@babylonjs/core 9.4.0 → 9.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/arcRotateCamera.js +2 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +1 -0
- package/Cameras/camera.js.map +1 -1
- package/Cameras/followCamera.js +1 -1
- package/Cameras/followCamera.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +12 -0
- package/Collisions/gpuPicker.js +51 -0
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/ray.core.js +46 -2
- package/Culling/ray.core.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +26 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +26 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +52 -0
- package/Engines/constants.js +52 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +13 -0
- package/Engines/thinEngine.js +52 -0
- package/Engines/thinEngine.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +10 -3
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +36 -3
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +13 -0
- package/FlowGraph/flowGraphEventBlock.js +21 -2
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +26 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Layers/layer.js +5 -1
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -0
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +11 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +14 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +11 -0
- package/Materials/PBR/openpbrMaterial.js +59 -12
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +26 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +33 -15
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/material.d.ts +16 -1
- package/Materials/material.js +16 -1
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +4 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +16 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +24 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +93 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/abstractMesh.js +1 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +3 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +6 -0
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/brdfTextureTools.d.ts +12 -0
- package/Misc/brdfTextureTools.js +22 -0
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Misc/depthReducer.js +1 -1
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +7 -1
- package/Misc/snapshotRenderingHelper.js +7 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/textureTools.js +26 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
- package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
- package/Particles/Node/nodeParticleBuildState.js +15 -0
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +23 -22
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -0
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +1 -0
- package/Particles/thinParticleSystem.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +2 -0
- package/PostProcesses/postProcessManager.js +14 -8
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +6 -6
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +4 -1
- package/Rendering/prePassRenderer.js +31 -9
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +18 -10
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +36 -14
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -5
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +10 -6
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/openpbr.fragment.js +14 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +19 -11
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +3 -3
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +36 -14
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -6
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +16 -17
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +1 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
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@@ -18,6 +18,32 @@ function MapSRGBToLinear(format) {
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-
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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_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"]}
|
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1
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+
{"version":3,"file":"ktxTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/ktxTextureLoader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,uBAAuB,EAAE,MAAM,uCAAuC,CAAC;AAChF,OAAO,EAAE,wBAAwB,EAAE,MAAM,wCAAwC,CAAC;AAIlF,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,SAAS,eAAe,CAAC,MAAc;IACnC,QAAQ,MAAM,EAAE,CAAC;QACb,KAAK,SAAS,CAAC,2CAA2C;YACtD,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,iDAAiD;YAC5D,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,iDAAiD;YAC5D,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,mCAAmC;YAC9C,OAAO,SAAS,CAAC,kCAAkC,CAAC;QACxD,KAAK,SAAS,CAAC,8CAA8C;YACzD,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,uDAAuD;YAClE,OAAO,SAAS,CAAC,sDAAsD,CAAC;QAC5E,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,kDAAkD;YAC7D,OAAO,SAAS,CAAC,sCAAsC,CAAC;QAC5D,KAAK,SAAS,CAAC,mDAAmD;YAC9D,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,mDAAmD;YAC9D,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,mDAAmD;YAC9D,OAAO,SAAS,CAAC,uCAAuC,CAAC;QAC7D,KAAK,SAAS,CAAC,oDAAoD;YAC/D,OAAO,SAAS,CAAC,wCAAwC,CAAC;QAC9D,KAAK,SAAS,CAAC,oDAAoD;YAC/D,OAAO,SAAS,CAAC,wCAAwC,CAAC;QAC9D,KAAK,SAAS,CAAC,oDAAoD;YAC/D,OAAO,SAAS,CAAC,wCAAwC,CAAC;QAC9D,KAAK,SAAS,CAAC,8CAA8C;YACzD,OAAO,SAAS,CAAC,wCAAwC,CAAC;IAClE,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,iBAAiB;IAA9B;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IA4F5C,CAAC;IA1FG;;;;;;OAMG;IACI,YAAY,CAAC,IAAyC,EAAE,OAAwB,EAAE,iBAA0B,EAAE,MAAsC;QACvJ,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QAED,kGAAkG;QAClG,OAAO,CAAC,aAAa,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC;QACzC,MAAM,MAAM,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC;QACnC,MAAM,GAAG,GAAG,IAAI,uBAAuB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QAEjD,MAAM,UAAU,GAAG,GAAG,CAAC,oBAAoB,GAAG,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;QAE3E,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QAE1B,GAAG,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC;QAEnD,OAAO,CAAC,KAAK,GAAG,GAAG,CAAC,UAAU,CAAC;QAC/B,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,WAAW,CAAC;QAEjC,MAAM,CAAC,wBAAwB,CAAC,OAAO,EAAE,UAAU,EAAE,GAAG,CAAC,oBAAoB,GAAG,CAAC,CAAC,CAAC;QACnF,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,EAAE,CAAC;QACb,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAAoI,EACpI,OAAa;QAEb,IAAI,uBAAuB,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACxC,kGAAkG;YAClG,OAAO,CAAC,aAAa,GAAG,CAAC,OAAO,CAAC,OAAO,CAAC;YACzC,MAAM,GAAG,GAAG,IAAI,uBAAuB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;YAEjD,MAAM,YAAY,GAAG,eAAe,CAAC,GAAG,CAAC,gBAAgB,CAAC,CAAC;YAC3D,IAAI,YAAY,EAAE,CAAC;gBACf,OAAO,CAAC,MAAM,GAAG,YAAY,CAAC;gBAC9B,OAAO,CAAC,cAAc,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC;gBAC9F,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC;YAC/B,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,MAAM,GAAG,GAAG,CAAC,gBAAgB,CAAC;YAC1C,CAAC;YAED,QAAQ,CACJ,GAAG,CAAC,UAAU,EACd,GAAG,CAAC,WAAW,EACf,OAAO,CAAC,eAAe,EACvB,IAAI,EACJ,GAAG,EAAE;gBACD,GAAG,CAAC,YAAY,CAAC,OAAO,EAAE,OAAO,CAAC,eAAe,CAAC,CAAC;YACvD,CAAC,EACD,GAAG,CAAC,SAAS,CAChB,CAAC;QACN,CAAC;aAAM,IAAI,wBAAwB,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YAChD,MAAM,IAAI,GAAG,IAAI,wBAAwB,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC,CAAC;YAC/D,0CAA0C;YAC1C,IAAI,CAAC,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,OAAO,CAAC,CAAC,IAAI,CAC1C,GAAG,EAAE;gBACD,QAAQ,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,eAAe,EAAE,IAAI,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,KAAK,CAAC,CAAC;YAC5F,CAAC,EACD,CAAC,KAAK,EAAE,EAAE;gBACN,MAAM,CAAC,IAAI,CAAC,qCAAqC,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;gBAClE,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,IAAI,CAAC,CAAC;YACjD,CAAC,CACJ,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,KAAK,CAAC,gCAAgC,CAAC,CAAC;YAC/C,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QACjD,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { 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"]}
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@@ -230,26 +230,44 @@ export class EnvCubeTexture extends BaseTexture {
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};
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if (engine._features.allowTexturePrefiltering && (this._prefilterOnLoad || this._prefilterIrradianceOnLoad)) {
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const previousOnError = this._onError;
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const hdrFiltering = new HDRFiltering(engine);
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const prefilterPendingToken = {};
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const scene = this.getScene();
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scene?.addPendingData(prefilterPendingToken);
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this._onError = () => {
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// If the texture load itself fails, _onLoad never runs so the try/finally below
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// never fires. Make sure the pending-data token is still cleared so the scene
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scene?.removePendingData(prefilterPendingToken);
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if (previousOnError) {
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previousOnError();
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}
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};
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this._onLoad = () => {
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this.
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try {
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let irradianceTexture = null;
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if (this._prefilterIrradianceOnLoad) {
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const hdrIrradianceFiltering = new HDRIrradianceFiltering(engine, { useCdf: this._prefilterUsingCdf });
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irradianceTexture = await hdrIrradianceFiltering.prefilter(this);
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}
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// Run irradiance prefiltering first because it samples the current source texture.
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// Radiance prefiltering mutates/swaps the source internal texture, so running both
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// concurrently can lead to stale/destroyed texture references on WebGPU.
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if (this._prefilterIrradianceOnLoad && irradianceTexture) {
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this.irradianceTexture = irradianceTexture;
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const innerScene = this.getScene();
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innerScene.markAllMaterialsAsDirty(1);
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}
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}
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finally {
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scene?.removePendingData(prefilterPendingToken);
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{ type Nullable } from \"../../types\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { HDRIrradianceFiltering } from \"../../Materials/Textures/Filtering/hdrIrradianceFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\nimport { type CubeMapInfo } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * This represents an environment base texture which could for instance be from HDR or EXR files.\r\n */\r\nexport abstract class EnvCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n protected _generateHarmonics = true;\r\n protected _noMipmap: boolean;\r\n protected _size: number;\r\n\r\n private _prefilterOnLoad: boolean;\r\n private _prefilterIrradianceOnLoad: boolean;\r\n private _prefilterUsingCdf: boolean;\r\n private _textureMatrix: Matrix;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public override set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public override get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<EnvCubeTexture> = new Observable<EnvCubeTexture>();\r\n\r\n /**\r\n * Instantiates an EnvCubeTexture from the following parameters.\r\n *\r\n * @param url The location of the raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n * @param prefilterIrradianceOnLoad Prefilters texture to allow use of this texture for irradiance lighting.\r\n * @param prefilterUsingCdf Defines if the prefiltering should be done using a CDF instead of the default approach.\r\n * @param sphericalPolynomialTargetSize Target face size for spherical polynomial computation. 0 = full resolution (default).\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false,\r\n prefilterIrradianceOnLoad = false,\r\n prefilterUsingCdf = false,\r\n sphericalPolynomialTargetSize = 0\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._prefilterIrradianceOnLoad = prefilterIrradianceOnLoad;\r\n this._prefilterUsingCdf = prefilterUsingCdf;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n // CDF is very sensitive to lost precision due to downsampling. This can result in\r\n // noticeable brightness differences with different resolutions. Enabling supersampling\r\n // mitigates this.\r\n this._supersample = supersample || prefilterUsingCdf;\r\n this._generateHarmonics = generateHarmonics;\r\n this._sphericalPolynomialTargetSize = sphericalPolynomialTargetSize;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EnvCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EnvCubeTexture\";\r\n }\r\n\r\n /**\r\n * Convert the raw data from the server into cubemap faces\r\n * @param buffer The buffer containing the texture data\r\n * @param size The cubemap face size\r\n * @param supersample Defines if texture must be supersampled\r\n * @returns The cube map data\r\n */\r\n protected abstract _getCubeMapTextureDataAsync(buffer: ArrayBuffer, size: number, supersample: boolean): Promise<CubeMapInfo>;\r\n\r\n /**\r\n * Occurs when the file has been loaded.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n const callback = async (buffer: ArrayBuffer): Promise<ArrayBufferView<ArrayBufferLike>[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = await this._getCubeMapTextureDataAsync(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data, this._sphericalPolynomialTargetSize);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[EnvCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && (this._prefilterOnLoad || this._prefilterIrradianceOnLoad)) {\r\n const previousOnLoad = this._onLoad;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n this._onLoad = () => {\r\n void (async () => {\r\n let irradianceTexture: Nullable<BaseTexture> = null;\r\n if (this._prefilterIrradianceOnLoad) {\r\n const hdrIrradianceFiltering = new HDRIrradianceFiltering(engine, { useCdf: this._prefilterUsingCdf });\r\n irradianceTexture = await hdrIrradianceFiltering.prefilter(this);\r\n }\r\n\r\n // Run irradiance prefiltering first because it samples the current source texture.\r\n // Radiance prefiltering mutates/swaps the source internal texture, so running both\r\n // concurrently can lead to stale/destroyed texture references on WebGPU.\r\n if (this._prefilterIrradianceOnLoad && irradianceTexture) {\r\n this.irradianceTexture = irradianceTexture;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n\r\n if (this._prefilterOnLoad) {\r\n await hdrFiltering.prefilter(this);\r\n }\r\n\r\n if (previousOnLoad) {\r\n previousOnLoad();\r\n }\r\n })();\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n\r\n if (!this._generateHarmonics && !this._texture._sphericalPolynomial) {\r\n this._texture._sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n }\r\n\r\n // Methods\r\n public override delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serializes the texture to a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n\r\n protected abstract _instantiateClone(): this;\r\n\r\n /**\r\n * Clones the current texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): this {\r\n const newTexture = this._instantiateClone();\r\n\r\n // Base Texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n protected static _Parse(parsedTexture: any, texture: EnvCubeTexture): void {\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n texture.rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ type Nullable } from \"../../types\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { ToGammaSpace } from \"../../Maths/math.constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { HDRFiltering } from \"../../Materials/Textures/Filtering/hdrFiltering\";\r\nimport { HDRIrradianceFiltering } from \"../../Materials/Textures/Filtering/hdrIrradianceFiltering\";\r\nimport { ToHalfFloat } from \"../../Misc/textureTools\";\r\nimport \"../../Materials/Textures/baseTexture.polynomial\";\r\nimport { type CubeMapInfo } from \"../../Misc/HighDynamicRange/panoramaToCubemap\";\r\nimport { SphericalPolynomial } from \"../../Maths/sphericalPolynomial\";\r\n\r\n/**\r\n * This represents an environment base texture which could for instance be from HDR or EXR files.\r\n */\r\nexport abstract class EnvCubeTexture extends BaseTexture {\r\n private static _FacesMapping = [\"right\", \"left\", \"up\", \"down\", \"front\", \"back\"];\r\n\r\n protected _generateHarmonics = true;\r\n protected _noMipmap: boolean;\r\n protected _size: number;\r\n\r\n private _prefilterOnLoad: boolean;\r\n private _prefilterIrradianceOnLoad: boolean;\r\n private _prefilterUsingCdf: boolean;\r\n private _textureMatrix: Matrix;\r\n private _supersample: boolean;\r\n private _onLoad: () => void;\r\n private _onError: Nullable<() => void> = null;\r\n\r\n /**\r\n * The texture URL.\r\n */\r\n public url: string;\r\n\r\n protected _isBlocking: boolean = true;\r\n /**\r\n * Sets whether or not the texture is blocking during loading.\r\n */\r\n public override set isBlocking(value: boolean) {\r\n this._isBlocking = value;\r\n }\r\n /**\r\n * Gets whether or not the texture is blocking during loading.\r\n */\r\n public override get isBlocking(): boolean {\r\n return this._isBlocking;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture\r\n * It must define where the camera used to render the texture was set\r\n */\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<EnvCubeTexture> = new Observable<EnvCubeTexture>();\r\n\r\n /**\r\n * Instantiates an EnvCubeTexture from the following parameters.\r\n *\r\n * @param url The location of the raw data (Panorama stored in RGBE format)\r\n * @param sceneOrEngine The scene or engine the texture will be used in\r\n * @param size The cubemap desired size (the more it increases the longer the generation will be)\r\n * @param noMipmap Forces to not generate the mipmap if true\r\n * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process\r\n * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)\r\n * @param prefilterOnLoad Prefilters texture to allow use of this texture as a PBR reflection texture.\r\n * @param onLoad on success callback function\r\n * @param onError on error callback function\r\n * @param supersample Defines if texture must be supersampled (default: false)\r\n * @param prefilterIrradianceOnLoad Prefilters texture to allow use of this texture for irradiance lighting.\r\n * @param prefilterUsingCdf Defines if the prefiltering should be done using a CDF instead of the default approach.\r\n * @param sphericalPolynomialTargetSize Target face size for spherical polynomial computation. 0 = full resolution (default).\r\n */\r\n constructor(\r\n url: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n size: number,\r\n noMipmap = false,\r\n generateHarmonics = true,\r\n gammaSpace = false,\r\n prefilterOnLoad = false,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n supersample = false,\r\n prefilterIrradianceOnLoad = false,\r\n prefilterUsingCdf = false,\r\n sphericalPolynomialTargetSize = 0\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n if (!url) {\r\n return;\r\n }\r\n\r\n this._coordinatesMode = Texture.CUBIC_MODE;\r\n this.name = url;\r\n this.url = url;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this._prefilterOnLoad = prefilterOnLoad;\r\n this._prefilterIrradianceOnLoad = prefilterIrradianceOnLoad;\r\n this._prefilterUsingCdf = prefilterUsingCdf;\r\n this._onLoad = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n this._onError = onError;\r\n this.gammaSpace = gammaSpace;\r\n\r\n this._noMipmap = noMipmap;\r\n this._size = size;\r\n // CDF is very sensitive to lost precision due to downsampling. This can result in\r\n // noticeable brightness differences with different resolutions. Enabling supersampling\r\n // mitigates this.\r\n this._supersample = supersample || prefilterUsingCdf;\r\n this._generateHarmonics = generateHarmonics;\r\n this._sphericalPolynomialTargetSize = sphericalPolynomialTargetSize;\r\n\r\n this._texture = this._getFromCache(url, this._noMipmap, undefined, undefined, undefined, this.isCube);\r\n\r\n if (!this._texture) {\r\n if (!this.getScene()?.useDelayedTextureLoading) {\r\n this._loadTexture();\r\n } else {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n }\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => this._onLoad());\r\n } else {\r\n this._texture.onLoadedObservable.add(this._onLoad);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"EnvCubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"EnvCubeTexture\";\r\n }\r\n\r\n /**\r\n * Convert the raw data from the server into cubemap faces\r\n * @param buffer The buffer containing the texture data\r\n * @param size The cubemap face size\r\n * @param supersample Defines if texture must be supersampled\r\n * @returns The cube map data\r\n */\r\n protected abstract _getCubeMapTextureDataAsync(buffer: ArrayBuffer, size: number, supersample: boolean): Promise<CubeMapInfo>;\r\n\r\n /**\r\n * Occurs when the file has been loaded.\r\n */\r\n private _loadTexture() {\r\n const engine = this._getEngine()!;\r\n const caps = engine.getCaps();\r\n\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (caps.textureFloat && caps.textureFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else if (caps.textureHalfFloat && caps.textureHalfFloatLinearFiltering) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n // eslint-disable-next-line no-restricted-syntax\r\n const callback = async (buffer: ArrayBuffer): Promise<ArrayBufferView<ArrayBufferLike>[]> => {\r\n this.lodGenerationOffset = 0.0;\r\n this.lodGenerationScale = 0.8;\r\n\r\n // Extract the raw linear data.\r\n const data = await this._getCubeMapTextureDataAsync(buffer, this._size, this._supersample);\r\n\r\n // Generate harmonics if needed.\r\n if (this._generateHarmonics) {\r\n const sphericalPolynomial = CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data, this._sphericalPolynomialTargetSize);\r\n this.sphericalPolynomial = sphericalPolynomial;\r\n }\r\n\r\n const results = [];\r\n\r\n let byteArray: Nullable<Uint8Array> = null;\r\n let shortArray: Nullable<Uint16Array> = null;\r\n\r\n // Push each faces.\r\n for (let j = 0; j < 6; j++) {\r\n // Create fallback array\r\n if (textureType === Constants.TEXTURETYPE_HALF_FLOAT) {\r\n shortArray = new Uint16Array(this._size * this._size * 3);\r\n } else if (textureType === Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n // 3 channels of 1 bytes per pixel in bytes.\r\n byteArray = new Uint8Array(this._size * this._size * 3);\r\n }\r\n\r\n const dataFace = <Float32Array>(<any>data)[EnvCubeTexture._FacesMapping[j]];\r\n\r\n // If special cases.\r\n if (this.gammaSpace || shortArray || byteArray) {\r\n for (let i = 0; i < this._size * this._size; i++) {\r\n // Put in gamma space if requested.\r\n if (this.gammaSpace) {\r\n dataFace[i * 3 + 0] = Math.pow(dataFace[i * 3 + 0], ToGammaSpace);\r\n dataFace[i * 3 + 1] = Math.pow(dataFace[i * 3 + 1], ToGammaSpace);\r\n dataFace[i * 3 + 2] = Math.pow(dataFace[i * 3 + 2], ToGammaSpace);\r\n }\r\n\r\n // Convert to half float texture for fallback.\r\n if (shortArray) {\r\n shortArray[i * 3 + 0] = ToHalfFloat(dataFace[i * 3 + 0]);\r\n shortArray[i * 3 + 1] = ToHalfFloat(dataFace[i * 3 + 1]);\r\n shortArray[i * 3 + 2] = ToHalfFloat(dataFace[i * 3 + 2]);\r\n }\r\n\r\n // Convert to int texture for fallback.\r\n if (byteArray) {\r\n let r = Math.max(dataFace[i * 3 + 0] * 255, 0);\r\n let g = Math.max(dataFace[i * 3 + 1] * 255, 0);\r\n let b = Math.max(dataFace[i * 3 + 2] * 255, 0);\r\n\r\n // May use luminance instead if the result is not accurate.\r\n const max = Math.max(Math.max(r, g), b);\r\n if (max > 255) {\r\n const scale = 255 / max;\r\n r *= scale;\r\n g *= scale;\r\n b *= scale;\r\n }\r\n\r\n byteArray[i * 3 + 0] = r;\r\n byteArray[i * 3 + 1] = g;\r\n byteArray[i * 3 + 2] = b;\r\n }\r\n }\r\n }\r\n\r\n if (shortArray) {\r\n results.push(shortArray);\r\n } else if (byteArray) {\r\n results.push(byteArray);\r\n } else {\r\n results.push(dataFace);\r\n }\r\n }\r\n\r\n return results;\r\n };\r\n\r\n if (engine._features.allowTexturePrefiltering && (this._prefilterOnLoad || this._prefilterIrradianceOnLoad)) {\r\n const previousOnLoad = this._onLoad;\r\n const previousOnError = this._onError;\r\n const hdrFiltering = new HDRFiltering(engine);\r\n const prefilterPendingToken = {};\r\n const scene = this.getScene();\r\n scene?.addPendingData(prefilterPendingToken);\r\n this._onError = () => {\r\n // If the texture load itself fails, _onLoad never runs so the try/finally below\r\n // never fires. Make sure the pending-data token is still cleared so the scene\r\n // doesn't stay stuck in isLoading / executeWhenReady.\r\n scene?.removePendingData(prefilterPendingToken);\r\n if (previousOnError) {\r\n previousOnError();\r\n }\r\n };\r\n this._onLoad = () => {\r\n void (async () => {\r\n try {\r\n let irradianceTexture: Nullable<BaseTexture> = null;\r\n if (this._prefilterIrradianceOnLoad) {\r\n const hdrIrradianceFiltering = new HDRIrradianceFiltering(engine, { useCdf: this._prefilterUsingCdf });\r\n irradianceTexture = await hdrIrradianceFiltering.prefilter(this);\r\n }\r\n\r\n // Run irradiance prefiltering first because it samples the current source texture.\r\n // Radiance prefiltering mutates/swaps the source internal texture, so running both\r\n // concurrently can lead to stale/destroyed texture references on WebGPU.\r\n if (this._prefilterIrradianceOnLoad && irradianceTexture) {\r\n this.irradianceTexture = irradianceTexture;\r\n const innerScene = this.getScene();\r\n if (innerScene) {\r\n innerScene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n\r\n if (this._prefilterOnLoad) {\r\n await hdrFiltering.prefilter(this);\r\n }\r\n } finally {\r\n scene?.removePendingData(prefilterPendingToken);\r\n }\r\n\r\n if (previousOnLoad) {\r\n previousOnLoad();\r\n }\r\n })();\r\n };\r\n }\r\n\r\n this._texture = engine.createRawCubeTextureFromUrl(\r\n this.url,\r\n this.getScene(),\r\n this._size,\r\n Constants.TEXTUREFORMAT_RGB,\r\n textureType,\r\n this._noMipmap,\r\n callback,\r\n null,\r\n this._onLoad,\r\n this._onError\r\n );\r\n\r\n if (!this._generateHarmonics && !this._texture._sphericalPolynomial) {\r\n this._texture._sphericalPolynomial = new SphericalPolynomial();\r\n }\r\n }\r\n\r\n // Methods\r\n public override delayLoad(): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap);\r\n\r\n if (!this._texture) {\r\n this._loadTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Set the texture reflection matrix used to rotate/transform the reflection.\r\n * @param value Define the reflection matrix to set\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n this._textureMatrix = value;\r\n\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serializes the texture to a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n public override serialize(): any {\r\n if (!this.name) {\r\n return null;\r\n }\r\n\r\n const serializationObject: any = {};\r\n serializationObject.name = this.name;\r\n serializationObject.hasAlpha = this.hasAlpha;\r\n serializationObject.isCube = true;\r\n serializationObject.level = this.level;\r\n serializationObject.size = this._size;\r\n serializationObject.coordinatesMode = this.coordinatesMode;\r\n serializationObject.useInGammaSpace = this.gammaSpace;\r\n serializationObject.generateHarmonics = this._generateHarmonics;\r\n serializationObject.noMipmap = this._noMipmap;\r\n serializationObject.isBlocking = this._isBlocking;\r\n serializationObject.rotationY = this._rotationY;\r\n\r\n return serializationObject;\r\n }\r\n\r\n protected abstract _instantiateClone(): this;\r\n\r\n /**\r\n * Clones the current texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): this {\r\n const newTexture = this._instantiateClone();\r\n\r\n // Base Texture\r\n newTexture.level = this.level;\r\n newTexture.wrapU = this.wrapU;\r\n newTexture.wrapV = this.wrapV;\r\n newTexture.coordinatesIndex = this.coordinatesIndex;\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n protected static _Parse(parsedTexture: any, texture: EnvCubeTexture): void {\r\n texture.name = parsedTexture.name;\r\n texture.hasAlpha = parsedTexture.hasAlpha;\r\n texture.level = parsedTexture.level;\r\n texture.coordinatesMode = parsedTexture.coordinatesMode;\r\n texture.isBlocking = parsedTexture.isBlocking;\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n if (parsedTexture.rotationY) {\r\n texture.rotationY = parsedTexture.rotationY;\r\n }\r\n }\r\n}\r\n"]}
|
package/Materials/material.d.ts
CHANGED
|
@@ -651,7 +651,22 @@ export declare class Material implements IAnimatable, IClipPlanesHolder {
|
|
|
651
651
|
*/
|
|
652
652
|
get isFrozen(): boolean;
|
|
653
653
|
/**
|
|
654
|
-
* Locks updates for the material
|
|
654
|
+
* Locks updates for the material.
|
|
655
|
+
*
|
|
656
|
+
* Note: while a material is frozen, the scene can still rebind it at least
|
|
657
|
+
* once per camera render (and again whenever another material was bound in
|
|
658
|
+
* between). What can be skipped while the frozen material stays cached are
|
|
659
|
+
* per-mesh updates performed during a rebind.
|
|
660
|
+
*
|
|
661
|
+
* This includes per-mesh morph target influences. If the same frozen
|
|
662
|
+
* material is shared across several meshes that each have different
|
|
663
|
+
* per-mesh morph influences, only the mesh that triggers the rebind updates
|
|
664
|
+
* those values. Other meshes rendered afterward with the same cached frozen
|
|
665
|
+
* material may reuse stale influences and render with the wrong values.
|
|
666
|
+
*
|
|
667
|
+
* For that scenario either keep the material unfrozen, clone the material
|
|
668
|
+
* per mesh and freeze each clone, or `unfreeze()` before changing
|
|
669
|
+
* influences and `freeze()` again afterwards.
|
|
655
670
|
*/
|
|
656
671
|
freeze(): void;
|
|
657
672
|
/**
|
package/Materials/material.js
CHANGED
|
@@ -647,7 +647,22 @@ export class Material {
|
|
|
647
647
|
return this.checkReadyOnlyOnce;
|
|
648
648
|
}
|
|
649
649
|
/**
|
|
650
|
-
* Locks updates for the material
|
|
650
|
+
* Locks updates for the material.
|
|
651
|
+
*
|
|
652
|
+
* Note: while a material is frozen, the scene can still rebind it at least
|
|
653
|
+
* once per camera render (and again whenever another material was bound in
|
|
654
|
+
* between). What can be skipped while the frozen material stays cached are
|
|
655
|
+
* per-mesh updates performed during a rebind.
|
|
656
|
+
*
|
|
657
|
+
* This includes per-mesh morph target influences. If the same frozen
|
|
658
|
+
* material is shared across several meshes that each have different
|
|
659
|
+
* per-mesh morph influences, only the mesh that triggers the rebind updates
|
|
660
|
+
* those values. Other meshes rendered afterward with the same cached frozen
|
|
661
|
+
* material may reuse stale influences and render with the wrong values.
|
|
662
|
+
*
|
|
663
|
+
* For that scenario either keep the material unfrozen, clone the material
|
|
664
|
+
* per mesh and freeze each clone, or `unfreeze()` before changing
|
|
665
|
+
* influences and `freeze()` again afterwards.
|
|
651
666
|
*/
|
|
652
667
|
freeze() {
|
|
653
668
|
this.markDirty();
|