@babylonjs/viewer 7.40.4 → 7.41.0-alpha
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/assets/photoStudio.env +0 -0
- package/dist/babylon-viewer.esm.js +2 -0
- package/dist/babylon-viewer.esm.js.map +1 -0
- package/dist/babylon-viewer.esm.min.js +2 -0
- package/dist/babylon-viewer.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_ies-CFzvmxxg.esm.min.js +2 -0
- package/dist/chunks/EXT_lights_ies-CFzvmxxg.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_ies-cyFdY7yl.esm.js +84 -0
- package/dist/chunks/EXT_lights_ies-cyFdY7yl.esm.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-BNmSqx40.esm.min.js +2 -0
- package/dist/chunks/EXT_lights_image_based-BNmSqx40.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-CC48JVU0.esm.js +171 -0
- package/dist/chunks/EXT_lights_image_based-CC48JVU0.esm.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-B2qj3kQu.esm.js +86 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-B2qj3kQu.esm.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-lanrAAoi.esm.min.js +2 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-lanrAAoi.esm.min.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-DjvHx7gJ.esm.js +134 -0
- package/dist/chunks/EXT_meshopt_compression-DjvHx7gJ.esm.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-oH6HzGir.esm.min.js +2 -0
- package/dist/chunks/EXT_meshopt_compression-oH6HzGir.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-BYWETW7-.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_avif-BYWETW7-.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-CKXEq29h.esm.js +44 -0
- package/dist/chunks/EXT_texture_avif-CKXEq29h.esm.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-Dl4GPoEU.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_webp-Dl4GPoEU.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-fAiSgaNl.esm.js +43 -0
- package/dist/chunks/EXT_texture_webp-fAiSgaNl.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-BUQ3X3M6.esm.js +64 -0
- package/dist/chunks/ExtrasAsMetadata-BUQ3X3M6.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-C_M9nxb4.esm.min.js +2 -0
- package/dist/chunks/ExtrasAsMetadata-C_M9nxb4.esm.min.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-BdFZyLUq.esm.js +352 -0
- package/dist/chunks/KHR_animation_pointer-BdFZyLUq.esm.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-CBqZcURZ.esm.min.js +2 -0
- package/dist/chunks/KHR_animation_pointer-CBqZcURZ.esm.min.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-DU2Rk2nj.esm.min.js +2 -0
- package/dist/chunks/KHR_draco_mesh_compression-DU2Rk2nj.esm.min.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-hVF9XuFz.esm.js +610 -0
- package/dist/chunks/KHR_draco_mesh_compression-hVF9XuFz.esm.js.map +1 -0
- package/dist/chunks/KHR_interactivity-COE1p684.esm.min.js +2 -0
- package/dist/chunks/KHR_interactivity-COE1p684.esm.min.js.map +1 -0
- package/dist/chunks/KHR_interactivity-Cv1s_pea.esm.js +4033 -0
- package/dist/chunks/KHR_interactivity-Cv1s_pea.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-CHf5kbKi.esm.js +581 -0
- package/dist/chunks/KHR_lights_punctual-CHf5kbKi.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-DIEAP5SG.esm.min.js +2 -0
- package/dist/chunks/KHR_lights_punctual-DIEAP5SG.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-CU-xxV6y.esm.js +65 -0
- package/dist/chunks/KHR_materials_anisotropy-CU-xxV6y.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-Cq6CU4qW.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_anisotropy-Cq6CU4qW.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-BSjcmIju.esm.js +96 -0
- package/dist/chunks/KHR_materials_clearcoat-BSjcmIju.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-CVNNhJRE.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_clearcoat-CVNNhJRE.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-BDuGIkOh.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-BDuGIkOh.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-BZ-9rJUf.esm.js +97 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-BZ-9rJUf.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-BxiGElVU.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_dispersion-BxiGElVU.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-UI4zH1V_.esm.js +62 -0
- package/dist/chunks/KHR_materials_dispersion-UI4zH1V_.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-BT-Nu60T.esm.js +55 -0
- package/dist/chunks/KHR_materials_emissive_strength-BT-Nu60T.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-CwkVNmN7.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_emissive_strength-CwkVNmN7.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-BGUUe5AW.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_ior-BGUUe5AW.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-BbBQF-yw.esm.js +64 -0
- package/dist/chunks/KHR_materials_ior-BbBQF-yw.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-IFN2ewvr.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_iridescence-IFN2ewvr.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-nLZDN7sc.esm.js +72 -0
- package/dist/chunks/KHR_materials_iridescence-nLZDN7sc.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-CyNVQC-W.esm.js +81 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-CyNVQC-W.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-zxcydJdp.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-zxcydJdp.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-BWL9yo8Z.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_sheen-BWL9yo8Z.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-DSThWwq2.esm.js +85 -0
- package/dist/chunks/KHR_materials_sheen-DSThWwq2.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-B96NRFEV.esm.js +75 -0
- package/dist/chunks/KHR_materials_specular-B96NRFEV.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-D2JwOdxw.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_specular-D2JwOdxw.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-BvqtJXfD.esm.js +307 -0
- package/dist/chunks/KHR_materials_transmission-BvqtJXfD.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-ljXN4y_0.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_transmission-ljXN4y_0.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-CjGTXU3z.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_unlit-CjGTXU3z.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-ww00IloC.esm.js +74 -0
- package/dist/chunks/KHR_materials_unlit-ww00IloC.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_variants-D0pVU1lm.esm.min.js +2 -0
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- package/dist/chunks/KHR_materials_variants-D3IDOJfB.esm.js +262 -0
- package/dist/chunks/KHR_materials_variants-D3IDOJfB.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-BfZR8rbr.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_volume-BfZR8rbr.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-CLkC_Bvi.esm.js +87 -0
- package/dist/chunks/KHR_materials_volume-CLkC_Bvi.esm.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-BJv1P2Wt.esm.js +26 -0
- package/dist/chunks/KHR_mesh_quantization-BJv1P2Wt.esm.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-D69X_5bR.esm.min.js +2 -0
- package/dist/chunks/KHR_mesh_quantization-D69X_5bR.esm.min.js.map +1 -0
- package/dist/chunks/KHR_node_hoverability-CG6s7hhs.esm.min.js +2 -0
- package/dist/chunks/KHR_node_hoverability-CG6s7hhs.esm.min.js.map +1 -0
- package/dist/chunks/KHR_node_hoverability-xgvyZ_r-.esm.js +39 -0
- package/dist/chunks/KHR_node_hoverability-xgvyZ_r-.esm.js.map +1 -0
- package/dist/chunks/KHR_node_visibility-DUozjXRR.esm.min.js +2 -0
- package/dist/chunks/KHR_node_visibility-DUozjXRR.esm.min.js.map +1 -0
- package/dist/chunks/KHR_node_visibility-aAs5Kkey.esm.js +46 -0
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- package/dist/chunks/KHR_texture_basisu-Bjw0jG1d.esm.js +43 -0
- package/dist/chunks/KHR_texture_basisu-Bjw0jG1d.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_basisu-FWm46QOj.esm.min.js +2 -0
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- package/dist/chunks/KHR_texture_transform-DdsN6SA_.esm.js.map +1 -0
- package/dist/chunks/KHR_xmp_json_ld-DhFD64vh.esm.min.js +2 -0
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- package/dist/chunks/MSFT_audio_emitter-5lrNj8-c.esm.min.js +2 -0
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{"version":3,"file":"engine.common-CT5iq3ZT.esm.js","sources":["../../../../../dev/core/dist/Misc/performanceMonitor.js","../../../../../dev/core/dist/Engines/renderTargetWrapper.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.texture.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.loadingScreen.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.dom.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.alpha.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.states.js","../../../../../dev/core/dist/Engines/AbstractEngine/abstractEngine.renderPass.js","../../../../../dev/core/dist/Engines/engine.common.js"],"sourcesContent":["import { PrecisionDate } from \"./precisionDate\";\n/**\n * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window\n */\nexport class PerformanceMonitor {\n /**\n * constructor\n * @param frameSampleSize The number of samples required to saturate the sliding window\n */\n constructor(frameSampleSize = 30) {\n this._enabled = true;\n this._rollingFrameTime = new RollingAverage(frameSampleSize);\n }\n /**\n * Samples current frame\n * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames\n */\n sampleFrame(timeMs = PrecisionDate.Now) {\n if (!this._enabled) {\n return;\n }\n if (this._lastFrameTimeMs != null) {\n const dt = timeMs - this._lastFrameTimeMs;\n this._rollingFrameTime.add(dt);\n }\n this._lastFrameTimeMs = timeMs;\n }\n /**\n * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\n */\n get averageFrameTime() {\n return this._rollingFrameTime.average;\n }\n /**\n * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)\n */\n get averageFrameTimeVariance() {\n return this._rollingFrameTime.variance;\n }\n /**\n * Returns the frame time of the most recent frame\n */\n get instantaneousFrameTime() {\n return this._rollingFrameTime.history(0);\n }\n /**\n * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)\n */\n get averageFPS() {\n return 1000.0 / this._rollingFrameTime.average;\n }\n /**\n * Returns the average framerate in frames per second using the most recent frame time\n */\n get instantaneousFPS() {\n const history = this._rollingFrameTime.history(0);\n if (history === 0) {\n return 0;\n }\n return 1000.0 / history;\n }\n /**\n * Returns true if enough samples have been taken to completely fill the sliding window\n */\n get isSaturated() {\n return this._rollingFrameTime.isSaturated();\n }\n /**\n * Enables contributions to the sliding window sample set\n */\n enable() {\n this._enabled = true;\n }\n /**\n * Disables contributions to the sliding window sample set\n * Samples will not be interpolated over the disabled period\n */\n disable() {\n this._enabled = false;\n //clear last sample to avoid interpolating over the disabled period when next enabled\n this._lastFrameTimeMs = null;\n }\n /**\n * Returns true if sampling is enabled\n */\n get isEnabled() {\n return this._enabled;\n }\n /**\n * Resets performance monitor\n */\n reset() {\n //clear last sample to avoid interpolating over the disabled period when next enabled\n this._lastFrameTimeMs = null;\n //wipe record\n this._rollingFrameTime.reset();\n }\n}\n/**\n * RollingAverage\n *\n * Utility to efficiently compute the rolling average and variance over a sliding window of samples\n */\nexport class RollingAverage {\n /**\n * constructor\n * @param length The number of samples required to saturate the sliding window\n */\n constructor(length) {\n this._samples = new Array(length);\n this.reset();\n }\n /**\n * Adds a sample to the sample set\n * @param v The sample value\n */\n add(v) {\n //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance\n let delta;\n //we need to check if we've already wrapped round\n if (this.isSaturated()) {\n //remove bottom of stack from mean\n const bottomValue = this._samples[this._pos];\n delta = bottomValue - this.average;\n this.average -= delta / (this._sampleCount - 1);\n this._m2 -= delta * (bottomValue - this.average);\n }\n else {\n this._sampleCount++;\n }\n //add new value to mean\n delta = v - this.average;\n this.average += delta / this._sampleCount;\n this._m2 += delta * (v - this.average);\n //set the new variance\n this.variance = this._m2 / (this._sampleCount - 1);\n this._samples[this._pos] = v;\n this._pos++;\n this._pos %= this._samples.length; //positive wrap around\n }\n /**\n * Returns previously added values or null if outside of history or outside the sliding window domain\n * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that\n * @returns Value previously recorded with add() or null if outside of range\n */\n history(i) {\n if (i >= this._sampleCount || i >= this._samples.length) {\n return 0;\n }\n const i0 = this._wrapPosition(this._pos - 1.0);\n return this._samples[this._wrapPosition(i0 - i)];\n }\n /**\n * Returns true if enough samples have been taken to completely fill the sliding window\n * @returns true if sample-set saturated\n */\n isSaturated() {\n return this._sampleCount >= this._samples.length;\n }\n /**\n * Resets the rolling average (equivalent to 0 samples taken so far)\n */\n reset() {\n this.average = 0;\n this.variance = 0;\n this._sampleCount = 0;\n this._pos = 0;\n this._m2 = 0;\n }\n /**\n * Wraps a value around the sample range boundaries\n * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.\n * @returns Wrapped position in sample range\n */\n _wrapPosition(i) {\n const max = this._samples.length;\n return ((i % max) + max) % max;\n }\n}\n//# sourceMappingURL=performanceMonitor.js.map","import { HasStencilAspect } from \"../Materials/Textures/internalTexture\";\nimport { Constants } from \"./constants\";\n/**\n * Wrapper around a render target (either single or multi textures)\n */\nexport class RenderTargetWrapper {\n /**\n * Gets the depth/stencil texture\n */\n get depthStencilTexture() {\n return this._depthStencilTexture;\n }\n /**\n * Sets the depth/stencil texture\n * @param texture The depth/stencil texture to set\n * @param disposeExisting True to dispose the existing depth/stencil texture (if any) before replacing it (default: true)\n */\n setDepthStencilTexture(texture, disposeExisting = true) {\n if (disposeExisting && this._depthStencilTexture) {\n this._depthStencilTexture.dispose();\n }\n this._depthStencilTexture = texture;\n this._generateDepthBuffer = this._generateStencilBuffer = false;\n if (texture) {\n this._generateDepthBuffer = true;\n this._generateStencilBuffer = HasStencilAspect(texture.format);\n }\n }\n /**\n * Indicates if the depth/stencil texture has a stencil aspect\n */\n get depthStencilTextureWithStencil() {\n return this._depthStencilTextureWithStencil;\n }\n /**\n * Defines if the render target wrapper is for a cube texture or if false a 2d texture\n */\n get isCube() {\n return this._isCube;\n }\n /**\n * Defines if the render target wrapper is for a single or multi target render wrapper\n */\n get isMulti() {\n return this._isMulti;\n }\n /**\n * Defines if the render target wrapper is for a single or an array of textures\n */\n get is2DArray() {\n return this.layers > 0;\n }\n /**\n * Defines if the render target wrapper is for a 3D texture\n */\n get is3D() {\n return this.depth > 0;\n }\n /**\n * Gets the size of the render target wrapper (used for cubes, as width=height in this case)\n */\n get size() {\n return this.width;\n }\n /**\n * Gets the width of the render target wrapper\n */\n get width() {\n return this._size.width ?? this._size;\n }\n /**\n * Gets the height of the render target wrapper\n */\n get height() {\n return this._size.height ?? this._size;\n }\n /**\n * Gets the number of layers of the render target wrapper (only used if is2DArray is true and wrapper is not a multi render target)\n */\n get layers() {\n return this._size.layers || 0;\n }\n /**\n * Gets the depth of the render target wrapper (only used if is3D is true and wrapper is not a multi render target)\n */\n get depth() {\n return this._size.depth || 0;\n }\n /**\n * Gets the render texture. If this is a multi render target, gets the first texture\n */\n get texture() {\n return this._textures?.[0] ?? null;\n }\n /**\n * Gets the list of render textures. If we are not in a multi render target, the list will be null (use the texture getter instead)\n */\n get textures() {\n return this._textures;\n }\n /**\n * Gets the face indices that correspond to the list of render textures. If we are not in a multi render target, the list will be null\n */\n get faceIndices() {\n return this._faceIndices;\n }\n /**\n * Gets the layer indices that correspond to the list of render textures. If we are not in a multi render target, the list will be null\n */\n get layerIndices() {\n return this._layerIndices;\n }\n /**\n * Gets the base array layer of a texture in the textures array\n * This is an number that is calculated based on the layer and face indices set for this texture at that index\n * @param index The index of the texture in the textures array to get the base array layer for\n * @returns the base array layer of the texture at the given index\n */\n getBaseArrayLayer(index) {\n if (!this._textures) {\n return -1;\n }\n const texture = this._textures[index];\n const layerIndex = this._layerIndices?.[index] ?? 0;\n const faceIndex = this._faceIndices?.[index] ?? 0;\n return texture.isCube ? layerIndex * 6 + faceIndex : texture.is3D ? 0 : layerIndex;\n }\n /**\n * Gets the sample count of the render target\n */\n get samples() {\n return this._samples;\n }\n /**\n * Sets the sample count of the render target\n * @param value sample count\n * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\n * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\n * @returns the sample count that has been set\n */\n setSamples(value, initializeBuffers = true, force = false) {\n if (this.samples === value && !force) {\n return value;\n }\n const result = this._isMulti\n ? this._engine.updateMultipleRenderTargetTextureSampleCount(this, value, initializeBuffers)\n : this._engine.updateRenderTargetTextureSampleCount(this, value);\n this._samples = value;\n return result;\n }\n /**\n * Resolves the MSAA textures into their non-MSAA version.\n * Note that if samples equals 1 (no MSAA), no resolve is performed.\n */\n resolveMSAATextures() {\n if (this.isMulti) {\n this._engine.resolveMultiFramebuffer(this);\n }\n else {\n this._engine.resolveFramebuffer(this);\n }\n }\n /**\n * Generates mipmaps for each texture of the render target\n */\n generateMipMaps() {\n if (this._engine._currentRenderTarget === this) {\n this._engine.unBindFramebuffer(this, true);\n }\n if (this.isMulti) {\n this._engine.generateMipMapsMultiFramebuffer(this);\n }\n else {\n this._engine.generateMipMapsFramebuffer(this);\n }\n }\n /**\n * Initializes the render target wrapper\n * @param isMulti true if the wrapper is a multi render target\n * @param isCube true if the wrapper should render to a cube texture\n * @param size size of the render target (width/height/layers)\n * @param engine engine used to create the render target\n * @param label defines the label to use for the wrapper (for debugging purpose only)\n */\n constructor(isMulti, isCube, size, engine, label) {\n this._textures = null;\n this._faceIndices = null;\n this._layerIndices = null;\n /** @internal */\n this._samples = 1;\n /** @internal */\n this._attachments = null;\n /** @internal */\n this._generateStencilBuffer = false;\n /** @internal */\n this._generateDepthBuffer = false;\n /** @internal */\n this._depthStencilTextureWithStencil = false;\n /**\n * Sets this property to true to disable the automatic MSAA resolve that happens when the render target wrapper is unbound (default is false)\n */\n this.disableAutomaticMSAAResolve = false;\n /**\n * Indicates if MSAA color texture(s) should be resolved when a resolve occur (either automatically by the engine or manually by the user) (default is true)\n * Note that you can trigger a MSAA resolve at any time by calling resolveMSAATextures()\n */\n this.resolveMSAAColors = true;\n /**\n * Indicates if MSAA depth texture should be resolved when a resolve occur (either automatically by the engine or manually by the user) (default is false)\n */\n this.resolveMSAADepth = false;\n /**\n * Indicates if MSAA stencil texture should be resolved when a resolve occur (either automatically by the engine or manually by the user) (default is false)\n */\n this.resolveMSAAStencil = false;\n this._isMulti = isMulti;\n this._isCube = isCube;\n this._size = size;\n this._engine = engine;\n this._depthStencilTexture = null;\n this.label = label;\n }\n /**\n * Sets the render target texture(s)\n * @param textures texture(s) to set\n */\n setTextures(textures) {\n if (Array.isArray(textures)) {\n this._textures = textures;\n }\n else if (textures) {\n this._textures = [textures];\n }\n else {\n this._textures = null;\n }\n }\n /**\n * Set a texture in the textures array\n * @param texture The texture to set\n * @param index The index in the textures array to set\n * @param disposePrevious If this function should dispose the previous texture\n */\n setTexture(texture, index = 0, disposePrevious = true) {\n if (!this._textures) {\n this._textures = [];\n }\n if (this._textures[index] === texture) {\n return;\n }\n if (this._textures[index] && disposePrevious) {\n this._textures[index].dispose();\n }\n this._textures[index] = texture;\n }\n /**\n * Sets the layer and face indices of every render target texture bound to each color attachment\n * @param layers The layers of each texture to be set\n * @param faces The faces of each texture to be set\n */\n setLayerAndFaceIndices(layers, faces) {\n this._layerIndices = layers;\n this._faceIndices = faces;\n }\n /**\n * Sets the layer and face indices of a texture in the textures array that should be bound to each color attachment\n * @param index The index of the texture in the textures array to modify\n * @param layer The layer of the texture to be set\n * @param face The face of the texture to be set\n */\n setLayerAndFaceIndex(index = 0, layer, face) {\n if (!this._layerIndices) {\n this._layerIndices = [];\n }\n if (!this._faceIndices) {\n this._faceIndices = [];\n }\n if (layer !== undefined && layer >= 0) {\n this._layerIndices[index] = layer;\n }\n if (face !== undefined && face >= 0) {\n this._faceIndices[index] = face;\n }\n }\n /**\n * Creates the depth/stencil texture\n * @param comparisonFunction Comparison function to use for the texture\n * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\n * @param generateStencil Not used anymore. \"format\" will be used to determine if stencil should be created\n * @param samples sample count to use when creating the texture (default: 1)\n * @param format format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH32_FLOAT)\n * @param label defines the label to use for the texture (for debugging purpose only)\n * @returns the depth/stencil created texture\n */\n createDepthStencilTexture(comparisonFunction = 0, bilinearFiltering = true, generateStencil = false, samples = 1, format = Constants.TEXTUREFORMAT_DEPTH32_FLOAT, label) {\n this._depthStencilTexture?.dispose();\n this._depthStencilTextureWithStencil = generateStencil;\n this._depthStencilTextureLabel = label;\n this._depthStencilTexture = this._engine.createDepthStencilTexture(this._size, {\n bilinearFiltering,\n comparisonFunction,\n generateStencil,\n isCube: this._isCube,\n samples,\n depthTextureFormat: format,\n label,\n }, this);\n return this._depthStencilTexture;\n }\n /**\n * @deprecated Use shareDepth instead\n * @param renderTarget Destination renderTarget\n */\n _shareDepth(renderTarget) {\n this.shareDepth(renderTarget);\n }\n /**\n * Shares the depth buffer of this render target with another render target.\n * @param renderTarget Destination renderTarget\n */\n shareDepth(renderTarget) {\n if (this._depthStencilTexture) {\n if (renderTarget._depthStencilTexture) {\n renderTarget._depthStencilTexture.dispose();\n }\n renderTarget._depthStencilTexture = this._depthStencilTexture;\n renderTarget._depthStencilTextureWithStencil = this._depthStencilTextureWithStencil;\n this._depthStencilTexture.incrementReferences();\n }\n }\n /**\n * @internal\n */\n _swapAndDie(target) {\n if (this.texture) {\n this.texture._swapAndDie(target);\n }\n this._textures = null;\n this.dispose(true);\n }\n _cloneRenderTargetWrapper() {\n let rtw = null;\n if (this._isMulti) {\n const textureArray = this.textures;\n if (textureArray && textureArray.length > 0) {\n let generateDepthTexture = false;\n let textureCount = textureArray.length;\n let depthTextureFormat = -1;\n const lastTextureSource = textureArray[textureArray.length - 1]._source;\n if (lastTextureSource === 14 /* InternalTextureSource.Depth */ || lastTextureSource === 12 /* InternalTextureSource.DepthStencil */) {\n generateDepthTexture = true;\n depthTextureFormat = textureArray[textureArray.length - 1].format;\n textureCount--;\n }\n const samplingModes = [];\n const types = [];\n const formats = [];\n const targetTypes = [];\n const faceIndex = [];\n const layerIndex = [];\n const layerCounts = [];\n const internalTexture2Index = {};\n for (let i = 0; i < textureCount; ++i) {\n const texture = textureArray[i];\n samplingModes.push(texture.samplingMode);\n types.push(texture.type);\n formats.push(texture.format);\n const index = internalTexture2Index[texture.uniqueId];\n if (index !== undefined) {\n targetTypes.push(-1);\n layerCounts.push(0);\n }\n else {\n internalTexture2Index[texture.uniqueId] = i;\n if (texture.is2DArray) {\n targetTypes.push(Constants.TEXTURE_2D_ARRAY);\n layerCounts.push(texture.depth);\n }\n else if (texture.isCube) {\n targetTypes.push(Constants.TEXTURE_CUBE_MAP);\n layerCounts.push(0);\n } /*else if (texture.isCubeArray) {\n targetTypes.push(Constants.TEXTURE_CUBE_MAP_ARRAY);\n layerCounts.push(texture.depth);\n }*/\n else if (texture.is3D) {\n targetTypes.push(Constants.TEXTURE_3D);\n layerCounts.push(texture.depth);\n }\n else {\n targetTypes.push(Constants.TEXTURE_2D);\n layerCounts.push(0);\n }\n }\n if (this._faceIndices) {\n faceIndex.push(this._faceIndices[i] ?? 0);\n }\n if (this._layerIndices) {\n layerIndex.push(this._layerIndices[i] ?? 0);\n }\n }\n const optionsMRT = {\n samplingModes,\n generateMipMaps: textureArray[0].generateMipMaps,\n generateDepthBuffer: this._generateDepthBuffer,\n generateStencilBuffer: this._generateStencilBuffer,\n generateDepthTexture,\n depthTextureFormat,\n types,\n formats,\n textureCount,\n targetTypes,\n faceIndex,\n layerIndex,\n layerCounts,\n label: this.label,\n };\n const size = {\n width: this.width,\n height: this.height,\n depth: this.depth,\n };\n rtw = this._engine.createMultipleRenderTarget(size, optionsMRT);\n for (let i = 0; i < textureCount; ++i) {\n if (targetTypes[i] !== -1) {\n continue;\n }\n const index = internalTexture2Index[textureArray[i].uniqueId];\n rtw.setTexture(rtw.textures[index], i);\n }\n }\n }\n else {\n const options = {};\n options.generateDepthBuffer = this._generateDepthBuffer;\n options.generateMipMaps = this.texture?.generateMipMaps ?? false;\n options.generateStencilBuffer = this._generateStencilBuffer;\n options.samplingMode = this.texture?.samplingMode;\n options.type = this.texture?.type;\n options.format = this.texture?.format;\n options.noColorAttachment = !this._textures;\n options.label = this.label;\n if (this.isCube) {\n rtw = this._engine.createRenderTargetCubeTexture(this.width, options);\n }\n else {\n const size = {\n width: this.width,\n height: this.height,\n layers: this.is2DArray || this.is3D ? this.texture?.depth : undefined,\n };\n rtw = this._engine.createRenderTargetTexture(size, options);\n }\n if (rtw.texture) {\n rtw.texture.isReady = true;\n }\n }\n return rtw;\n }\n _swapRenderTargetWrapper(target) {\n if (this._textures && target._textures) {\n for (let i = 0; i < this._textures.length; ++i) {\n this._textures[i]._swapAndDie(target._textures[i], false);\n target._textures[i].isReady = true;\n }\n }\n if (this._depthStencilTexture && target._depthStencilTexture) {\n this._depthStencilTexture._swapAndDie(target._depthStencilTexture);\n target._depthStencilTexture.isReady = true;\n }\n this._textures = null;\n this._depthStencilTexture = null;\n }\n /** @internal */\n _rebuild() {\n const rtw = this._cloneRenderTargetWrapper();\n if (!rtw) {\n return;\n }\n if (this._depthStencilTexture) {\n const samplingMode = this._depthStencilTexture.samplingMode;\n const format = this._depthStencilTexture.format;\n const bilinear = samplingMode === Constants.TEXTURE_BILINEAR_SAMPLINGMODE ||\n samplingMode === Constants.TEXTURE_TRILINEAR_SAMPLINGMODE ||\n samplingMode === Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\n rtw.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction, bilinear, this._depthStencilTextureWithStencil, this._depthStencilTexture.samples, format, this._depthStencilTextureLabel);\n }\n if (this.samples > 1) {\n rtw.setSamples(this.samples);\n }\n rtw._swapRenderTargetWrapper(this);\n rtw.dispose();\n }\n /**\n * Releases the internal render textures\n */\n releaseTextures() {\n if (this._textures) {\n for (let i = 0; i < this._textures.length; ++i) {\n this._textures[i].dispose();\n }\n }\n this._textures = null;\n }\n /**\n * Disposes the whole render target wrapper\n * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\n */\n dispose(disposeOnlyFramebuffers = false) {\n if (!disposeOnlyFramebuffers) {\n this._depthStencilTexture?.dispose();\n this._depthStencilTexture = null;\n this.releaseTextures();\n }\n this._engine._releaseRenderTargetWrapper(this);\n }\n}\n//# sourceMappingURL=renderTargetWrapper.js.map","import { AbstractEngine } from \"../abstractEngine\";\nAbstractEngine.prototype.createDepthStencilTexture = function (size, options, rtWrapper) {\n if (options.isCube) {\n const width = size.width || size;\n return this._createDepthStencilCubeTexture(width, options);\n }\n else {\n return this._createDepthStencilTexture(size, options, rtWrapper);\n }\n};\n//# sourceMappingURL=abstractEngine.texture.js.map","import { IsWindowObjectExist } from \"../../Misc/domManagement\";\nimport { AbstractEngine } from \"../abstractEngine\";\nAbstractEngine.prototype.displayLoadingUI = function () {\n if (!IsWindowObjectExist()) {\n return;\n }\n const loadingScreen = this.loadingScreen;\n if (loadingScreen) {\n loadingScreen.displayLoadingUI();\n }\n};\nAbstractEngine.prototype.hideLoadingUI = function () {\n if (!IsWindowObjectExist()) {\n return;\n }\n const loadingScreen = this._loadingScreen;\n if (loadingScreen) {\n loadingScreen.hideLoadingUI();\n }\n};\nObject.defineProperty(AbstractEngine.prototype, \"loadingScreen\", {\n get: function () {\n if (!this._loadingScreen && this._renderingCanvas) {\n this._loadingScreen = AbstractEngine.DefaultLoadingScreenFactory(this._renderingCanvas);\n }\n return this._loadingScreen;\n },\n set: function (value) {\n this._loadingScreen = value;\n },\n enumerable: true,\n configurable: true,\n});\nObject.defineProperty(AbstractEngine.prototype, \"loadingUIText\", {\n set: function (value) {\n this.loadingScreen.loadingUIText = value;\n },\n enumerable: true,\n configurable: true,\n});\nObject.defineProperty(AbstractEngine.prototype, \"loadingUIBackgroundColor\", {\n set: function (value) {\n this.loadingScreen.loadingUIBackgroundColor = value;\n },\n enumerable: true,\n configurable: true,\n});\n//# sourceMappingURL=abstractEngine.loadingScreen.js.map","import { AbstractEngine } from \"../abstractEngine\";\nAbstractEngine.prototype.getInputElement = function () {\n return this._renderingCanvas;\n};\nAbstractEngine.prototype.getRenderingCanvasClientRect = function () {\n if (!this._renderingCanvas) {\n return null;\n }\n return this._renderingCanvas.getBoundingClientRect();\n};\nAbstractEngine.prototype.getInputElementClientRect = function () {\n if (!this._renderingCanvas) {\n return null;\n }\n return this.getInputElement().getBoundingClientRect();\n};\nAbstractEngine.prototype.getAspectRatio = function (viewportOwner, useScreen = false) {\n const viewport = viewportOwner.viewport;\n return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);\n};\nAbstractEngine.prototype.getScreenAspectRatio = function () {\n return this.getRenderWidth(true) / this.getRenderHeight(true);\n};\nAbstractEngine.prototype._verifyPointerLock = function () {\n this._onPointerLockChange?.();\n};\n//# sourceMappingURL=abstractEngine.dom.js.map","import { AbstractEngine } from \"../abstractEngine\";\nimport { Constants } from \"../constants\";\nAbstractEngine.prototype.setAlphaEquation = function (equation) {\n if (this._alphaEquation === equation) {\n return;\n }\n switch (equation) {\n case Constants.ALPHA_EQUATION_ADD:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_ADD, Constants.GL_ALPHA_EQUATION_ADD);\n break;\n case Constants.ALPHA_EQUATION_SUBSTRACT:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_SUBTRACT, Constants.GL_ALPHA_EQUATION_SUBTRACT);\n break;\n case Constants.ALPHA_EQUATION_REVERSE_SUBTRACT:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_REVERSE_SUBTRACT, Constants.GL_ALPHA_EQUATION_REVERSE_SUBTRACT);\n break;\n case Constants.ALPHA_EQUATION_MAX:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_MAX, Constants.GL_ALPHA_EQUATION_MAX);\n break;\n case Constants.ALPHA_EQUATION_MIN:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_MIN, Constants.GL_ALPHA_EQUATION_MIN);\n break;\n case Constants.ALPHA_EQUATION_DARKEN:\n this._alphaState.setAlphaEquationParameters(Constants.GL_ALPHA_EQUATION_MIN, Constants.GL_ALPHA_EQUATION_ADD);\n break;\n }\n this._alphaEquation = equation;\n};\n//# sourceMappingURL=abstractEngine.alpha.js.map","import { AbstractEngine } from \"../abstractEngine\";\nimport { Constants } from \"../constants\";\nimport \"./abstractEngine.alpha\";\nAbstractEngine.prototype.getInputElement = function () {\n return this._renderingCanvas;\n};\nAbstractEngine.prototype.getDepthFunction = function () {\n return this._depthCullingState.depthFunc;\n};\nAbstractEngine.prototype.setDepthFunction = function (depthFunc) {\n this._depthCullingState.depthFunc = depthFunc;\n};\nAbstractEngine.prototype.setDepthFunctionToGreater = function () {\n this.setDepthFunction(Constants.GREATER);\n};\nAbstractEngine.prototype.setDepthFunctionToGreaterOrEqual = function () {\n this.setDepthFunction(Constants.GEQUAL);\n};\nAbstractEngine.prototype.setDepthFunctionToLess = function () {\n this.setDepthFunction(Constants.LESS);\n};\nAbstractEngine.prototype.setDepthFunctionToLessOrEqual = function () {\n this.setDepthFunction(Constants.LEQUAL);\n};\nAbstractEngine.prototype.getDepthWrite = function () {\n return this._depthCullingState.depthMask;\n};\nAbstractEngine.prototype.setDepthWrite = function (enable) {\n this._depthCullingState.depthMask = enable;\n};\nAbstractEngine.prototype.getStencilBuffer = function () {\n return this._stencilState.stencilTest;\n};\nAbstractEngine.prototype.setStencilBuffer = function (enable) {\n this._stencilState.stencilTest = enable;\n};\nAbstractEngine.prototype.getStencilMask = function () {\n return this._stencilState.stencilMask;\n};\nAbstractEngine.prototype.setStencilMask = function (mask) {\n this._stencilState.stencilMask = mask;\n};\nAbstractEngine.prototype.getStencilFunction = function () {\n return this._stencilState.stencilFunc;\n};\nAbstractEngine.prototype.getStencilFunctionReference = function () {\n return this._stencilState.stencilFuncRef;\n};\nAbstractEngine.prototype.getStencilFunctionMask = function () {\n return this._stencilState.stencilFuncMask;\n};\nAbstractEngine.prototype.setStencilFunction = function (stencilFunc) {\n this._stencilState.stencilFunc = stencilFunc;\n};\nAbstractEngine.prototype.setStencilFunctionReference = function (reference) {\n this._stencilState.stencilFuncRef = reference;\n};\nAbstractEngine.prototype.setStencilFunctionMask = function (mask) {\n this._stencilState.stencilFuncMask = mask;\n};\nAbstractEngine.prototype.getStencilOperationFail = function () {\n return this._stencilState.stencilOpStencilFail;\n};\nAbstractEngine.prototype.getStencilOperationDepthFail = function () {\n return this._stencilState.stencilOpDepthFail;\n};\nAbstractEngine.prototype.getStencilOperationPass = function () {\n return this._stencilState.stencilOpStencilDepthPass;\n};\nAbstractEngine.prototype.setStencilOperationFail = function (operation) {\n this._stencilState.stencilOpStencilFail = operation;\n};\nAbstractEngine.prototype.setStencilOperationDepthFail = function (operation) {\n this._stencilState.stencilOpDepthFail = operation;\n};\nAbstractEngine.prototype.setStencilOperationPass = function (operation) {\n this._stencilState.stencilOpStencilDepthPass = operation;\n};\nAbstractEngine.prototype.cacheStencilState = function () {\n this._cachedStencilBuffer = this.getStencilBuffer();\n this._cachedStencilFunction = this.getStencilFunction();\n this._cachedStencilMask = this.getStencilMask();\n this._cachedStencilOperationPass = this.getStencilOperationPass();\n this._cachedStencilOperationFail = this.getStencilOperationFail();\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\n this._cachedStencilReference = this.getStencilFunctionReference();\n};\nAbstractEngine.prototype.restoreStencilState = function () {\n this.setStencilFunction(this._cachedStencilFunction);\n this.setStencilMask(this._cachedStencilMask);\n this.setStencilBuffer(this._cachedStencilBuffer);\n this.setStencilOperationPass(this._cachedStencilOperationPass);\n this.setStencilOperationFail(this._cachedStencilOperationFail);\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\n this.setStencilFunctionReference(this._cachedStencilReference);\n};\nAbstractEngine.prototype.setAlphaConstants = function (r, g, b, a) {\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\n};\nAbstractEngine.prototype.getAlphaMode = function () {\n return this._alphaMode;\n};\nAbstractEngine.prototype.getAlphaEquation = function () {\n return this._alphaEquation;\n};\n//# sourceMappingURL=abstractEngine.states.js.map","import { AbstractEngine } from \"../abstractEngine\";\nAbstractEngine.prototype.getRenderPassNames = function () {\n return this._renderPassNames;\n};\nAbstractEngine.prototype.getCurrentRenderPassName = function () {\n return this._renderPassNames[this.currentRenderPassId];\n};\nAbstractEngine.prototype.createRenderPassId = function (name) {\n // Note: render pass id == 0 is always for the main render pass\n const id = ++AbstractEngine._RenderPassIdCounter;\n this._renderPassNames[id] = name ?? \"NONAME\";\n return id;\n};\nAbstractEngine.prototype.releaseRenderPassId = function (id) {\n this._renderPassNames[id] = undefined;\n for (let s = 0; s < this.scenes.length; ++s) {\n const scene = this.scenes[s];\n for (let m = 0; m < scene.meshes.length; ++m) {\n const mesh = scene.meshes[m];\n if (mesh.subMeshes) {\n for (let b = 0; b < mesh.subMeshes.length; ++b) {\n const subMesh = mesh.subMeshes[b];\n subMesh._removeDrawWrapper(id);\n }\n }\n }\n }\n};\n//# sourceMappingURL=abstractEngine.renderPass.js.map","import { IsDocumentAvailable } from \"../Misc/domManagement\";\nimport { AbstractEngine } from \"./abstractEngine\";\nimport { EngineStore } from \"./engineStore\";\n/** @internal */\nfunction _DisableTouchAction(canvas) {\n if (!canvas || !canvas.setAttribute) {\n return;\n }\n canvas.setAttribute(\"touch-action\", \"none\");\n canvas.style.touchAction = \"none\";\n canvas.style.webkitTapHighlightColor = \"transparent\";\n}\n/** @internal */\nexport function _CommonInit(commonEngine, canvas, creationOptions) {\n commonEngine._onCanvasFocus = () => {\n commonEngine.onCanvasFocusObservable.notifyObservers(commonEngine);\n };\n commonEngine._onCanvasBlur = () => {\n commonEngine.onCanvasBlurObservable.notifyObservers(commonEngine);\n };\n commonEngine._onCanvasContextMenu = (evt) => {\n if (commonEngine.disableContextMenu) {\n evt.preventDefault();\n }\n };\n canvas.addEventListener(\"focus\", commonEngine._onCanvasFocus);\n canvas.addEventListener(\"blur\", commonEngine._onCanvasBlur);\n canvas.addEventListener(\"contextmenu\", commonEngine._onCanvasContextMenu);\n commonEngine._onBlur = () => {\n if (commonEngine.disablePerformanceMonitorInBackground) {\n commonEngine.performanceMonitor.disable();\n }\n commonEngine._windowIsBackground = true;\n };\n commonEngine._onFocus = () => {\n if (commonEngine.disablePerformanceMonitorInBackground) {\n commonEngine.performanceMonitor.enable();\n }\n commonEngine._windowIsBackground = false;\n };\n commonEngine._onCanvasPointerOut = (ev) => {\n // Check that the element at the point of the pointer out isn't the canvas and if it isn't, notify observers\n // Note: This is a workaround for a bug with Safari\n if (document.elementFromPoint(ev.clientX, ev.clientY) !== canvas) {\n commonEngine.onCanvasPointerOutObservable.notifyObservers(ev);\n }\n };\n const hostWindow = commonEngine.getHostWindow(); // it calls IsWindowObjectExist()\n if (hostWindow && typeof hostWindow.addEventListener === \"function\") {\n hostWindow.addEventListener(\"blur\", commonEngine._onBlur);\n hostWindow.addEventListener(\"focus\", commonEngine._onFocus);\n }\n canvas.addEventListener(\"pointerout\", commonEngine._onCanvasPointerOut);\n if (!creationOptions.doNotHandleTouchAction) {\n _DisableTouchAction(canvas);\n }\n // Create Audio Engine if needed.\n if (!AbstractEngine.audioEngine && creationOptions.audioEngine && AbstractEngine.AudioEngineFactory) {\n AbstractEngine.audioEngine = AbstractEngine.AudioEngineFactory(commonEngine.getRenderingCanvas(), commonEngine.getAudioContext(), commonEngine.getAudioDestination());\n }\n if (IsDocumentAvailable()) {\n // Fullscreen\n commonEngine._onFullscreenChange = () => {\n commonEngine.isFullscreen = !!document.fullscreenElement;\n // Pointer lock\n if (commonEngine.isFullscreen && commonEngine._pointerLockRequested && canvas) {\n RequestPointerlock(canvas);\n }\n };\n document.addEventListener(\"fullscreenchange\", commonEngine._onFullscreenChange, false);\n document.addEventListener(\"webkitfullscreenchange\", commonEngine._onFullscreenChange, false);\n // Pointer lock\n commonEngine._onPointerLockChange = () => {\n commonEngine.isPointerLock = document.pointerLockElement === canvas;\n };\n document.addEventListener(\"pointerlockchange\", commonEngine._onPointerLockChange, false);\n document.addEventListener(\"webkitpointerlockchange\", commonEngine._onPointerLockChange, false);\n }\n commonEngine.enableOfflineSupport = AbstractEngine.OfflineProviderFactory !== undefined;\n commonEngine._deterministicLockstep = !!creationOptions.deterministicLockstep;\n commonEngine._lockstepMaxSteps = creationOptions.lockstepMaxSteps || 0;\n commonEngine._timeStep = creationOptions.timeStep || 1 / 60;\n}\n/** @internal */\nexport function _CommonDispose(commonEngine, canvas) {\n // Release audio engine\n if (EngineStore.Instances.length === 1 && AbstractEngine.audioEngine) {\n AbstractEngine.audioEngine.dispose();\n AbstractEngine.audioEngine = null;\n }\n // Events\n const hostWindow = commonEngine.getHostWindow(); // it calls IsWindowObjectExist()\n if (hostWindow && typeof hostWindow.removeEventListener === \"function\") {\n hostWindow.removeEventListener(\"blur\", commonEngine._onBlur);\n hostWindow.removeEventListener(\"focus\", commonEngine._onFocus);\n }\n if (canvas) {\n canvas.removeEventListener(\"focus\", commonEngine._onCanvasFocus);\n canvas.removeEventListener(\"blur\", commonEngine._onCanvasBlur);\n canvas.removeEventListener(\"pointerout\", commonEngine._onCanvasPointerOut);\n canvas.removeEventListener(\"contextmenu\", commonEngine._onCanvasContextMenu);\n }\n if (IsDocumentAvailable()) {\n document.removeEventListener(\"fullscreenchange\", commonEngine._onFullscreenChange);\n document.removeEventListener(\"mozfullscreenchange\", commonEngine._onFullscreenChange);\n document.removeEventListener(\"webkitfullscreenchange\", commonEngine._onFullscreenChange);\n document.removeEventListener(\"msfullscreenchange\", commonEngine._onFullscreenChange);\n document.removeEventListener(\"pointerlockchange\", commonEngine._onPointerLockChange);\n document.removeEventListener(\"mspointerlockchange\", commonEngine._onPointerLockChange);\n document.removeEventListener(\"mozpointerlockchange\", commonEngine._onPointerLockChange);\n document.removeEventListener(\"webkitpointerlockchange\", commonEngine._onPointerLockChange);\n }\n}\n/**\n * Get Font size information\n * @param font font name\n * @returns an object containing ascent, height and descent\n */\nexport function GetFontOffset(font) {\n const text = document.createElement(\"span\");\n text.textContent = \"Hg\";\n text.style.font = font;\n const block = document.createElement(\"div\");\n block.style.display = \"inline-block\";\n block.style.width = \"1px\";\n block.style.height = \"0px\";\n block.style.verticalAlign = \"bottom\";\n const div = document.createElement(\"div\");\n div.style.whiteSpace = \"nowrap\";\n div.appendChild(text);\n div.appendChild(block);\n document.body.appendChild(div);\n let fontAscent = 0;\n let fontHeight = 0;\n try {\n fontHeight = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\n block.style.verticalAlign = \"baseline\";\n fontAscent = block.getBoundingClientRect().top - text.getBoundingClientRect().top;\n }\n finally {\n document.body.removeChild(div);\n }\n return { ascent: fontAscent, height: fontHeight, descent: fontHeight - fontAscent };\n}\n/** @internal */\nexport function CreateImageBitmapFromSource(engine, imageSource, options) {\n const promise = new Promise((resolve, reject) => {\n const image = new Image();\n image.onload = () => {\n image.decode().then(() => {\n engine.createImageBitmap(image, options).then((imageBitmap) => {\n resolve(imageBitmap);\n });\n });\n };\n image.onerror = () => {\n reject(`Error loading image ${image.src}`);\n };\n image.src = imageSource;\n });\n return promise;\n}\n/** @internal */\nexport function ResizeImageBitmap(engine, image, bufferWidth, bufferHeight) {\n const canvas = engine.createCanvas(bufferWidth, bufferHeight);\n const context = canvas.getContext(\"2d\");\n if (!context) {\n throw new Error(\"Unable to get 2d context for resizeImageBitmap\");\n }\n context.drawImage(image, 0, 0);\n // Create VertexData from map data\n // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\n const buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;\n return buffer;\n}\n/**\n * Ask the browser to promote the current element to fullscreen rendering mode\n * @param element defines the DOM element to promote\n */\nexport function RequestFullscreen(element) {\n const requestFunction = element.requestFullscreen || element.webkitRequestFullscreen;\n if (!requestFunction) {\n return;\n }\n requestFunction.call(element);\n}\n/**\n * Asks the browser to exit fullscreen mode\n */\nexport function ExitFullscreen() {\n const anyDoc = document;\n if (document.exitFullscreen) {\n document.exitFullscreen();\n }\n else if (anyDoc.webkitCancelFullScreen) {\n anyDoc.webkitCancelFullScreen();\n }\n}\n/**\n * Ask the browser to promote the current element to pointerlock mode\n * @param element defines the DOM element to promote\n */\nexport function RequestPointerlock(element) {\n if (element.requestPointerLock) {\n // In some browsers, requestPointerLock returns a promise.\n // Handle possible rejections to avoid an unhandled top-level exception.\n const promise = element.requestPointerLock();\n if (promise instanceof Promise)\n promise\n .then(() => {\n element.focus();\n })\n .catch(() => { });\n else\n element.focus();\n }\n}\n/**\n * Asks the browser to exit pointerlock mode\n */\nexport function ExitPointerlock() {\n if (document.exitPointerLock) {\n document.exitPointerLock();\n }\n}\n//# 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import{G as e,U as n,a as o}from"./environmentTextureTools-BjmCbfSf.esm.min.js";import"./index-DRbhrB0j.esm.min.js";import"./dumpTools-C8ZzlWEh.esm.min.js";class t{constructor(){this.supportCascades=!1}loadCubeData(t,s,a,r,i){if(Array.isArray(t))return;const d=e(t);if(d){s.width=d.width,s.height=d.width;try{n(s,d),o(s,t,d).then((()=>{s.isReady=!0,s.onLoadedObservable.notifyObservers(s),s.onLoadedObservable.clear(),r&&r()}),(e=>{i?.("Can not upload environment levels",e)}))}catch(e){i?.("Can not upload environment file",e)}}else i&&i("Can not parse the environment file",null)}loadData(){throw".env not supported in 2d."}}export{t as _ENVTextureLoader};
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//# sourceMappingURL=envTextureLoader-D7L0fVXR.esm.min.js.map
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{"version":3,"file":"envTextureLoader-D7L0fVXR.esm.min.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/envTextureLoader.js"],"sourcesContent":["import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from \"../../../Misc/environmentTextureTools\";\n/**\n * Implementation of the ENV Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _ENVTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = false;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n * @param onError defines the callback to trigger in case of error\n */\n loadCubeData(data, texture, createPolynomials, onLoad, onError) {\n if (Array.isArray(data)) {\n return;\n }\n const info = GetEnvInfo(data);\n if (info) {\n texture.width = info.width;\n texture.height = info.width;\n try {\n UploadEnvSpherical(texture, info);\n UploadEnvLevelsAsync(texture, data, info).then(() => {\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad();\n }\n }, (reason) => {\n onError?.(\"Can not upload environment levels\", reason);\n });\n }\n catch (e) {\n onError?.(\"Can not upload environment file\", e);\n }\n }\n else if (onError) {\n onError(\"Can not parse the environment file\", null);\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n */\n loadData() {\n // eslint-disable-next-line no-throw-literal\n throw \".env not supported in 2d.\";\n }\n}\n//# sourceMappingURL=envTextureLoader.js.map"],"names":["_ENVTextureLoader","constructor","this","supportCascades","loadCubeData","data","texture","createPolynomials","onLoad","onError","Array","isArray","info","GetEnvInfo","width","height","UploadEnvSpherical","UploadEnvLevelsAsync","then","isReady","onLoadedObservable","notifyObservers","clear","reason","e","loadData"],"mappings":"4JAMO,MAAMA,EACT,WAAAC,GAIIC,KAAKC,iBAAkB,CAC/B,CASI,YAAAC,CAAaC,EAAMC,EAASC,EAAmBC,EAAQC,GACnD,GAAIC,MAAMC,QAAQN,GACd,OAEJ,MAAMO,EAAOC,EAAWR,GACxB,GAAIO,EAAM,CACNN,EAAQQ,MAAQF,EAAKE,MACrBR,EAAQS,OAASH,EAAKE,MACtB,IACIE,EAAmBV,EAASM,GAC5BK,EAAqBX,EAASD,EAAMO,GAAMM,MAAK,KAC3CZ,EAAQa,SAAU,EAClBb,EAAQc,mBAAmBC,gBAAgBf,GAC3CA,EAAQc,mBAAmBE,QACvBd,GACAA,GACxB,IACoBe,IACAd,IAAU,oCAAqCc,EAAO,GAE1E,CACY,MAAOC,GACHf,IAAU,kCAAmCe,EAC7D,CACA,MACiBf,GACLA,EAAQ,qCAAsC,KAE1D,CAII,QAAAgB,GAEI,KAAM,2BACd"}
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import { G as GetEnvInfo, U as UploadEnvSpherical, a as UploadEnvLevelsAsync } from './environmentTextureTools-DYbFmR95.esm.js';
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2
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import './index-Cw2FZpYY.esm.js';
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import './dumpTools-C3vcqEdz.esm.js';
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5
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/**
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* Implementation of the ENV Texture Loader.
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* @internal
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*/
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// eslint-disable-next-line @typescript-eslint/naming-convention
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class _ENVTextureLoader {
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constructor() {
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/**
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* Defines whether the loader supports cascade loading the different faces.
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*/
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this.supportCascades = false;
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}
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/**
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* Uploads the cube texture data to the WebGL texture. It has already been bound.
|
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* @param data contains the texture data
|
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* @param texture defines the BabylonJS internal texture
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* @param createPolynomials will be true if polynomials have been requested
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* @param onLoad defines the callback to trigger once the texture is ready
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* @param onError defines the callback to trigger in case of error
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*/
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loadCubeData(data, texture, createPolynomials, onLoad, onError) {
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if (Array.isArray(data)) {
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return;
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}
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const info = GetEnvInfo(data);
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if (info) {
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texture.width = info.width;
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texture.height = info.width;
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try {
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UploadEnvSpherical(texture, info);
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UploadEnvLevelsAsync(texture, data, info).then(() => {
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texture.isReady = true;
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37
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texture.onLoadedObservable.notifyObservers(texture);
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texture.onLoadedObservable.clear();
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if (onLoad) {
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onLoad();
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}
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}, (reason) => {
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onError?.("Can not upload environment levels", reason);
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});
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}
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catch (e) {
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onError?.("Can not upload environment file", e);
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}
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}
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else if (onError) {
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onError("Can not parse the environment file", null);
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}
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53
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}
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/**
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* Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.
|
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56
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+
*/
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loadData() {
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// eslint-disable-next-line no-throw-literal
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throw ".env not supported in 2d.";
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+
}
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61
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+
}
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+
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export { _ENVTextureLoader };
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{"version":3,"file":"envTextureLoader-PtuRNDrr.esm.js","sources":["../../../../../dev/core/dist/Materials/Textures/Loaders/envTextureLoader.js"],"sourcesContent":["import { GetEnvInfo, UploadEnvLevelsAsync, UploadEnvSpherical } from \"../../../Misc/environmentTextureTools\";\n/**\n * Implementation of the ENV Texture Loader.\n * @internal\n */\n// eslint-disable-next-line @typescript-eslint/naming-convention\nexport class _ENVTextureLoader {\n constructor() {\n /**\n * Defines whether the loader supports cascade loading the different faces.\n */\n this.supportCascades = false;\n }\n /**\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\n * @param data contains the texture data\n * @param texture defines the BabylonJS internal texture\n * @param createPolynomials will be true if polynomials have been requested\n * @param onLoad defines the callback to trigger once the texture is ready\n * @param onError defines the callback to trigger in case of error\n */\n loadCubeData(data, texture, createPolynomials, onLoad, onError) {\n if (Array.isArray(data)) {\n return;\n }\n const info = GetEnvInfo(data);\n if (info) {\n texture.width = info.width;\n texture.height = info.width;\n try {\n UploadEnvSpherical(texture, info);\n UploadEnvLevelsAsync(texture, data, info).then(() => {\n texture.isReady = true;\n texture.onLoadedObservable.notifyObservers(texture);\n texture.onLoadedObservable.clear();\n if (onLoad) {\n onLoad();\n }\n }, (reason) => {\n onError?.(\"Can not upload environment levels\", reason);\n });\n }\n catch (e) {\n onError?.(\"Can not upload environment file\", e);\n }\n }\n else if (onError) {\n onError(\"Can not parse the environment file\", null);\n }\n }\n /**\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\n */\n loadData() {\n // eslint-disable-next-line no-throw-literal\n throw \".env not supported in 2d.\";\n }\n}\n//# sourceMappingURL=envTextureLoader.js.map"],"names":[],"mappings":";;;;AACA;AACA;AACA;AACA;AACA;AACO,MAAM,iBAAiB,CAAC;AAC/B,IAAI,WAAW,GAAG;AAClB;AACA;AACA;AACA,QAAQ,IAAI,CAAC,eAAe,GAAG,KAAK;AACpC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,IAAI,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,iBAAiB,EAAE,MAAM,EAAE,OAAO,EAAE;AACpE,QAAQ,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;AACjC,YAAY;AACZ;AACA,QAAQ,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,CAAC;AACrC,QAAQ,IAAI,IAAI,EAAE;AAClB,YAAY,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK;AACtC,YAAY,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK;AACvC,YAAY,IAAI;AAChB,gBAAgB,kBAAkB,CAAC,OAAO,EAAE,IAAI,CAAC;AACjD,gBAAgB,oBAAoB,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM;AACrE,oBAAoB,OAAO,CAAC,OAAO,GAAG,IAAI;AAC1C,oBAAoB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC;AACvE,oBAAoB,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE;AACtD,oBAAoB,IAAI,MAAM,EAAE;AAChC,wBAAwB,MAAM,EAAE;AAChC;AACA,iBAAiB,EAAE,CAAC,MAAM,KAAK;AAC/B,oBAAoB,OAAO,GAAG,mCAAmC,EAAE,MAAM,CAAC;AAC1E,iBAAiB,CAAC;AAClB;AACA,YAAY,OAAO,CAAC,EAAE;AACtB,gBAAgB,OAAO,GAAG,iCAAiC,EAAE,CAAC,CAAC;AAC/D;AACA;AACA,aAAa,IAAI,OAAO,EAAE;AAC1B,YAAY,OAAO,CAAC,oCAAoC,EAAE,IAAI,CAAC;AAC/D;AACA;AACA;AACA;AACA;AACA,IAAI,QAAQ,GAAG;AACf;AACA,QAAQ,MAAM,2BAA2B;AACzC;AACA;;;;"}
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import{L as e,T as t,c as r,C as n,by as o,I as a,B as i,S as s,v as l}from"./index-DRbhrB0j.esm.min.js";import"./dumpTools-C8ZzlWEh.esm.min.js";const u="image/png",p=[134,22,135,150,246,214,150,54];function c(t){const r=new DataView(t.buffer,t.byteOffset,t.byteLength);let n=0;for(let t=0;t<p.length;t++)if(r.getUint8(n++)!==p[t])return e.Error("Not a babylon environment map"),null;let o="",a=0;for(;a=r.getUint8(n++);)o+=String.fromCharCode(a);let i=JSON.parse(o);return i=T(i),i.specular&&(i.specular.specularDataPosition=n,i.specular.lodGenerationScale=i.specular.lodGenerationScale||.8),i}function T(e){if(e.version>2)throw new Error(`Unsupported babylon environment map version "${e.version}". Latest supported version is "2".`);return 2===e.version?e:e={...e,version:2,imageType:u}}function d(e,t,r){const n=(r=T(r)).specular;if(!n)return Promise.resolve();e._lodGenerationScale=n.lodGenerationScale;const o=function(e,t){const r=(t=T(t)).specular;let n=Math.log2(t.width);if(n=Math.round(n)+1,r.mipmaps.length!==6*n)throw new Error(`Unsupported specular mipmaps number "${r.mipmaps.length}"`);const o=new Array(n);for(let t=0;t<n;t++){o[t]=new Array(6);for(let n=0;n<6;n++){const a=r.mipmaps[6*t+n];o[t][n]=new Uint8Array(e.buffer,e.byteOffset+r.specularDataPosition+a.position,a.length)}}return o}(t,r);return m(e,o,r.imageType)}function f(e,t,r,o,a,i,s,l,u,p,c){return new Promise(((T,d)=>{if(r){const r=t.createTexture(null,!0,!0,null,n.TEXTURE_NEAREST_SAMPLINGMODE,null,(e=>{d(e)}),e);o?.onEffectCreatedObservable.addOnce((n=>{n.executeWhenCompiled((()=>{o.externalTextureSamplerBinding=!0,o.onApply=n=>{n._bindTexture("textureSampler",r),n.setFloat2("scale",1,t._features.needsInvertingBitmap&&e instanceof ImageBitmap?-1:1)},t.scenes.length&&(t.scenes[0].postProcessManager.directRender([o],p,!0,i,s),t.restoreDefaultFramebuffer(),r.dispose(),URL.revokeObjectURL(a),T())}))}))}else{if(t._uploadImageToTexture(c,e,i,s),l){const r=u[s];r&&t._uploadImageToTexture(r._texture,e,i,0)}T()}}))}async function m(e,s,l=u){if(!t.IsExponentOfTwo(e.width))throw new Error("Texture size must be a power of two");const p=r(e.width)+1,c=e.getEngine();let T=!1,d=!1,m=null,_=null,y=null;const g=c.getCaps();e.format=n.TEXTUREFORMAT_RGBA,e.type=n.TEXTURETYPE_UNSIGNED_INT,e.generateMipMaps=!0,e._cachedAnisotropicFilteringLevel=null,c.updateTextureSamplingMode(n.TEXTURE_TRILINEAR_SAMPLINGMODE,e),g.textureLOD?c._features.supportRenderAndCopyToLodForFloatTextures?g.textureHalfFloatRender&&g.textureHalfFloatLinearFiltering?(T=!0,e.type=n.TEXTURETYPE_HALF_FLOAT):g.textureFloatRender&&g.textureFloatLinearFiltering&&(T=!0,e.type=n.TEXTURETYPE_FLOAT):T=!1:(T=!1,d=!0,y={});let x=0;if(T)c.isWebGPU?(x=1,await import("./rgbdDecode.fragment-DLpb3z18.esm.min.js")):await import("./rgbdDecode.fragment-ygeOUzIi.esm.min.js"),m=new o("rgbdDecode","rgbdDecode",null,null,1,null,n.TEXTURE_TRILINEAR_SAMPLINGMODE,c,!1,void 0,e.type,void 0,null,!1,void 0,x),e._isRGBD=!1,e.invertY=!1,_=c.createRenderTargetCubeTexture(e.width,{generateDepthBuffer:!1,generateMipMaps:!0,generateStencilBuffer:!1,samplingMode:n.TEXTURE_TRILINEAR_SAMPLINGMODE,type:e.type,format:n.TEXTUREFORMAT_RGBA});else if(e._isRGBD=!0,e.invertY=!0,d){const t=3,r=e._lodGenerationScale,o=e._lodGenerationOffset;for(let s=0;s<t;s++){const l=(p-1)*r+o,u=o+(l-o)*(1-s/(t-1)),T=Math.round(Math.min(Math.max(u,0),l)),d=new a(c,2);d.isCube=!0,d.invertY=!0,d.generateMipMaps=!1,c.updateTextureSamplingMode(n.TEXTURE_LINEAR_LINEAR,d);const f=new i(null);switch(f._isCube=!0,f._texture=d,y[T]=f,s){case 0:e._lodTextureLow=f;break;case 1:e._lodTextureMid=f;break;case 2:e._lodTextureHigh=f}}}const E=[];for(let t=0;t<s.length;t++)for(let r=0;r<6;r++){const n=s[t][r],o=new Blob([n],{type:l}),a=URL.createObjectURL(o);let i;if(c._features.forceBitmapOverHTMLImageElement)i=c.createImageBitmap(o,{premultiplyAlpha:"none"}).then((n=>f(n,c,T,m,a,r,t,d,y,_,e)));else{const n=new Image;n.src=a,i=new Promise(((o,i)=>{n.onload=()=>{f(n,c,T,m,a,r,t,d,y,_,e).then((()=>o())).catch((e=>{i(e)}))},n.onerror=e=>{i(e)}}))}E.push(i)}if(s.length<p){let t;const r=Math.pow(2,p-1-s.length),o=r*r*4;switch(e.type){case n.TEXTURETYPE_UNSIGNED_INT:t=new Uint8Array(o);break;case n.TEXTURETYPE_HALF_FLOAT:t=new Uint16Array(o);break;case n.TEXTURETYPE_FLOAT:t=new Float32Array(o)}for(let r=s.length;r<p;r++)for(let n=0;n<6;n++)c._uploadArrayBufferViewToTexture(e,t,n,r)}return Promise.all(E).then((()=>{_&&(c._releaseTexture(e),_._swapAndDie(e)),m&&m.dispose(),d&&(e._lodTextureHigh&&e._lodTextureHigh._texture&&(e._lodTextureHigh._texture.isReady=!0),e._lodTextureMid&&e._lodTextureMid._texture&&(e._lodTextureMid._texture.isReady=!0),e._lodTextureLow&&e._lodTextureLow._texture&&(e._lodTextureLow._texture.isReady=!0))}))}function _(e,t){const r=(t=T(t)).irradiance;if(!r)return;const n=new s;l.FromArrayToRef(r.x,0,n.x),l.FromArrayToRef(r.y,0,n.y),l.FromArrayToRef(r.z,0,n.z),l.FromArrayToRef(r.xx,0,n.xx),l.FromArrayToRef(r.yy,0,n.yy),l.FromArrayToRef(r.zz,0,n.zz),l.FromArrayToRef(r.yz,0,n.yz),l.FromArrayToRef(r.zx,0,n.zx),l.FromArrayToRef(r.xy,0,n.xy),e._sphericalPolynomial=n}function y(e,t,r,n,o){const a=m(e.getEngine().createRawCubeTexture(null,e.width,e.format,e.type,e.generateMipMaps,e.invertY,e.samplingMode,e._compression),t).then((()=>e));return e.onRebuildCallback=e=>({proxy:a,isReady:!0,isAsync:!0}),e._source=13,e._bufferViewArrayArray=t,e._lodGenerationScale=n,e._lodGenerationOffset=o,e._sphericalPolynomial=r,m(e,t).then((()=>(e.isReady=!0,e)))}export{c as G,_ as U,y as _,d as a};
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{"version":3,"file":"environmentTextureTools-BjmCbfSf.esm.min.js","sources":["../../../../../dev/core/dist/Misc/environmentTextureTools.js"],"sourcesContent":["import { Tools } from \"./tools\";\nimport { Vector3 } from \"../Maths/math.vector\";\nimport { ILog2 } from \"../Maths/math.scalar.functions\";\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\nimport { InternalTexture } from \"../Materials/Textures/internalTexture\";\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\nimport { Constants } from \"../Engines/constants\";\nimport { Scene } from \"../scene\";\nimport { PostProcess } from \"../PostProcesses/postProcess\";\nimport { Logger } from \"../Misc/logger\";\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\nimport \"../Materials/Textures/baseTexture.polynomial\";\nimport { DumpDataAsync } from \"../Misc/dumpTools\";\nconst DefaultEnvironmentTextureImageType = \"image/png\";\nconst CurrentVersion = 2;\n/**\n * Magic number identifying the env file.\n */\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\n/**\n * Gets the environment info from an env file.\n * @param data The array buffer containing the .env bytes.\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\n */\nexport function GetEnvInfo(data) {\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\n let pos = 0;\n for (let i = 0; i < MagicBytes.length; i++) {\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\n Logger.Error(\"Not a babylon environment map\");\n return null;\n }\n }\n // Read json manifest - collect characters up to null terminator\n let manifestString = \"\";\n let charCode = 0x00;\n while ((charCode = dataView.getUint8(pos++))) {\n manifestString += String.fromCharCode(charCode);\n }\n let manifest = JSON.parse(manifestString);\n manifest = normalizeEnvInfo(manifest);\n if (manifest.specular) {\n // Extend the header with the position of the payload.\n manifest.specular.specularDataPosition = pos;\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\n }\n return manifest;\n}\n/**\n * Normalizes any supported version of the environment file info to the latest version\n * @param info environment file info on any supported version\n * @returns environment file info in the latest supported version\n * @private\n */\nexport function normalizeEnvInfo(info) {\n if (info.version > CurrentVersion) {\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\n }\n if (info.version === 2) {\n return info;\n }\n // Migrate a v1 info to v2\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\n return info;\n}\n/**\n * Creates an environment texture from a loaded cube texture.\n * @param texture defines the cube texture to convert in env file\n * @param options options for the conversion process\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\n * @param options.imageQuality the image quality of encoded WebP images.\n * @returns a promise containing the environment data if successful.\n */\nexport async function CreateEnvTextureAsync(texture, options = {}) {\n const internalTexture = texture.getInternalTexture();\n if (!internalTexture) {\n return Promise.reject(\"The cube texture is invalid.\");\n }\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\n const engine = internalTexture.getEngine();\n if (texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\n texture.textureType !== -1) {\n return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\n }\n let textureType = Constants.TEXTURETYPE_FLOAT;\n if (!engine.getCaps().textureFloatRender) {\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\n if (!engine.getCaps().textureHalfFloatRender) {\n return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\n }\n }\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\n texture.sphericalPolynomial;\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\n const cubeWidth = internalTexture.width;\n const hostingScene = new Scene(engine);\n const specularTextures = {};\n // As we are going to readPixels the faces of the cube, make sure the drawing/update commands for the cube texture are fully sent to the GPU in case it is drawn for the first time in this very frame!\n engine.flushFramebuffer();\n // Read and collect all mipmaps data from the cube.\n const mipmapsCount = ILog2(internalTexture.width);\n for (let i = 0; i <= mipmapsCount; i++) {\n const faceWidth = Math.pow(2, mipmapsCount - i);\n // All faces of the cube.\n for (let face = 0; face < 6; face++) {\n let faceData = await texture.readPixels(face, i, undefined, false);\n if (faceData && faceData.byteLength === faceData.length) {\n const faceDataFloat = new Float32Array(faceData.byteLength * 4);\n for (let i = 0; i < faceData.byteLength; i++) {\n faceDataFloat[i] = faceData[i] / 255;\n // Gamma to linear\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\n }\n faceData = faceDataFloat;\n }\n else if (faceData && texture.gammaSpace) {\n const floatData = faceData;\n for (let i = 0; i < floatData.length; i++) {\n // Gamma to linear\n floatData[i] = Math.pow(floatData[i], 2.2);\n }\n }\n const tempTexture = engine.createRawTexture(faceData, faceWidth, faceWidth, Constants.TEXTUREFORMAT_RGBA, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null, textureType);\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, faceWidth, faceWidth);\n const imageEncodedData = await DumpDataAsync(faceWidth, faceWidth, rgbdEncodedData, imageType, undefined, false, true, options.imageQuality);\n specularTextures[i * 6 + face] = imageEncodedData;\n tempTexture.dispose();\n }\n }\n // We can delete the hosting scene keeping track of all the creation objects\n hostingScene.dispose();\n // Ensure completion of the polynomial creation promise.\n if (sphericalPolynomialPromise) {\n await sphericalPolynomialPromise;\n }\n // Creates the json header for the env texture\n const info = {\n version: CurrentVersion,\n width: cubeWidth,\n imageType,\n irradiance: _CreateEnvTextureIrradiance(texture),\n specular: {\n mipmaps: [],\n lodGenerationScale: texture.lodGenerationScale,\n },\n };\n // Sets the specular image data information\n let position = 0;\n for (let i = 0; i <= mipmapsCount; i++) {\n for (let face = 0; face < 6; face++) {\n const byteLength = specularTextures[i * 6 + face].byteLength;\n info.specular.mipmaps.push({\n length: byteLength,\n position: position,\n });\n position += byteLength;\n }\n }\n // Encode the JSON as an array buffer\n const infoString = JSON.stringify(info);\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\n infoView[i] = infoString.charCodeAt(i);\n }\n // Ends up with a null terminator for easier parsing\n infoView[infoString.length] = 0x00;\n // Computes the final required size and creates the storage\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\n const finalBuffer = new ArrayBuffer(totalSize);\n const finalBufferView = new Uint8Array(finalBuffer);\n const dataView = new DataView(finalBuffer);\n // Copy the magic bytes identifying the file in\n let pos = 0;\n for (let i = 0; i < MagicBytes.length; i++) {\n dataView.setUint8(pos++, MagicBytes[i]);\n }\n // Add the json info\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\n pos += infoBuffer.byteLength;\n // Finally inserts the texture data\n for (let i = 0; i <= mipmapsCount; i++) {\n for (let face = 0; face < 6; face++) {\n const dataBuffer = specularTextures[i * 6 + face];\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\n pos += dataBuffer.byteLength;\n }\n }\n // Voila\n return finalBuffer;\n}\n/**\n * Creates a JSON representation of the spherical data.\n * @param texture defines the texture containing the polynomials\n * @returns the JSON representation of the spherical info\n */\nfunction _CreateEnvTextureIrradiance(texture) {\n const polynmials = texture.sphericalPolynomial;\n if (polynmials == null) {\n return null;\n }\n return {\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\n };\n}\n/**\n * Creates the ArrayBufferViews used for initializing environment texture image data.\n * @param data the image data\n * @param info parameters that determine what views will be created for accessing the underlying buffer\n * @returns the views described by info providing access to the underlying buffer\n */\nexport function CreateImageDataArrayBufferViews(data, info) {\n info = normalizeEnvInfo(info);\n const specularInfo = info.specular;\n // Double checks the enclosed info\n let mipmapsCount = Math.log2(info.width);\n mipmapsCount = Math.round(mipmapsCount) + 1;\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\n }\n const imageData = new Array(mipmapsCount);\n for (let i = 0; i < mipmapsCount; i++) {\n imageData[i] = new Array(6);\n for (let face = 0; face < 6; face++) {\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);\n }\n }\n return imageData;\n}\n/**\n * Uploads the texture info contained in the env file to the GPU.\n * @param texture defines the internal texture to upload to\n * @param data defines the data to load\n * @param info defines the texture info retrieved through the GetEnvInfo method\n * @returns a promise\n */\nexport function UploadEnvLevelsAsync(texture, data, info) {\n info = normalizeEnvInfo(info);\n const specularInfo = info.specular;\n if (!specularInfo) {\n // Nothing else parsed so far\n return Promise.resolve();\n }\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\n const imageData = CreateImageDataArrayBufferViews(data, info);\n return UploadLevelsAsync(texture, imageData, info.imageType);\n}\nfunction _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture) {\n return new Promise((resolve, reject) => {\n if (expandTexture) {\n const tempTexture = engine.createTexture(null, true, true, null, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null, (message) => {\n reject(message);\n }, image);\n rgbdPostProcess?.onEffectCreatedObservable.addOnce((effect) => {\n effect.executeWhenCompiled(() => {\n // Uncompress the data to a RTT\n rgbdPostProcess.externalTextureSamplerBinding = true;\n rgbdPostProcess.onApply = (effect) => {\n effect._bindTexture(\"textureSampler\", tempTexture);\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\n };\n if (!engine.scenes.length) {\n return;\n }\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);\n // Cleanup\n engine.restoreDefaultFramebuffer();\n tempTexture.dispose();\n URL.revokeObjectURL(url);\n resolve();\n });\n });\n }\n else {\n engine._uploadImageToTexture(texture, image, face, i);\n // Upload the face to the non lod texture support\n if (generateNonLODTextures) {\n const lodTexture = lodTextures[i];\n if (lodTexture) {\n engine._uploadImageToTexture(lodTexture._texture, image, face, 0);\n }\n }\n resolve();\n }\n });\n}\n/**\n * Uploads the levels of image data to the GPU.\n * @param texture defines the internal texture to upload to\n * @param imageData defines the array buffer views of image data [mipmap][face]\n * @param imageType the mime type of the image data\n * @returns a promise\n */\nexport async function UploadLevelsAsync(texture, imageData, imageType = DefaultEnvironmentTextureImageType) {\n if (!Tools.IsExponentOfTwo(texture.width)) {\n throw new Error(\"Texture size must be a power of two\");\n }\n const mipmapsCount = ILog2(texture.width) + 1;\n // Gets everything ready.\n const engine = texture.getEngine();\n let expandTexture = false;\n let generateNonLODTextures = false;\n let rgbdPostProcess = null;\n let cubeRtt = null;\n let lodTextures = null;\n const caps = engine.getCaps();\n texture.format = Constants.TEXTUREFORMAT_RGBA;\n texture.type = Constants.TEXTURETYPE_UNSIGNED_INT;\n texture.generateMipMaps = true;\n texture._cachedAnisotropicFilteringLevel = null;\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\n // Add extra process if texture lod is not supported\n if (!caps.textureLOD) {\n expandTexture = false;\n generateNonLODTextures = true;\n lodTextures = {};\n }\n // in webgl 1 there are no ways to either render or copy lod level information for float textures.\n else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\n expandTexture = false;\n }\n // If half float available we can uncompress the texture\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\n expandTexture = true;\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\n }\n // If full float available we can uncompress the texture\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\n expandTexture = true;\n texture.type = Constants.TEXTURETYPE_FLOAT;\n }\n // Expand the texture if possible\n let shaderLanguage = 0 /* ShaderLanguage.GLSL */;\n if (expandTexture) {\n if (engine.isWebGPU) {\n shaderLanguage = 1 /* ShaderLanguage.WGSL */;\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\n }\n else {\n await import(\"../Shaders/rgbdDecode.fragment\");\n }\n // Simply run through the decode PP\n rgbdPostProcess = new PostProcess(\"rgbdDecode\", \"rgbdDecode\", null, null, 1, null, Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false, undefined, shaderLanguage);\n texture._isRGBD = false;\n texture.invertY = false;\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\n generateDepthBuffer: false,\n generateMipMaps: true,\n generateStencilBuffer: false,\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\n type: texture.type,\n format: Constants.TEXTUREFORMAT_RGBA,\n });\n }\n else {\n texture._isRGBD = true;\n texture.invertY = true;\n // In case of missing support, applies the same patch than DDS files.\n if (generateNonLODTextures) {\n const mipSlices = 3;\n const scale = texture._lodGenerationScale;\n const offset = texture._lodGenerationOffset;\n for (let i = 0; i < mipSlices; i++) {\n //compute LOD from even spacing in smoothness (matching shader calculation)\n const smoothness = i / (mipSlices - 1);\n const roughness = 1 - smoothness;\n const minLODIndex = offset; // roughness = 0\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\n const glTextureFromLod = new InternalTexture(engine, 2 /* InternalTextureSource.Temp */);\n glTextureFromLod.isCube = true;\n glTextureFromLod.invertY = true;\n glTextureFromLod.generateMipMaps = false;\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\n // Wrap in a base texture for easy binding.\n const lodTexture = new BaseTexture(null);\n lodTexture._isCube = true;\n lodTexture._texture = glTextureFromLod;\n lodTextures[mipmapIndex] = lodTexture;\n switch (i) {\n case 0:\n texture._lodTextureLow = lodTexture;\n break;\n case 1:\n texture._lodTextureMid = lodTexture;\n break;\n case 2:\n texture._lodTextureHigh = lodTexture;\n break;\n }\n }\n }\n }\n const promises = [];\n // All mipmaps up to provided number of images\n for (let i = 0; i < imageData.length; i++) {\n // All faces\n for (let face = 0; face < 6; face++) {\n // Constructs an image element from image data\n const bytes = imageData[i][face];\n const blob = new Blob([bytes], { type: imageType });\n const url = URL.createObjectURL(blob);\n let promise;\n if (engine._features.forceBitmapOverHTMLImageElement) {\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then((img) => {\n return _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\n });\n }\n else {\n const image = new Image();\n image.src = url;\n // Enqueue promise to upload to the texture.\n promise = new Promise((resolve, reject) => {\n image.onload = () => {\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\n .then(() => resolve())\n .catch((reason) => {\n reject(reason);\n });\n };\n image.onerror = (error) => {\n reject(error);\n };\n });\n }\n promises.push(promise);\n }\n }\n // Fill remaining mipmaps with black textures.\n if (imageData.length < mipmapsCount) {\n let data;\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\n const dataLength = size * size * 4;\n switch 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(texture._lodTextureMid && texture._lodTextureMid._texture) {\n texture._lodTextureMid._texture.isReady = true;\n }\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\n texture._lodTextureLow._texture.isReady = true;\n }\n }\n });\n}\n/**\n * Uploads spherical polynomials information to the texture.\n * @param texture defines the texture we are trying to upload the information to\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\n */\nexport function UploadEnvSpherical(texture, info) {\n info = normalizeEnvInfo(info);\n const irradianceInfo = info.irradiance;\n if (!irradianceInfo) {\n return;\n }\n const sp = new SphericalPolynomial();\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\n 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internalTexture._lodGenerationScale = lodScale;\n internalTexture._lodGenerationOffset = lodOffset;\n internalTexture._sphericalPolynomial = sphericalPolynomial;\n return UploadLevelsAsync(internalTexture, data).then(() => {\n internalTexture.isReady = true;\n return internalTexture;\n });\n}\n/**\n * Sets of helpers addressing the serialization and deserialization of environment texture\n * stored in a BabylonJS env file.\n * Those files are usually stored as .env files.\n */\nexport const EnvironmentTextureTools = {\n /**\n * Gets the environment info from an env file.\n * @param data The array buffer containing the .env bytes.\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\n */\n GetEnvInfo,\n /**\n * Creates an environment texture from a loaded cube texture.\n * @param texture defines the cube texture to convert in env file\n * @param options options for the conversion process\n * @param options.imageType 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