize * cellOffsets[1] - tcs, baseSize, baseSize);\r\n\r\n break;\r\n //Color Mode\r\n case 2:\r\n tcx.fillStyle = (this.options.paddingColor || Color3.Black()).toHexString();\r\n tcx.fillRect(0, 0, tcs, -tcs);\r\n tcx.clearRect(padding, padding, baseSize, baseSize);\r\n tcx.drawImage(img, 0, 0, img.width, img.height, padding + baseSize * cellOffsets[0], padding + baseSize * cellOffsets[1] - tcs, baseSize, baseSize);\r\n\r\n break;\r\n }\r\n\r\n tcx.setTransform(1, 0, 0, 1, 0, 0);\r\n\r\n updateDt();\r\n };\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the Size of the Channel Sets\r\n * @returns Vector2\r\n */\r\n private _calculateSize(): Vector2 {\r\n const meshLength: number = this.meshes.length || 0;\r\n const baseSize: number = this.options.frameSize || 0;\r\n const padding: number = this._paddingValue || 0;\r\n\r\n switch (this.options.layout) {\r\n case 0: {\r\n //STRIP_LAYOUT\r\n return new Vector2(baseSize * meshLength + 2 * padding * meshLength, baseSize + 2 * padding);\r\n }\r\n case 1: {\r\n //POWER2\r\n const sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n const size = baseSize * sqrtCount + 2 * padding * sqrtCount;\r\n return new Vector2(size, size);\r\n }\r\n case 2: {\r\n //COLNUM\r\n const cols = this.options.colnum || 1;\r\n const rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n return new Vector2(baseSize * cols + 2 * padding * cols, baseSize * rowCnt + 2 * padding * rowCnt);\r\n }\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Calculates the UV data for the frames.\r\n * @param baseSize the base frameSize\r\n * @param padding the base frame padding\r\n * @param dtSize size of the Dynamic Texture for that channel\r\n * @param dtUnits is 1/dtSize\r\n * @param update flag to update the input meshes\r\n */\r\n private _calculateMeshUVFrames(baseSize: number, padding: number, dtSize: Vector2, dtUnits: Vector2, update: boolean) {\r\n const meshLength = this.meshes.length;\r\n\r\n for (let i = 0; i < meshLength; i++) {\r\n const m = this.meshes[i];\r\n\r\n const scale = new Vector2(baseSize / dtSize.x, baseSize / dtSize.y);\r\n\r\n const pOffset: Vector2 = dtUnits.clone().scale(padding);\r\n const frameOffset: Vector2 = this._getFrameOffset(i);\r\n const offset: Vector2 = frameOffset.add(pOffset);\r\n\r\n const frame: TexturePackerFrame = new TexturePackerFrame(i, scale, offset);\r\n\r\n this.frames.push(frame);\r\n\r\n //Update Output UVs\r\n if (update) {\r\n this._updateMeshUV(m, i);\r\n this._updateTextureReferences(m);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Calculates the frames Offset.\r\n * @param index of the frame\r\n * @returns Vector2\r\n */\r\n private _getFrameOffset(index: number): Vector2 {\r\n const meshLength = this.meshes.length;\r\n let uvStep, yStep, xStep;\r\n\r\n switch (this.options.layout) {\r\n case 0: {\r\n //STRIP_LAYOUT\r\n uvStep = 1 / meshLength;\r\n return new Vector2(index * uvStep, 0);\r\n }\r\n case 1: {\r\n //POWER2\r\n const sqrtCount = Math.max(2, Math.ceil(Math.sqrt(meshLength)));\r\n yStep = Math.floor(index / sqrtCount);\r\n xStep = index - yStep * sqrtCount;\r\n uvStep = 1 / sqrtCount;\r\n return new Vector2(xStep * uvStep, yStep * uvStep);\r\n }\r\n case 2: {\r\n //COLNUM\r\n const cols = this.options.colnum || 1;\r\n const rowCnt = Math.max(1, Math.ceil(meshLength / cols));\r\n xStep = Math.floor(index / rowCnt);\r\n yStep = index - xStep * rowCnt;\r\n uvStep = new Vector2(1 / cols, 1 / rowCnt);\r\n return new Vector2(xStep * uvStep.x, yStep * uvStep.y);\r\n }\r\n }\r\n\r\n return Vector2.Zero();\r\n }\r\n\r\n /**\r\n * Updates a Mesh to the frame data\r\n * @param mesh that is the target\r\n * @param frameID or the frame index\r\n */\r\n private _updateMeshUV(mesh: AbstractMesh, frameID: number): void {\r\n const frame: TexturePackerFrame = (this.frames as any)[frameID];\r\n const uvIn = mesh.getVerticesData(this.options.uvsIn || VertexBuffer.UVKind);\r\n const uvOut = [];\r\n let toCount = 0;\r\n\r\n if (uvIn!.length) {\r\n toCount = uvIn!.length || 0;\r\n }\r\n\r\n for (let i = 0; i < toCount; i += 2) {\r\n uvOut.push((uvIn as any)[i] * frame.scale.x + frame.offset.x, (uvIn as any)[i + 1] * frame.scale.y + frame.offset.y);\r\n }\r\n\r\n mesh.setVerticesData(this.options.uvsOut || VertexBuffer.UVKind, uvOut);\r\n }\r\n\r\n /**\r\n * Updates a Meshes materials to use the texture packer channels\r\n * @param m is the mesh to target\r\n * @param force all channels on the packer to be set.\r\n */\r\n private _updateTextureReferences(m: AbstractMesh, force: boolean = false): void {\r\n const mat = m.material;\r\n const sKeys = Object.keys(this.sets);\r\n\r\n const _dispose = (_t: any) => {\r\n if (_t.dispose) {\r\n _t.dispose();\r\n }\r\n };\r\n\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const setName = sKeys[i];\r\n if (!force) {\r\n if (!mat) {\r\n return;\r\n }\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n } else {\r\n if ((mat as any)[setName] !== null) {\r\n _dispose((mat as any)[setName]);\r\n }\r\n (mat as any)[setName] = (this.sets as any)[setName];\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Public method to set a Mesh to a frame\r\n * @param m that is the target\r\n * @param frameID or the frame index\r\n * @param updateMaterial trigger for if the Meshes attached Material be updated?\r\n */\r\n public setMeshToFrame(m: AbstractMesh, frameID: number, updateMaterial: boolean = false): void {\r\n this._updateMeshUV(m, frameID);\r\n if (updateMaterial) {\r\n this._updateTextureReferences(m, true);\r\n }\r\n }\r\n\r\n /**\r\n * Starts the async promise to compile the texture packer.\r\n * @returns Promise<void>\r\n */\r\n public async processAsync(): Promise<void> {\r\n return await new Promise((resolve, reject) => {\r\n try {\r\n if (this.meshes.length === 0) {\r\n //Must be a JSON load!\r\n resolve();\r\n return;\r\n }\r\n let done = 0;\r\n const doneCheck = (mat: Material) => {\r\n done++;\r\n //Check Status of all Textures on all meshes, till they are ready.\r\n if (this.options.map) {\r\n for (let j = 0; j < this.options.map.length; j++) {\r\n const index: string = this.options.map[j];\r\n const t: Texture | DynamicTexture = (mat as any)[index];\r\n\r\n if (t !== null) {\r\n if (!(this.sets as any)[this.options.map[j]]) {\r\n (this.sets as any)[this.options.map[j]] = true;\r\n }\r\n\r\n this._expecting++;\r\n }\r\n }\r\n\r\n if (done === this.meshes.length) {\r\n this._createFrames(resolve);\r\n }\r\n }\r\n };\r\n\r\n for (let i = 0; i < this.meshes.length; i++) {\r\n const mesh = this.meshes[i];\r\n const material: Nullable<Material> = mesh.material;\r\n\r\n if (!material) {\r\n done++;\r\n if (done === this.meshes.length) {\r\n return this._createFrames(resolve);\r\n }\r\n continue;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n material.forceCompilationAsync(mesh).then(() => {\r\n doneCheck(material);\r\n });\r\n }\r\n } catch (e) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return reject(e);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes all textures associated with this packer\r\n */\r\n public dispose(): void {\r\n const sKeys = Object.keys(this.sets);\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const channel = sKeys[i];\r\n (this.sets as any)[channel].dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Starts the download process for all the channels converting them to base64 data and embedding it all in a JSON file.\r\n * @param imageType is the image type to use.\r\n * @param quality of the image if downloading as jpeg, Ranges from >0 to 1.\r\n */\r\n public download(imageType: string = \"png\", quality: number = 1): void {\r\n setTimeout(() => {\r\n const pack = {\r\n name: this.name,\r\n sets: {},\r\n options: {},\r\n frames: [],\r\n };\r\n\r\n const sKeys = Object.keys(this.sets);\r\n const oKeys = Object.keys(this.options);\r\n try {\r\n for (let i = 0; i < sKeys.length; i++) {\r\n const channel: string = sKeys[i];\r\n const dt = (this.sets as any)[channel];\r\n (pack.sets as any)[channel] = dt.getContext().canvas.toDataURL(\"image/\" + imageType, quality);\r\n }\r\n for (let i = 0; i < oKeys.length; i++) {\r\n const opt: string = oKeys[i];\r\n (pack.options as any)[opt] = (this.options as any)[opt];\r\n }\r\n for (let i = 0; i < this.frames.length; i++) {\r\n const _f = this.frames[i];\r\n (pack.frames as Array<number>).push(_f.scale.x, _f.scale.y, _f.offset.x, _f.offset.y);\r\n }\r\n } catch (err) {\r\n Logger.Warn(\"Unable to download: \" + err);\r\n return;\r\n }\r\n\r\n const data = \"data:text/json;charset=utf-8,\" + encodeURIComponent(JSON.stringify(pack, null, 4));\r\n const _a = document.createElement(\"a\");\r\n _a.setAttribute(\"href\", data);\r\n _a.setAttribute(\"download\", this.name + \"_texurePackage.json\");\r\n document.body.appendChild(_a);\r\n _a.click();\r\n _a.remove();\r\n }, 0);\r\n }\r\n\r\n /**\r\n * Public method to load a texturePacker JSON file.\r\n * @param data of the JSON file in string format.\r\n */\r\n public updateFromJSON(data: string): void {\r\n try {\r\n const parsedData: ITexturePackerJSON = JSON.parse(data);\r\n this.name = parsedData.name;\r\n const _options = Object.keys(parsedData.options);\r\n\r\n for (let i = 0; i < _options.length; i++) {\r\n (this.options as any)[_options[i]] = (parsedData.options as any)[_options[i]];\r\n }\r\n\r\n for (let i = 0; i < parsedData.frames.length; i += 4) {\r\n const frame: TexturePackerFrame = new TexturePackerFrame(\r\n i / 4,\r\n new Vector2(parsedData.frames[i], parsedData.frames[i + 1]),\r\n new Vector2(parsedData.frames[i + 2], parsedData.frames[i + 3])\r\n );\r\n this.frames.push(frame);\r\n }\r\n\r\n const channels = Object.keys(parsedData.sets);\r\n\r\n for (let i = 0; i < channels.length; i++) {\r\n const _t = new Texture(parsedData.sets[channels[i]], this.scene, false, false);\r\n (this.sets as any)[channels[i]] = _t;\r\n }\r\n } catch (err) {\r\n Logger.Warn(\"Unable to update from JSON: \" + err);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { type Scene } from "../../../scene.js";
2
- import { Texture } from "../../../Materials/Textures/texture.js";
3
- import { type IProceduralTextureCreationOptions, ProceduralTexture } from "./proceduralTexture.js";
2
+ import { Texture } from "../../../Materials/Textures/texture.pure.js";
3
+ import { type IProceduralTextureCreationOptions, ProceduralTexture } from "./proceduralTexture.pure.js";
4
4
  import { type TextureSize } from "../../../Materials/Textures/textureCreationOptions.js";
5
5
  /**
6
6
  * Options to create a Custom Procedural Texture.
@@ -1,8 +1,8 @@
1
1
  import { Logger } from "../../../Misc/logger.js";
2
- import { Vector3, Vector2 } from "../../../Maths/math.vector.js";
3
- import { Color4, Color3 } from "../../../Maths/math.color.js";
4
- import { Texture } from "../../../Materials/Textures/texture.js";
5
- import { ProceduralTexture } from "./proceduralTexture.js";
2
+ import { Vector3, Vector2 } from "../../../Maths/math.vector.pure.js";
3
+ import { Color4, Color3 } from "../../../Maths/math.color.pure.js";
4
+ import { Texture } from "../../../Materials/Textures/texture.pure.js";
5
+ import { ProceduralTexture } from "./proceduralTexture.pure.js";
6
6
  import { WebRequest } from "../../../Misc/webRequest.js";
7
7
  /**
8
8
  * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
@@ -1 +1 @@
1
- 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{ Logger } from \"../../../Misc/logger\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Color4, Color3 } from \"../../../Maths/math.color\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { type IProceduralTextureCreationOptions, ProceduralTexture } from \"./proceduralTexture\";\r\nimport { WebRequest } from \"../../../Misc/webRequest\";\r\nimport { type TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Options to create a Custom Procedural Texture.\r\n */\r\nexport interface ICustomProceduralTextureCreationOptions extends IProceduralTextureCreationOptions {\r\n /**\r\n * Define a boolena indicating that there is no json config file to load\r\n */\r\n skipJson?: boolean;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures#creating-custom-procedural-textures\r\n */\r\nexport class CustomProceduralTexture extends ProceduralTexture {\r\n private _animate: boolean = true;\r\n private _time: number = 0;\r\n private _config: any;\r\n private _texturePath: string;\r\n\r\n /**\r\n * Instantiates a new Custom Procedural Texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures#creating-custom-procedural-textures\r\n * @param name Define the name of the texture\r\n * @param texturePath Define the folder path containing all the custom texture related files (config, shaders...)\r\n * @param size Define the size of the texture to create\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param skipJson Define a boolena indicating that there is no json config file to load\r\n */\r\n constructor(\r\n name: string,\r\n texturePath: string,\r\n size: TextureSize,\r\n scene: Scene,\r\n fallbackTexture?: Texture | ICustomProceduralTextureCreationOptions,\r\n generateMipMaps?: boolean,\r\n skipJson?: boolean\r\n ) {\r\n super(name, size, null, scene, fallbackTexture, generateMipMaps);\r\n this._texturePath = texturePath;\r\n\r\n if (fallbackTexture && !(fallbackTexture instanceof Texture)) {\r\n skipJson = !!fallbackTexture.skipJson;\r\n }\r\n\r\n if (!skipJson) {\r\n //Try to load json\r\n this._loadJson(texturePath);\r\n } else {\r\n this.setFragment(this._texturePath);\r\n }\r\n this.refreshRate = 1;\r\n }\r\n\r\n private _loadJson(jsonUrl: string): void {\r\n const noConfigFile = () => {\r\n try {\r\n this.setFragment(this._texturePath);\r\n } catch (ex) {\r\n Logger.Log(\"No json or ShaderStore or DOM element found for CustomProceduralTexture\");\r\n }\r\n };\r\n\r\n const configFileUrl = jsonUrl + \"/config.json\";\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", configFileUrl);\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.responseText && xhr.responseText.length > 0)) {\r\n try {\r\n this._config = JSON.parse(xhr.response);\r\n\r\n this.updateShaderUniforms();\r\n this.updateTextures();\r\n this.setFragment(this._texturePath + \"/custom\");\r\n\r\n this._animate = this._config.animate;\r\n this.refreshRate = this._config.refreshrate;\r\n } catch (ex) {\r\n noConfigFile();\r\n }\r\n } else {\r\n noConfigFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n noConfigFile();\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"CustomProceduralTexture: Error on XHR send request.\");\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n if (!super.isReady()) {\r\n return false;\r\n }\r\n\r\n for (const name in this._textures) {\r\n const texture = this._textures[name];\r\n\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n public override render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n if (this._animate && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n /**\r\n * Update the list of dependant textures samplers in the shader.\r\n */\r\n public updateTextures(): void {\r\n for (let i = 0; i < this._config.sampler2Ds.length; i++) {\r\n this.setTexture(this._config.sampler2Ds[i].sample2Dname, new Texture(this._texturePath + \"/\" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));\r\n }\r\n }\r\n\r\n /**\r\n * Update the uniform values of the procedural texture in the shader.\r\n */\r\n public updateShaderUniforms(): void {\r\n if (this._config) {\r\n for (let j = 0; j < this._config.uniforms.length; j++) {\r\n const uniform = this._config.uniforms[j];\r\n\r\n switch (uniform.type) {\r\n case \"float\":\r\n this.setFloat(uniform.name, uniform.value);\r\n break;\r\n case \"color3\":\r\n this.setColor3(uniform.name, new Color3(uniform.r, uniform.g, uniform.b));\r\n break;\r\n case \"color4\":\r\n this.setColor4(uniform.name, new Color4(uniform.r, uniform.g, uniform.b, uniform.a));\r\n break;\r\n case \"vector2\":\r\n this.setVector2(uniform.name, new Vector2(uniform.x, uniform.y));\r\n break;\r\n case \"vector3\":\r\n this.setVector3(uniform.name, new Vector3(uniform.x, uniform.y, uniform.z));\r\n break;\r\n }\r\n }\r\n }\r\n\r\n this.setFloat(\"time\", this._time);\r\n }\r\n\r\n /**\r\n * Define if the texture animates or not.\r\n */\r\n public get animate(): boolean {\r\n return this._animate;\r\n }\r\n\r\n public set animate(value: boolean) {\r\n this._animate = value;\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../../../Misc/logger\";\r\nimport { type Scene } from \"../../../scene\";\r\nimport { Vector3, Vector2 } from \"../../../Maths/math.vector.pure\";\r\nimport { Color4, Color3 } from \"../../../Maths/math.color.pure\";\r\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\r\nimport { type IProceduralTextureCreationOptions, ProceduralTexture } from \"./proceduralTexture.pure\";\r\nimport { WebRequest } from \"../../../Misc/webRequest\";\r\nimport { type TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * Options to create a Custom Procedural Texture.\r\n */\r\nexport interface ICustomProceduralTextureCreationOptions extends IProceduralTextureCreationOptions {\r\n /**\r\n * Define a boolena indicating that there is no json config file to load\r\n */\r\n skipJson?: boolean;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures#creating-custom-procedural-textures\r\n */\r\nexport class CustomProceduralTexture extends ProceduralTexture {\r\n private _animate: boolean = true;\r\n private _time: number = 0;\r\n private _config: any;\r\n private _texturePath: string;\r\n\r\n /**\r\n * Instantiates a new Custom Procedural Texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * Custom Procedural textures are the easiest way to create your own procedural in your application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures#creating-custom-procedural-textures\r\n * @param name Define the name of the texture\r\n * @param texturePath Define the folder path containing all the custom texture related files (config, shaders...)\r\n * @param size Define the size of the texture to create\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param skipJson Define a boolena indicating that there is no json config file to load\r\n */\r\n constructor(\r\n name: string,\r\n texturePath: string,\r\n size: TextureSize,\r\n scene: Scene,\r\n fallbackTexture?: Texture | ICustomProceduralTextureCreationOptions,\r\n generateMipMaps?: boolean,\r\n skipJson?: boolean\r\n ) {\r\n super(name, size, null, scene, fallbackTexture, generateMipMaps);\r\n this._texturePath = texturePath;\r\n\r\n if (fallbackTexture && !(fallbackTexture instanceof Texture)) {\r\n skipJson = !!fallbackTexture.skipJson;\r\n }\r\n\r\n if (!skipJson) {\r\n //Try to load json\r\n this._loadJson(texturePath);\r\n } else {\r\n this.setFragment(this._texturePath);\r\n }\r\n this.refreshRate = 1;\r\n }\r\n\r\n private _loadJson(jsonUrl: string): void {\r\n const noConfigFile = () => {\r\n try {\r\n this.setFragment(this._texturePath);\r\n } catch (ex) {\r\n Logger.Log(\"No json or ShaderStore or DOM element found for CustomProceduralTexture\");\r\n }\r\n };\r\n\r\n const configFileUrl = jsonUrl + \"/config.json\";\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", configFileUrl);\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.responseText && xhr.responseText.length > 0)) {\r\n try {\r\n this._config = JSON.parse(xhr.response);\r\n\r\n this.updateShaderUniforms();\r\n this.updateTextures();\r\n this.setFragment(this._texturePath + \"/custom\");\r\n\r\n this._animate = this._config.animate;\r\n this.refreshRate = this._config.refreshrate;\r\n } catch (ex) {\r\n noConfigFile();\r\n }\r\n } else {\r\n noConfigFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n noConfigFile();\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"CustomProceduralTexture: Error on XHR send request.\");\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n if (!super.isReady()) {\r\n return false;\r\n }\r\n\r\n for (const name in this._textures) {\r\n const texture = this._textures[name];\r\n\r\n if (!texture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n public override render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n if (this._animate && scene) {\r\n this._time += scene.getAnimationRatio() * 0.03;\r\n this.updateShaderUniforms();\r\n }\r\n\r\n super.render(useCameraPostProcess);\r\n }\r\n\r\n /**\r\n * Update the list of dependant textures samplers in the shader.\r\n */\r\n public updateTextures(): void {\r\n for (let i = 0; i < this._config.sampler2Ds.length; i++) {\r\n this.setTexture(this._config.sampler2Ds[i].sample2Dname, new Texture(this._texturePath + \"/\" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));\r\n }\r\n }\r\n\r\n /**\r\n * Update the uniform values of the procedural texture in the shader.\r\n */\r\n public updateShaderUniforms(): void {\r\n if (this._config) {\r\n for (let j = 0; j < this._config.uniforms.length; j++) {\r\n const uniform = this._config.uniforms[j];\r\n\r\n switch (uniform.type) {\r\n case \"float\":\r\n this.setFloat(uniform.name, uniform.value);\r\n break;\r\n case \"color3\":\r\n this.setColor3(uniform.name, new Color3(uniform.r, uniform.g, uniform.b));\r\n break;\r\n case \"color4\":\r\n this.setColor4(uniform.name, new Color4(uniform.r, uniform.g, uniform.b, uniform.a));\r\n break;\r\n case \"vector2\":\r\n this.setVector2(uniform.name, new Vector2(uniform.x, uniform.y));\r\n break;\r\n case \"vector3\":\r\n this.setVector3(uniform.name, new Vector3(uniform.x, uniform.y, uniform.z));\r\n break;\r\n }\r\n }\r\n }\r\n\r\n this.setFloat(\"time\", this._time);\r\n }\r\n\r\n /**\r\n * Define if the texture animates or not.\r\n */\r\n public get animate(): boolean {\r\n return this._animate;\r\n }\r\n\r\n public set animate(value: boolean) {\r\n this._animate = value;\r\n }\r\n}\r\n"]}
@@ -2,12 +2,20 @@
2
2
  import { EngineStore } from "../../../Engines/engineStore.js";
3
3
  import { ProceduralTexture } from "./proceduralTexture.pure.js";
4
4
  import { RegisterClass } from "../../../Misc/typeStore.js";
5
- let _NoiseProceduralTextureShaderPromise;
6
- async function _EnsureNoiseProceduralTextureShaderAsync() {
7
- _NoiseProceduralTextureShaderPromise ?? (_NoiseProceduralTextureShaderPromise = (async () => {
5
+ let _NoiseProceduralTextureGlslShaderPromise;
6
+ let _NoiseProceduralTextureWgslShaderPromise;
7
+ async function _EnsureNoiseProceduralTextureShaderAsync(shaderLanguage = 0 /* ShaderLanguage.GLSL */) {
8
+ if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
9
+ _NoiseProceduralTextureWgslShaderPromise ?? (_NoiseProceduralTextureWgslShaderPromise = (async () => {
10
+ await import("../../../ShadersWGSL/noise.fragment.js");
11
+ })());
12
+ await _NoiseProceduralTextureWgslShaderPromise;
13
+ return;
14
+ }
15
+ _NoiseProceduralTextureGlslShaderPromise ?? (_NoiseProceduralTextureGlslShaderPromise = (async () => {
8
16
  await import("../../../Shaders/noise.fragment.js");
9
17
  })());
10
- await _NoiseProceduralTextureShaderPromise;
18
+ await _NoiseProceduralTextureGlslShaderPromise;
11
19
  }
12
20
  /**
13
21
  * Class used to generate noise procedural textures
@@ -22,9 +30,13 @@ export class NoiseProceduralTexture extends ProceduralTexture {
22
30
  * @param generateMipMaps defines if mipmaps must be generated (true by default)
23
31
  */
24
32
  constructor(name, size = 256, scene = EngineStore.LastCreatedScene, fallbackTexture, generateMipMaps) {
33
+ const shaderLanguage = scene?.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */;
25
34
  const creationOptions = {
26
35
  fallbackTexture,
27
- extraInitializationsAsync: _EnsureNoiseProceduralTextureShaderAsync,
36
+ shaderLanguage,
37
+ extraInitializationsAsync: async () => {
38
+ await _EnsureNoiseProceduralTextureShaderAsync(shaderLanguage);
39
+ },
28
40
  };
29
41
  super(name, size, "noise", scene, creationOptions, generateMipMaps);
30
42
  /** Gets or sets the start time (default is 0) */