@onerjs/core 8.25.3 → 8.25.5

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Files changed (120) hide show
  1. package/Audio/audioEngine.js +5 -0
  2. package/Audio/audioEngine.js.map +1 -1
  3. package/Cameras/arcRotateCamera.d.ts +4 -0
  4. package/Cameras/arcRotateCamera.js +26 -10
  5. package/Cameras/arcRotateCamera.js.map +1 -1
  6. package/Engines/Extensions/engine.rawTexture.d.ts +2 -2
  7. package/Engines/Extensions/engine.rawTexture.js +9 -5
  8. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  9. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -0
  10. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -2
  12. package/Engines/WebGPU/Extensions/engine.rawTexture.js +9 -5
  13. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  14. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  15. package/Engines/abstractEngine.js +2 -2
  16. package/Engines/abstractEngine.js.map +1 -1
  17. package/Engines/constants.d.ts +6 -6
  18. package/Engines/constants.js +6 -6
  19. package/Engines/constants.js.map +1 -1
  20. package/Engines/thinEngine.js +11 -1
  21. package/Engines/thinEngine.js.map +1 -1
  22. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +1 -0
  23. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  24. package/Gizmos/boundingBoxGizmo.js +20 -26
  25. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  26. package/Loading/Plugins/babylonFileLoader.d.ts +11 -0
  27. package/Loading/Plugins/babylonFileLoader.js +25 -12
  28. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  29. package/Materials/Node/nodeMaterial.d.ts +2 -0
  30. package/Materials/Node/nodeMaterial.js +4 -0
  31. package/Materials/Node/nodeMaterial.js.map +1 -1
  32. package/Materials/Textures/envCubeTexture.d.ts +125 -0
  33. package/Materials/Textures/envCubeTexture.js +351 -0
  34. package/Materials/Textures/envCubeTexture.js.map +1 -0
  35. package/Materials/Textures/exrCubeTexture.d.ts +55 -0
  36. package/Materials/Textures/exrCubeTexture.js +83 -0
  37. package/Materials/Textures/exrCubeTexture.js.map +1 -0
  38. package/Materials/Textures/hdrCubeTexture.d.ts +14 -73
  39. package/Materials/Textures/hdrCubeTexture.js +25 -308
  40. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  41. package/Materials/Textures/index.d.ts +2 -0
  42. package/Materials/Textures/index.js +2 -0
  43. package/Materials/Textures/index.js.map +1 -1
  44. package/Materials/effectRenderer.d.ts +3 -1
  45. package/Materials/effectRenderer.js +5 -3
  46. package/Materials/effectRenderer.js.map +1 -1
  47. package/Materials/materialPluginBase.d.ts +1 -0
  48. package/Materials/materialPluginBase.js.map +1 -1
  49. package/Materials/materialPluginManager.js +5 -0
  50. package/Materials/materialPluginManager.js.map +1 -1
  51. package/Materials/uniformBuffer.d.ts +7 -1
  52. package/Materials/uniformBuffer.js +15 -6
  53. package/Materials/uniformBuffer.js.map +1 -1
  54. package/Maths/index.d.ts +1 -0
  55. package/Maths/index.js +1 -0
  56. package/Maths/index.js.map +1 -1
  57. package/Maths/math.vector.functions.d.ts +15 -7
  58. package/Maths/math.vector.functions.js +13 -4
  59. package/Maths/math.vector.functions.js.map +1 -1
  60. package/Meshes/Builders/tiledBoxBuilder.d.ts +1 -1
  61. package/Meshes/Builders/tiledBoxBuilder.js +36 -60
  62. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  63. package/Meshes/GreasedLine/greasedLineMesh.js +19 -9
  64. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  65. package/Meshes/linesMesh.js +1 -0
  66. package/Meshes/linesMesh.js.map +1 -1
  67. package/Meshes/mesh.js +8 -7
  68. package/Meshes/mesh.js.map +1 -1
  69. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +2 -1
  70. package/Misc/HighDynamicRange/panoramaToCubemap.js +26 -16
  71. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  72. package/Misc/environmentTextureTools.js.map +1 -1
  73. package/Misc/greasedLineTools.d.ts +3 -2
  74. package/Misc/greasedLineTools.js +4 -3
  75. package/Misc/greasedLineTools.js.map +1 -1
  76. package/Misc/khronosTextureContainer2.js +2 -2
  77. package/Misc/khronosTextureContainer2.js.map +1 -1
  78. package/Misc/rgbdTextureTools.js.map +1 -1
  79. package/Misc/screenshotTools.d.ts +9 -2
  80. package/Misc/screenshotTools.js +14 -3
  81. package/Misc/screenshotTools.js.map +1 -1
  82. package/Misc/textureTools.js.map +1 -1
  83. package/Misc/tools.js +1 -1
  84. package/Misc/tools.js.map +1 -1
  85. package/Particles/thinParticleSystem.js +2 -2
  86. package/Particles/thinParticleSystem.js.map +1 -1
  87. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  88. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +1 -0
  89. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +2 -0
  90. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  91. package/Rendering/depthRenderer.d.ts +2 -1
  92. package/Rendering/depthRenderer.js +5 -2
  93. package/Rendering/depthRenderer.js.map +1 -1
  94. package/Rendering/depthRendererSceneComponent.d.ts +3 -1
  95. package/Rendering/depthRendererSceneComponent.js +2 -2
  96. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  97. package/Rendering/objectRenderer.d.ts +6 -0
  98. package/Rendering/objectRenderer.js +14 -1
  99. package/Rendering/objectRenderer.js.map +1 -1
  100. package/Rendering/renderingGroup.d.ts +2 -0
  101. package/Rendering/renderingGroup.js +9 -7
  102. package/Rendering/renderingGroup.js.map +1 -1
  103. package/Rendering/renderingManager.d.ts +6 -0
  104. package/Rendering/renderingManager.js +14 -0
  105. package/Rendering/renderingManager.js.map +1 -1
  106. package/Shaders/particles.vertex.js +2 -2
  107. package/Shaders/particles.vertex.js.map +1 -1
  108. package/ShadersWGSL/particles.vertex.js +7 -7
  109. package/ShadersWGSL/particles.vertex.js.map +1 -1
  110. package/XR/webXRCamera.js +1 -0
  111. package/XR/webXRCamera.js.map +1 -1
  112. package/assets/Draco/draco_decoder.js +1 -1
  113. package/assets/Draco/draco_decoder_gltf.js +1 -1
  114. package/assets/Draco/draco_encoder.js +2 -0
  115. package/assets/Draco/draco_encoder_wasm_wrapper.js +1 -1
  116. package/assets/Draco/draco_wasm_wrapper.js +1 -1
  117. package/assets/Draco/draco_wasm_wrapper_gltf.js +1 -1
  118. package/package.json +1 -1
  119. package/scene.js +1 -1
  120. package/scene.js.map +1 -1
@@ -74,9 +74,10 @@ export declare class PanoramaToCubeMapTools {
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  * @param inputHeight The height of the input panorama.
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  * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
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  * @param supersample enable supersampling the cubemap
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+ * @param invertY defines if the Y axis must be inverted
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  * @returns The cubemap data
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  */
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- static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number, supersample?: boolean): CubeMapInfo;
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+ static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number, supersample?: boolean, invertY?: boolean): CubeMapInfo;
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  private static CreateCubemapTexture;
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  private static CalcProjectionSpherical;
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  }
@@ -12,23 +12,33 @@ export class PanoramaToCubeMapTools {
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  * @param inputHeight The height of the input panorama.
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  * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
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  * @param supersample enable supersampling the cubemap
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+ * @param invertY defines if the Y axis must be inverted
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  * @returns The cubemap data
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  */
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- static ConvertPanoramaToCubemap(float32Array, inputWidth, inputHeight, size, supersample = false) {
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+ static ConvertPanoramaToCubemap(float32Array, inputWidth, inputHeight, size, supersample = false, invertY = true) {
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  if (!float32Array) {
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  // eslint-disable-next-line no-throw-literal
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  throw "ConvertPanoramaToCubemap: input cannot be null";
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  }
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+ let stride = 0;
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  if (float32Array.length != inputWidth * inputHeight * 3) {
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- // eslint-disable-next-line no-throw-literal
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- throw "ConvertPanoramaToCubemap: input size is wrong";
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+ if (float32Array.length != inputWidth * inputHeight * 4) {
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+ // eslint-disable-next-line no-throw-literal
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+ throw "ConvertPanoramaToCubemap: input size is wrong";
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+ }
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+ else {
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+ stride = 4;
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+ }
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+ }
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+ else {
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+ stride = 3;
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  }
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- const textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight, supersample);
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- const textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight, supersample);
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- const textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight, supersample);
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- const textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight, supersample);
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- const textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight, supersample);
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- const textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight, supersample);
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+ const textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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+ const textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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+ const textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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+ const textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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+ const textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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+ const textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight, supersample, invertY, stride);
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  return {
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  front: textureFront,
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  back: textureBack,
@@ -42,7 +52,7 @@ export class PanoramaToCubeMapTools {
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  gammaSpace: false,
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  };
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  }
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- static CreateCubemapTexture(texSize, faceData, float32Array, inputWidth, inputHeight, supersample = false) {
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+ static CreateCubemapTexture(texSize, faceData, float32Array, inputWidth, inputHeight, supersample, invertY, stride) {
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  const buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
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  const textureArray = new Float32Array(buffer);
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  // If supersampling, determine number of samples needed when source texture width is divided for 4 cube faces
@@ -61,7 +71,7 @@ export class PanoramaToCubeMapTools {
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  for (let sx = 0; sx < samples; sx++) {
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  const v = xv2.subtract(xv1).scale(fy).add(xv1);
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  v.normalize();
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- const color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
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+ const color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight, stride, invertY);
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  // 3 channels per pixels
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  textureArray[y * texSize * 3 + x * 3 + 0] += color.r * sampleFactorSqr;
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  textureArray[y * texSize * 3 + x * 3 + 1] += color.g * sampleFactorSqr;
@@ -75,7 +85,7 @@ export class PanoramaToCubeMapTools {
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  }
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  return textureArray;
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  }
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- static CalcProjectionSpherical(vDir, float32Array, inputWidth, inputHeight) {
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+ static CalcProjectionSpherical(vDir, float32Array, inputWidth, inputHeight, stride, invertY) {
79
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  let theta = Math.atan2(vDir.z, vDir.x);
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  const phi = Math.acos(vDir.y);
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  while (theta < -Math.PI) {
@@ -102,10 +112,10 @@ export class PanoramaToCubeMapTools {
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  else if (py >= inputHeight) {
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  py = inputHeight - 1;
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  }
105
- const inputY = inputHeight - py - 1;
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- const r = float32Array[inputY * inputWidth * 3 + px * 3 + 0];
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- const g = float32Array[inputY * inputWidth * 3 + px * 3 + 1];
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- const b = float32Array[inputY * inputWidth * 3 + px * 3 + 2];
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+ const inputY = invertY ? inputHeight - py - 1 : py;
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+ const r = float32Array[inputY * inputWidth * stride + px * stride + 0];
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+ const g = float32Array[inputY * inputWidth * stride + px * stride + 1];
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+ const b = float32Array[inputY * inputWidth * stride + px * stride + 2];
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  return {
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  r: r,
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  g: g,
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * CubeMap information grouping all the data for each faces as well as the cubemap size.\r\n */\r\nexport interface CubeMapInfo {\r\n /**\r\n * The pixel array for the front face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n front: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the back face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n back: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the left face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n left: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the right face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n right: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the up face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n up: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the down face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n down: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The size of the cubemap stored.\r\n *\r\n * Each faces will be size * size pixels.\r\n */\r\n size: number;\r\n\r\n /**\r\n * The format of the texture.\r\n *\r\n * RGBA, RGB.\r\n */\r\n format: number;\r\n\r\n /**\r\n * The type of the texture data.\r\n *\r\n * UNSIGNED_INT, FLOAT.\r\n */\r\n type: number;\r\n\r\n /**\r\n * Specifies whether the texture is in gamma space.\r\n */\r\n gammaSpace: boolean;\r\n}\r\n\r\n/**\r\n * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.\r\n */\r\nexport class PanoramaToCubeMapTools {\r\n private static FACE_LEFT = [new Vector3(-1.0, -1.0, -1.0), new Vector3(1.0, -1.0, -1.0), new Vector3(-1.0, 1.0, -1.0), new Vector3(1.0, 1.0, -1.0)];\r\n private static FACE_RIGHT = [new Vector3(1.0, -1.0, 1.0), new Vector3(-1.0, -1.0, 1.0), new Vector3(1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, 1.0)];\r\n private static FACE_FRONT = [new Vector3(1.0, -1.0, -1.0), new Vector3(1.0, -1.0, 1.0), new Vector3(1.0, 1.0, -1.0), new Vector3(1.0, 1.0, 1.0)];\r\n private static FACE_BACK = [new Vector3(-1.0, -1.0, 1.0), new Vector3(-1.0, -1.0, -1.0), new Vector3(-1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, -1.0)];\r\n private static FACE_DOWN = [new Vector3(1.0, 1.0, -1.0), new Vector3(1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, -1.0), new Vector3(-1.0, 1.0, 1.0)];\r\n private static FACE_UP = [new Vector3(-1.0, -1.0, -1.0), new Vector3(-1.0, -1.0, 1.0), new Vector3(1.0, -1.0, -1.0), new Vector3(1.0, -1.0, 1.0)];\r\n\r\n /**\r\n * Converts a panorama stored in RGB right to left up to down format into a cubemap (6 faces).\r\n *\r\n * @param float32Array The source data.\r\n * @param inputWidth The width of the input panorama.\r\n * @param inputHeight The height of the input panorama.\r\n * @param size The willing size of the generated cubemap (each faces will be size * size pixels)\r\n * @param supersample enable supersampling the cubemap\r\n * @returns The cubemap data\r\n */\r\n public static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number, supersample = false): CubeMapInfo {\r\n if (!float32Array) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"ConvertPanoramaToCubemap: input cannot be null\";\r\n }\r\n\r\n if (float32Array.length != inputWidth * inputHeight * 3) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"ConvertPanoramaToCubemap: input size is wrong\";\r\n }\r\n\r\n const textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight, supersample);\r\n const textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight, supersample);\r\n const textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight, supersample);\r\n const textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight, supersample);\r\n const textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight, supersample);\r\n const textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight, supersample);\r\n\r\n return {\r\n front: textureFront,\r\n back: textureBack,\r\n left: textureLeft,\r\n right: textureRight,\r\n up: textureUp,\r\n down: textureDown,\r\n size: size,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGB,\r\n gammaSpace: false,\r\n };\r\n }\r\n\r\n private static CreateCubemapTexture(texSize: number, faceData: Vector3[], float32Array: Float32Array, inputWidth: number, inputHeight: number, supersample = false) {\r\n const buffer = new ArrayBuffer(texSize * texSize * 4 * 3);\r\n const textureArray = new Float32Array(buffer);\r\n\r\n // If supersampling, determine number of samples needed when source texture width is divided for 4 cube faces\r\n const samples = supersample ? Math.max(1, Math.round(inputWidth / 4 / texSize)) : 1;\r\n const sampleFactor = 1 / samples;\r\n const sampleFactorSqr = sampleFactor * sampleFactor;\r\n\r\n const rotDX1 = faceData[1].subtract(faceData[0]).scale(sampleFactor / texSize);\r\n const rotDX2 = faceData[3].subtract(faceData[2]).scale(sampleFactor / texSize);\r\n\r\n const dy = 1 / texSize;\r\n let fy = 0;\r\n\r\n for (let y = 0; y < texSize; y++) {\r\n for (let sy = 0; sy < samples; sy++) {\r\n let xv1 = faceData[0];\r\n let xv2 = faceData[2];\r\n\r\n for (let x = 0; x < texSize; x++) {\r\n for (let sx = 0; sx < samples; sx++) {\r\n const v = xv2.subtract(xv1).scale(fy).add(xv1);\r\n v.normalize();\r\n\r\n const color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);\r\n\r\n // 3 channels per pixels\r\n textureArray[y * texSize * 3 + x * 3 + 0] += color.r * sampleFactorSqr;\r\n textureArray[y * texSize * 3 + x * 3 + 1] += color.g * sampleFactorSqr;\r\n textureArray[y * texSize * 3 + x * 3 + 2] += color.b * sampleFactorSqr;\r\n\r\n xv1 = xv1.add(rotDX1);\r\n xv2 = xv2.add(rotDX2);\r\n }\r\n }\r\n\r\n fy += dy * sampleFactor;\r\n }\r\n }\r\n\r\n return textureArray;\r\n }\r\n\r\n private static CalcProjectionSpherical(vDir: Vector3, float32Array: Float32Array, inputWidth: number, inputHeight: number): any {\r\n let theta = Math.atan2(vDir.z, vDir.x);\r\n const phi = Math.acos(vDir.y);\r\n\r\n while (theta < -Math.PI) {\r\n theta += 2 * Math.PI;\r\n }\r\n while (theta > Math.PI) {\r\n theta -= 2 * Math.PI;\r\n }\r\n\r\n let dx = theta / Math.PI;\r\n const dy = phi / Math.PI;\r\n\r\n // recenter.\r\n dx = dx * 0.5 + 0.5;\r\n\r\n let px = Math.round(dx * inputWidth);\r\n if (px < 0) {\r\n px = 0;\r\n } else if (px >= inputWidth) {\r\n px = inputWidth - 1;\r\n }\r\n\r\n let py = Math.round(dy * inputHeight);\r\n if (py < 0) {\r\n py = 0;\r\n } else if (py >= inputHeight) {\r\n py = inputHeight - 1;\r\n }\r\n\r\n const inputY = inputHeight - py - 1;\r\n const r = float32Array[inputY * inputWidth * 3 + px * 3 + 0];\r\n const g = float32Array[inputY * inputWidth * 3 + px * 3 + 1];\r\n const b = float32Array[inputY * inputWidth * 3 + px * 3 + 2];\r\n\r\n return {\r\n r: r,\r\n g: g,\r\n b: b,\r\n };\r\n }\r\n}\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * CubeMap information grouping all the data for each faces as well as the cubemap size.\r\n */\r\nexport interface CubeMapInfo {\r\n /**\r\n * The pixel array for the front face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n front: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the back face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n back: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the left face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n left: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the right face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n right: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the up face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n up: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The pixel array for the down face.\r\n * This is stored in format, left to right, up to down format.\r\n */\r\n down: Nullable<ArrayBufferView>;\r\n\r\n /**\r\n * The size of the cubemap stored.\r\n *\r\n * Each faces will be size * size pixels.\r\n */\r\n size: number;\r\n\r\n /**\r\n * The format of the texture.\r\n *\r\n * RGBA, RGB.\r\n */\r\n format: number;\r\n\r\n /**\r\n * The type of the texture data.\r\n *\r\n * UNSIGNED_INT, FLOAT.\r\n */\r\n type: number;\r\n\r\n /**\r\n * Specifies whether the texture is in gamma space.\r\n */\r\n gammaSpace: boolean;\r\n}\r\n\r\n/**\r\n * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.\r\n */\r\nexport class PanoramaToCubeMapTools {\r\n private static FACE_LEFT = [new Vector3(-1.0, -1.0, -1.0), new Vector3(1.0, -1.0, -1.0), new Vector3(-1.0, 1.0, -1.0), new Vector3(1.0, 1.0, -1.0)];\r\n private static FACE_RIGHT = [new Vector3(1.0, -1.0, 1.0), new Vector3(-1.0, -1.0, 1.0), new Vector3(1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, 1.0)];\r\n private static FACE_FRONT = [new Vector3(1.0, -1.0, -1.0), new Vector3(1.0, -1.0, 1.0), new Vector3(1.0, 1.0, -1.0), new Vector3(1.0, 1.0, 1.0)];\r\n private static FACE_BACK = [new Vector3(-1.0, -1.0, 1.0), new Vector3(-1.0, -1.0, -1.0), new Vector3(-1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, -1.0)];\r\n private static FACE_DOWN = [new Vector3(1.0, 1.0, -1.0), new Vector3(1.0, 1.0, 1.0), new Vector3(-1.0, 1.0, -1.0), new Vector3(-1.0, 1.0, 1.0)];\r\n private static FACE_UP = [new Vector3(-1.0, -1.0, -1.0), new Vector3(-1.0, -1.0, 1.0), new Vector3(1.0, -1.0, -1.0), new Vector3(1.0, -1.0, 1.0)];\r\n\r\n /**\r\n * Converts a panorama stored in RGB right to left up to down format into a cubemap (6 faces).\r\n *\r\n * @param float32Array The source data.\r\n * @param inputWidth The width of the input panorama.\r\n * @param inputHeight The height of the input panorama.\r\n * @param size The willing size of the generated cubemap (each faces will be size * size pixels)\r\n * @param supersample enable supersampling the cubemap\r\n * @param invertY defines if the Y axis must be inverted\r\n * @returns The cubemap data\r\n */\r\n public static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number, supersample = false, invertY = true): CubeMapInfo {\r\n if (!float32Array) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"ConvertPanoramaToCubemap: input cannot be null\";\r\n }\r\n\r\n let stride = 0;\r\n if (float32Array.length != inputWidth * inputHeight * 3) {\r\n if (float32Array.length != inputWidth * inputHeight * 4) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"ConvertPanoramaToCubemap: input size is wrong\";\r\n } else {\r\n stride = 4;\r\n }\r\n } else {\r\n stride = 3;\r\n }\r\n\r\n const textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n const textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n const textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n const textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n const textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n const textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight, supersample, invertY, stride);\r\n\r\n return {\r\n front: textureFront,\r\n back: textureBack,\r\n left: textureLeft,\r\n right: textureRight,\r\n up: textureUp,\r\n down: textureDown,\r\n size: size,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGB,\r\n gammaSpace: false,\r\n };\r\n }\r\n\r\n private static CreateCubemapTexture(\r\n texSize: number,\r\n faceData: Vector3[],\r\n float32Array: Float32Array,\r\n inputWidth: number,\r\n inputHeight: number,\r\n supersample: boolean,\r\n invertY: boolean,\r\n stride: number\r\n ): Float32Array {\r\n const buffer = new ArrayBuffer(texSize * texSize * 4 * 3);\r\n const textureArray = new Float32Array(buffer);\r\n\r\n // If supersampling, determine number of samples needed when source texture width is divided for 4 cube faces\r\n const samples = supersample ? Math.max(1, Math.round(inputWidth / 4 / texSize)) : 1;\r\n const sampleFactor = 1 / samples;\r\n const sampleFactorSqr = sampleFactor * sampleFactor;\r\n\r\n const rotDX1 = faceData[1].subtract(faceData[0]).scale(sampleFactor / texSize);\r\n const rotDX2 = faceData[3].subtract(faceData[2]).scale(sampleFactor / texSize);\r\n\r\n const dy = 1 / texSize;\r\n let fy = 0;\r\n\r\n for (let y = 0; y < texSize; y++) {\r\n for (let sy = 0; sy < samples; sy++) {\r\n let xv1 = faceData[0];\r\n let xv2 = faceData[2];\r\n\r\n for (let x = 0; x < texSize; x++) {\r\n for (let sx = 0; sx < samples; sx++) {\r\n const v = xv2.subtract(xv1).scale(fy).add(xv1);\r\n v.normalize();\r\n\r\n const color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight, stride, invertY);\r\n\r\n // 3 channels per pixels\r\n textureArray[y * texSize * 3 + x * 3 + 0] += color.r * sampleFactorSqr;\r\n textureArray[y * texSize * 3 + x * 3 + 1] += color.g * sampleFactorSqr;\r\n textureArray[y * texSize * 3 + x * 3 + 2] += color.b * sampleFactorSqr;\r\n\r\n xv1 = xv1.add(rotDX1);\r\n xv2 = xv2.add(rotDX2);\r\n }\r\n }\r\n\r\n fy += dy * sampleFactor;\r\n }\r\n }\r\n\r\n return textureArray;\r\n }\r\n\r\n private static CalcProjectionSpherical(vDir: Vector3, float32Array: Float32Array, inputWidth: number, inputHeight: number, stride: number, invertY: boolean): any {\r\n let theta = Math.atan2(vDir.z, vDir.x);\r\n const phi = Math.acos(vDir.y);\r\n\r\n while (theta < -Math.PI) {\r\n theta += 2 * Math.PI;\r\n }\r\n while (theta > Math.PI) {\r\n theta -= 2 * Math.PI;\r\n }\r\n\r\n let dx = theta / Math.PI;\r\n const dy = phi / Math.PI;\r\n\r\n // recenter.\r\n dx = dx * 0.5 + 0.5;\r\n\r\n let px = Math.round(dx * inputWidth);\r\n if (px < 0) {\r\n px = 0;\r\n } else if (px >= inputWidth) {\r\n px = inputWidth - 1;\r\n }\r\n\r\n let py = Math.round(dy * inputHeight);\r\n if (py < 0) {\r\n py = 0;\r\n } else if (py >= inputHeight) {\r\n py = inputHeight - 1;\r\n }\r\n\r\n const inputY = invertY ? inputHeight - py - 1 : py;\r\n const r = float32Array[inputY * inputWidth * stride + px * stride + 0];\r\n const g = float32Array[inputY * inputWidth * stride + px * stride + 1];\r\n const b = float32Array[inputY * inputWidth * stride + px * stride + 2];\r\n\r\n return {\r\n r: r,\r\n g: g,\r\n b: b,\r\n };\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { ILog2 } from \"../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport { DumpDataAsync } from \"../Misc/dumpTools\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Engine, WebGPUEngine } from \"core/Engines\";\r\n\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: Nullable<EnvironmentTextureIrradianceInfoV1>;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: EnvironmentTextureSpecularInfoV1;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: Nullable<EnvironmentTextureIrradianceInfoV1>;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: EnvironmentTextureSpecularInfoV1;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n binaryDataPosition?: number;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the diffuse data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureIrradianceTextureInfoV1 {\r\n /**\r\n * Size of the texture faces.\r\n */\r\n size: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n faces: Array<BufferImageData>;\r\n\r\n /**\r\n * The dominant direction of light in the environment texture.\r\n */\r\n dominantDirection?: Array<number>;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n\r\n irradianceTexture?: EnvironmentTextureIrradianceTextureInfoV1 | undefined;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n\r\n /**\r\n * Disables the generation of irradiance texture even if present on the source.\r\n */\r\n disableIrradianceTexture?: boolean;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n // Extend the header with the position of the payload.\r\n manifest.binaryDataPosition = pos;\r\n\r\n if (manifest.specular) {\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const engine = internalTexture.getEngine();\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\r\n // eslint-disable-next-line @typescript-eslint/no-unused-expressions\r\n texture.sphericalPolynomial;\r\n\r\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\r\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n const diffuseTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\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!\r\n engine.flushFramebuffer();\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n specularTextures[i * 6 + face] = await _GetTextureEncodedDataAsync(hostingScene, texture, textureType, face, i, faceWidth, imageType, options.imageQuality);\r\n }\r\n }\r\n\r\n // Read and collect all irradiance data from the cube.\r\n const irradianceTexture = options.disableIrradianceTexture ? null : texture.irradianceTexture;\r\n if (irradianceTexture) {\r\n const faceWidth = irradianceTexture.getSize().width;\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n diffuseTextures[face] = await _GetTextureEncodedDataAsync(hostingScene, irradianceTexture, textureType, face, 0, faceWidth, imageType, options.imageQuality);\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Ensure completion of the polynomial creation promise.\r\n if (sphericalPolynomialPromise) {\r\n await sphericalPolynomialPromise;\r\n }\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Sets the irradiance image data information\r\n if (irradianceTexture) {\r\n info.irradiance = info.irradiance || {\r\n x: [0, 0, 0],\r\n xx: [0, 0, 0],\r\n y: [0, 0, 0],\r\n yy: [0, 0, 0],\r\n z: [0, 0, 0],\r\n zz: [0, 0, 0],\r\n yz: [0, 0, 0],\r\n zx: [0, 0, 0],\r\n xy: [0, 0, 0],\r\n };\r\n info.irradiance.irradianceTexture = {\r\n size: irradianceTexture.getSize().width,\r\n faces: [],\r\n dominantDirection: irradianceTexture._dominantDirection?.asArray(),\r\n };\r\n\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = diffuseTextures[face].byteLength;\r\n info.irradiance.irradianceTexture.faces.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the radiance texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Finally inserts the irradiance texture data\r\n if (irradianceTexture) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = diffuseTextures[face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Get the texture encoded data from the current texture\r\n * @internal\r\n */\r\nasync function _GetTextureEncodedDataAsync(\r\n hostingScene: Scene,\r\n texture: BaseTexture,\r\n textureType: number,\r\n face: number,\r\n i: number,\r\n size: number,\r\n imageType: string,\r\n imageQuality?: number\r\n) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const engine = hostingScene.getEngine();\r\n const tempTexture = engine.createRawTexture(faceData, size, size, Constants.TEXTUREFORMAT_RGBA, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null, textureType);\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, size, size);\r\n\r\n const imageEncodedData = await DumpDataAsync(size, size, rgbdEncodedData, imageType, undefined, false, true, imageQuality);\r\n\r\n tempTexture.dispose();\r\n\r\n return imageEncodedData as ArrayBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n };\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateRadianceImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Math.log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + info.binaryDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateIrradianceImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<ArrayBufferView> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const imageData = new Array<ArrayBufferView>(6);\r\n\r\n const irradianceTexture = info.irradiance?.irradianceTexture;\r\n if (irradianceTexture) {\r\n if (irradianceTexture.faces.length !== 6) {\r\n throw new Error(`Incorrect irradiance texture faces number \"${irradianceTexture.faces.length}\"`);\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = irradianceTexture.faces[face];\r\n imageData[face] = new Uint8Array(data.buffer, data.byteOffset + info.binaryDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void[]> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve([]);\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const promises: Promise<void>[] = [];\r\n\r\n const radianceImageData = CreateRadianceImageDataArrayBufferViews(data, info);\r\n promises.push(UploadRadianceLevelsAsync(texture, radianceImageData, info.imageType));\r\n\r\n const irradianceTexture = info.irradiance?.irradianceTexture;\r\n if (irradianceTexture) {\r\n const irradianceImageData = CreateIrradianceImageDataArrayBufferViews(data, info);\r\n let dominantDirection = null;\r\n if (info.irradiance?.irradianceTexture?.dominantDirection) {\r\n dominantDirection = Vector3.FromArray(info.irradiance.irradianceTexture.dominantDirection);\r\n }\r\n promises.push(UploadIrradianceLevelsAsync(texture, irradianceImageData, irradianceTexture.size, info.imageType, dominantDirection));\r\n }\r\n\r\n return Promise.all(promises);\r\n}\r\n\r\nasync function _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine | WebGPUEngine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return await new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess?.onEffectCreatedObservable.addOnce((effect) => {\r\n effect.executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport async function UploadRadianceLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n const engine = texture.getEngine() as Engine;\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n await _UploadLevelsAsync(texture, imageData, true, imageType);\r\n\r\n // Flag internal texture as ready in case they are in use.\r\n texture.isReady = true;\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param mainTexture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param size defines the size of the texture faces\r\n * @param imageType the mime type of the image data\r\n * @param dominantDirection the dominant direction of light in the environment texture, if available\r\n * @returns a promise\r\n */\r\nexport async function UploadIrradianceLevelsAsync(\r\n mainTexture: InternalTexture,\r\n imageData: ArrayBufferView[],\r\n size: number,\r\n imageType: string = DefaultEnvironmentTextureImageType,\r\n dominantDirection: Nullable<Vector3> = null\r\n): Promise<void> {\r\n // Gets everything ready.\r\n const engine = mainTexture.getEngine() as Engine;\r\n const texture = new InternalTexture(engine, InternalTextureSource.RenderTarget);\r\n const baseTexture = new BaseTexture(engine, texture);\r\n mainTexture._irradianceTexture = baseTexture;\r\n baseTexture._dominantDirection = dominantDirection;\r\n texture.isCube = true;\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n texture.generateMipMaps = true;\r\n texture.width = size;\r\n texture.height = size;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n await _UploadLevelsAsync(texture, [imageData], false, imageType);\r\n\r\n engine.generateMipMapsForCubemap(texture);\r\n\r\n // Flag internal texture as ready in case they are in use.\r\n texture.isReady = true;\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param canGenerateNonLODTextures defines whether or not to generate non lod textures\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nasync function _UploadLevelsAsync(\r\n texture: InternalTexture,\r\n imageData: ArrayBufferView[][],\r\n canGenerateNonLODTextures: boolean,\r\n imageType: string = DefaultEnvironmentTextureImageType\r\n) {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = canGenerateNonLODTextures;\r\n } else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n if (expandTexture) {\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n lodTextures = {};\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures[mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (engine._features.forceBitmapOverHTMLImageElement) {\r\n // eslint-disable-next-line github/no-then\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then(async (img) => {\r\n return await _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n // eslint-disable-next-line github/no-then\r\n .then(() => resolve())\r\n // eslint-disable-next-line github/no-then\r\n .catch((reason) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(cubeRtt?.texture || texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n const irradiance = texture._irradianceTexture;\r\n texture._irradianceTexture = null;\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n texture._irradianceTexture = irradiance;\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n // eslint-disable-next-line github/no-then\r\n const proxyPromise = UploadRadianceLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return UploadRadianceLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateRadianceImageDataArrayBufferViews,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateIrradianceImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadRadianceLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @param dominantDirection the dominant direction of light in the environment texture, if available\r\n * @returns a promise\r\n */\r\n UploadIrradianceLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport { Tools } from \"./tools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { ILog2 } from \"../Maths/math.scalar.functions\";\r\nimport { SphericalPolynomial } from \"../Maths/sphericalPolynomial\";\r\nimport { InternalTexture, InternalTextureSource } from \"../Materials/Textures/internalTexture\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { RGBDTextureTools } from \"./rgbdTextureTools\";\r\nimport { DumpDataAsync } from \"../Misc/dumpTools\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { Engine, WebGPUEngine } from \"core/Engines\";\r\n\r\nimport \"../Materials/Textures/baseTexture.polynomial\";\r\n\r\nconst DefaultEnvironmentTextureImageType = \"image/png\";\r\nconst CurrentVersion = 2;\r\n\r\n/**\r\n * Raw texture data and descriptor sufficient for WebGL texture upload\r\n */\r\nexport type EnvironmentTextureInfo = EnvironmentTextureInfoV1 | EnvironmentTextureInfoV2;\r\n\r\n/**\r\n * v1 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV1 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 1;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: Nullable<EnvironmentTextureIrradianceInfoV1>;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: EnvironmentTextureSpecularInfoV1;\r\n}\r\n\r\n/**\r\n * v2 of EnvironmentTextureInfo\r\n */\r\ninterface EnvironmentTextureInfoV2 {\r\n /**\r\n * Version of the environment map\r\n */\r\n version: 2;\r\n\r\n /**\r\n * Width of image\r\n */\r\n width: number;\r\n\r\n /**\r\n * Irradiance information stored in the file.\r\n */\r\n irradiance: Nullable<EnvironmentTextureIrradianceInfoV1>;\r\n\r\n /**\r\n * Specular information stored in the file.\r\n */\r\n specular: EnvironmentTextureSpecularInfoV1;\r\n\r\n /**\r\n * The mime type used to encode the image data.\r\n */\r\n imageType: string;\r\n\r\n /**\r\n * Defines where the specular Payload is located. It is a runtime value only not stored in the file.\r\n */\r\n binaryDataPosition?: number;\r\n}\r\n\r\n/**\r\n * Defines One Image in the file. It requires only the position in the file\r\n * as well as the length.\r\n */\r\ninterface BufferImageData {\r\n /**\r\n * Length of the image data.\r\n */\r\n length: number;\r\n /**\r\n * Position of the data from the null terminator delimiting the end of the JSON.\r\n */\r\n position: number;\r\n}\r\n\r\n/**\r\n * Defines the diffuse data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureIrradianceTextureInfoV1 {\r\n /**\r\n * Size of the texture faces.\r\n */\r\n size: number;\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n faces: Array<BufferImageData>;\r\n\r\n /**\r\n * The dominant direction of light in the environment texture.\r\n */\r\n dominantDirection?: Array<number>;\r\n}\r\n\r\n/**\r\n * Defines the specular data enclosed in the file.\r\n * This corresponds to the version 1 of the data.\r\n */\r\nexport interface EnvironmentTextureSpecularInfoV1 {\r\n /**\r\n * This contains all the images data needed to reconstruct the cubemap.\r\n */\r\n mipmaps: Array<BufferImageData>;\r\n\r\n /**\r\n * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.\r\n */\r\n lodGenerationScale: number;\r\n}\r\n\r\n/**\r\n * Defines the required storage to save the environment irradiance information.\r\n */\r\ninterface EnvironmentTextureIrradianceInfoV1 {\r\n x: Array<number>;\r\n y: Array<number>;\r\n z: Array<number>;\r\n\r\n xx: Array<number>;\r\n yy: Array<number>;\r\n zz: Array<number>;\r\n\r\n yz: Array<number>;\r\n zx: Array<number>;\r\n xy: Array<number>;\r\n\r\n irradianceTexture?: EnvironmentTextureIrradianceTextureInfoV1 | undefined;\r\n}\r\n\r\n/**\r\n * Options for creating environment textures\r\n */\r\nexport interface CreateEnvTextureOptions {\r\n /**\r\n * The mime type of encoded images.\r\n */\r\n imageType?: string;\r\n\r\n /**\r\n * the image quality of encoded WebP images.\r\n */\r\n imageQuality?: number;\r\n\r\n /**\r\n * Disables the generation of irradiance texture even if present on the source.\r\n */\r\n disableIrradianceTexture?: boolean;\r\n}\r\n\r\n/**\r\n * Magic number identifying the env file.\r\n */\r\nconst MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];\r\n\r\n/**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\nexport function GetEnvInfo(data: ArrayBufferView): Nullable<EnvironmentTextureInfoV2> {\r\n const dataView = new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n let pos = 0;\r\n\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n if (dataView.getUint8(pos++) !== MagicBytes[i]) {\r\n Logger.Error(\"Not a babylon environment map\");\r\n return null;\r\n }\r\n }\r\n\r\n // Read json manifest - collect characters up to null terminator\r\n let manifestString = \"\";\r\n let charCode = 0x00;\r\n while ((charCode = dataView.getUint8(pos++))) {\r\n manifestString += String.fromCharCode(charCode);\r\n }\r\n\r\n let manifest: EnvironmentTextureInfo = JSON.parse(manifestString);\r\n manifest = normalizeEnvInfo(manifest);\r\n // Extend the header with the position of the payload.\r\n manifest.binaryDataPosition = pos;\r\n\r\n if (manifest.specular) {\r\n // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.\r\n manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;\r\n }\r\n\r\n return manifest;\r\n}\r\n\r\n/**\r\n * Normalizes any supported version of the environment file info to the latest version\r\n * @param info environment file info on any supported version\r\n * @returns environment file info in the latest supported version\r\n * @private\r\n */\r\nexport function normalizeEnvInfo(info: EnvironmentTextureInfo): EnvironmentTextureInfoV2 {\r\n if (info.version > CurrentVersion) {\r\n throw new Error(`Unsupported babylon environment map version \"${info.version}\". Latest supported version is \"${CurrentVersion}\".`);\r\n }\r\n\r\n if (info.version === 2) {\r\n return info;\r\n }\r\n\r\n // Migrate a v1 info to v2\r\n info = { ...info, version: 2, imageType: DefaultEnvironmentTextureImageType };\r\n\r\n return info;\r\n}\r\n\r\n/**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @returns a promise containing the environment data if successful.\r\n */\r\nexport async function CreateEnvTextureAsync(texture: BaseTexture, options: CreateEnvTextureOptions = {}): Promise<ArrayBuffer> {\r\n const internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"The cube texture is invalid.\");\r\n }\r\n\r\n const engine = internalTexture.getEngine();\r\n\r\n if (\r\n texture.textureType !== Constants.TEXTURETYPE_HALF_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_FLOAT &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_BYTE &&\r\n texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INTEGER &&\r\n texture.textureType !== -1\r\n ) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");\r\n }\r\n\r\n let textureType = Constants.TEXTURETYPE_FLOAT;\r\n if (!engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n if (!engine.getCaps().textureHalfFloatRender) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n return await Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\");\r\n }\r\n }\r\n\r\n // sphericalPolynomial is lazy loaded so simply accessing it should trigger the computation.\r\n // eslint-disable-next-line @typescript-eslint/no-unused-expressions\r\n texture.sphericalPolynomial;\r\n\r\n // Lets keep track of the polynomial promise so we can wait for it to be ready before generating the pixels.\r\n const sphericalPolynomialPromise = texture.getInternalTexture()?._sphericalPolynomialPromise;\r\n\r\n const cubeWidth = internalTexture.width;\r\n const hostingScene = new Scene(engine);\r\n const specularTextures: { [key: number]: ArrayBuffer } = {};\r\n const diffuseTextures: { [key: number]: ArrayBuffer } = {};\r\n\r\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!\r\n engine.flushFramebuffer();\r\n\r\n const imageType = options.imageType ?? DefaultEnvironmentTextureImageType;\r\n\r\n // Read and collect all mipmaps data from the cube.\r\n const mipmapsCount = ILog2(internalTexture.width);\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n const faceWidth = Math.pow(2, mipmapsCount - i);\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n specularTextures[i * 6 + face] = await _GetTextureEncodedDataAsync(hostingScene, texture, textureType, face, i, faceWidth, imageType, options.imageQuality);\r\n }\r\n }\r\n\r\n // Read and collect all irradiance data from the cube.\r\n const irradianceTexture = options.disableIrradianceTexture ? null : texture.irradianceTexture;\r\n if (irradianceTexture) {\r\n const faceWidth = irradianceTexture.getSize().width;\r\n\r\n // All faces of the cube.\r\n for (let face = 0; face < 6; face++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n diffuseTextures[face] = await _GetTextureEncodedDataAsync(hostingScene, irradianceTexture, textureType, face, 0, faceWidth, imageType, options.imageQuality);\r\n }\r\n }\r\n\r\n // We can delete the hosting scene keeping track of all the creation objects\r\n hostingScene.dispose();\r\n\r\n // Ensure completion of the polynomial creation promise.\r\n if (sphericalPolynomialPromise) {\r\n await sphericalPolynomialPromise;\r\n }\r\n\r\n // Creates the json header for the env texture\r\n const info: EnvironmentTextureInfo = {\r\n version: CurrentVersion,\r\n width: cubeWidth,\r\n imageType,\r\n irradiance: CreateEnvTextureIrradiance(texture),\r\n specular: {\r\n mipmaps: [],\r\n lodGenerationScale: texture.lodGenerationScale,\r\n },\r\n };\r\n\r\n // Sets the specular image data information\r\n let position = 0;\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = specularTextures[i * 6 + face].byteLength;\r\n info.specular.mipmaps.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Sets the irradiance image data information\r\n if (irradianceTexture) {\r\n info.irradiance = info.irradiance || {\r\n x: [0, 0, 0],\r\n xx: [0, 0, 0],\r\n y: [0, 0, 0],\r\n yy: [0, 0, 0],\r\n z: [0, 0, 0],\r\n zz: [0, 0, 0],\r\n yz: [0, 0, 0],\r\n zx: [0, 0, 0],\r\n xy: [0, 0, 0],\r\n };\r\n info.irradiance.irradianceTexture = {\r\n size: irradianceTexture.getSize().width,\r\n faces: [],\r\n dominantDirection: irradianceTexture._dominantDirection?.asArray(),\r\n };\r\n\r\n for (let face = 0; face < 6; face++) {\r\n const byteLength = diffuseTextures[face].byteLength;\r\n info.irradiance.irradianceTexture.faces.push({\r\n length: byteLength,\r\n position: position,\r\n });\r\n position += byteLength;\r\n }\r\n }\r\n\r\n // Encode the JSON as an array buffer\r\n const infoString = JSON.stringify(info);\r\n const infoBuffer = new ArrayBuffer(infoString.length + 1);\r\n const infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.\r\n for (let i = 0, strLen = infoString.length; i < strLen; i++) {\r\n infoView[i] = infoString.charCodeAt(i);\r\n }\r\n // Ends up with a null terminator for easier parsing\r\n infoView[infoString.length] = 0x00;\r\n\r\n // Computes the final required size and creates the storage\r\n const totalSize = MagicBytes.length + position + infoBuffer.byteLength;\r\n const finalBuffer = new ArrayBuffer(totalSize);\r\n const finalBufferView = new Uint8Array(finalBuffer);\r\n const dataView = new DataView(finalBuffer);\r\n\r\n // Copy the magic bytes identifying the file in\r\n let pos = 0;\r\n for (let i = 0; i < MagicBytes.length; i++) {\r\n dataView.setUint8(pos++, MagicBytes[i]);\r\n }\r\n\r\n // Add the json info\r\n finalBufferView.set(new Uint8Array(infoBuffer), pos);\r\n pos += infoBuffer.byteLength;\r\n\r\n // Finally inserts the radiance texture data\r\n for (let i = 0; i <= mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = specularTextures[i * 6 + face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Finally inserts the irradiance texture data\r\n if (irradianceTexture) {\r\n for (let face = 0; face < 6; face++) {\r\n const dataBuffer = diffuseTextures[face];\r\n finalBufferView.set(new Uint8Array(dataBuffer), pos);\r\n pos += dataBuffer.byteLength;\r\n }\r\n }\r\n\r\n // Voila\r\n return finalBuffer;\r\n}\r\n\r\n/**\r\n * Get the texture encoded data from the current texture\r\n * @internal\r\n */\r\nasync function _GetTextureEncodedDataAsync(\r\n hostingScene: Scene,\r\n texture: BaseTexture,\r\n textureType: number,\r\n face: number,\r\n i: number,\r\n size: number,\r\n imageType: string,\r\n imageQuality?: number\r\n) {\r\n let faceData = await texture.readPixels(face, i, undefined, false);\r\n if (faceData && faceData.byteLength === (faceData as Uint8Array).length) {\r\n const faceDataFloat = new Float32Array(faceData.byteLength * 4);\r\n for (let i = 0; i < faceData.byteLength; i++) {\r\n faceDataFloat[i] = (faceData as Uint8Array)[i] / 255;\r\n // Gamma to linear\r\n faceDataFloat[i] = Math.pow(faceDataFloat[i], 2.2);\r\n }\r\n faceData = faceDataFloat;\r\n } else if (faceData && texture.gammaSpace) {\r\n const floatData = faceData as Float32Array;\r\n for (let i = 0; i < floatData.length; i++) {\r\n // Gamma to linear\r\n floatData[i] = Math.pow(floatData[i], 2.2);\r\n }\r\n }\r\n\r\n const engine = hostingScene.getEngine();\r\n const tempTexture = engine.createRawTexture(faceData, size, size, Constants.TEXTUREFORMAT_RGBA, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE, null, textureType);\r\n\r\n await RGBDTextureTools.EncodeTextureToRGBD(tempTexture, hostingScene, textureType);\r\n\r\n const rgbdEncodedData = await engine._readTexturePixels(tempTexture, size, size);\r\n\r\n const imageEncodedData = await DumpDataAsync(size, size, rgbdEncodedData, imageType, undefined, false, true, imageQuality);\r\n\r\n tempTexture.dispose();\r\n\r\n return imageEncodedData as ArrayBuffer;\r\n}\r\n\r\n/**\r\n * Creates a JSON representation of the spherical data.\r\n * @param texture defines the texture containing the polynomials\r\n * @returns the JSON representation of the spherical info\r\n */\r\nfunction CreateEnvTextureIrradiance(texture: BaseTexture): Nullable<EnvironmentTextureIrradianceInfoV1> {\r\n const polynmials = texture.sphericalPolynomial;\r\n if (polynmials == null) {\r\n return null;\r\n }\r\n\r\n return {\r\n x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],\r\n y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],\r\n z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],\r\n\r\n xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],\r\n yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],\r\n zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],\r\n\r\n yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],\r\n zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],\r\n xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z],\r\n };\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateRadianceImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular;\r\n\r\n // Double checks the enclosed info\r\n let mipmapsCount = Math.log2(info.width);\r\n mipmapsCount = Math.round(mipmapsCount) + 1;\r\n if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {\r\n throw new Error(`Unsupported specular mipmaps number \"${specularInfo.mipmaps.length}\"`);\r\n }\r\n\r\n const imageData = new Array<Array<ArrayBufferView>>(mipmapsCount);\r\n for (let i = 0; i < mipmapsCount; i++) {\r\n imageData[i] = new Array<ArrayBufferView>(6);\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = specularInfo.mipmaps[i * 6 + face];\r\n imageData[i][face] = new Uint8Array(data.buffer, data.byteOffset + info.binaryDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\nexport function CreateIrradianceImageDataArrayBufferViews(data: ArrayBufferView, info: EnvironmentTextureInfo): Array<ArrayBufferView> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const imageData = new Array<ArrayBufferView>(6);\r\n\r\n const irradianceTexture = info.irradiance?.irradianceTexture;\r\n if (irradianceTexture) {\r\n if (irradianceTexture.faces.length !== 6) {\r\n throw new Error(`Incorrect irradiance texture faces number \"${irradianceTexture.faces.length}\"`);\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n const imageInfo = irradianceTexture.faces[face];\r\n imageData[face] = new Uint8Array(data.buffer, data.byteOffset + info.binaryDataPosition! + imageInfo.position, imageInfo.length);\r\n }\r\n }\r\n\r\n return imageData;\r\n}\r\n\r\n/**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\nexport function UploadEnvLevelsAsync(texture: InternalTexture, data: ArrayBufferView, info: EnvironmentTextureInfo): Promise<void[]> {\r\n info = normalizeEnvInfo(info);\r\n\r\n const specularInfo = info.specular;\r\n if (!specularInfo) {\r\n // Nothing else parsed so far\r\n return Promise.resolve([]);\r\n }\r\n\r\n texture._lodGenerationScale = specularInfo.lodGenerationScale;\r\n\r\n const promises: Promise<void>[] = [];\r\n\r\n const radianceImageData = CreateRadianceImageDataArrayBufferViews(data, info);\r\n promises.push(UploadRadianceLevelsAsync(texture, radianceImageData, info.imageType));\r\n\r\n const irradianceTexture = info.irradiance?.irradianceTexture;\r\n if (irradianceTexture) {\r\n const irradianceImageData = CreateIrradianceImageDataArrayBufferViews(data, info);\r\n let dominantDirection = null;\r\n if (info.irradiance?.irradianceTexture?.dominantDirection) {\r\n dominantDirection = Vector3.FromArray(info.irradiance.irradianceTexture.dominantDirection);\r\n }\r\n promises.push(UploadIrradianceLevelsAsync(texture, irradianceImageData, irradianceTexture.size, info.imageType, dominantDirection));\r\n }\r\n\r\n return Promise.all(promises);\r\n}\r\n\r\nasync function _OnImageReadyAsync(\r\n image: HTMLImageElement | ImageBitmap,\r\n engine: Engine | WebGPUEngine,\r\n expandTexture: boolean,\r\n rgbdPostProcess: Nullable<PostProcess>,\r\n url: string,\r\n face: number,\r\n i: number,\r\n generateNonLODTextures: boolean,\r\n lodTextures: Nullable<{ [lod: number]: BaseTexture }>,\r\n cubeRtt: Nullable<RenderTargetWrapper>,\r\n texture: InternalTexture\r\n): Promise<void> {\r\n return await new Promise((resolve, reject) => {\r\n if (expandTexture) {\r\n const tempTexture = engine.createTexture(\r\n null,\r\n true,\r\n true,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n null,\r\n (message) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(message);\r\n },\r\n image\r\n );\r\n\r\n rgbdPostProcess?.onEffectCreatedObservable.addOnce((effect) => {\r\n effect.executeWhenCompiled(() => {\r\n // Uncompress the data to a RTT\r\n rgbdPostProcess.externalTextureSamplerBinding = true;\r\n rgbdPostProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", tempTexture);\r\n effect.setFloat2(\"scale\", 1, engine._features.needsInvertingBitmap && image instanceof ImageBitmap ? -1 : 1);\r\n };\r\n\r\n if (!engine.scenes.length) {\r\n return;\r\n }\r\n\r\n engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n tempTexture.dispose();\r\n URL.revokeObjectURL(url);\r\n resolve();\r\n });\r\n });\r\n } else {\r\n engine._uploadImageToTexture(texture, image, face, i);\r\n\r\n // Upload the face to the non lod texture support\r\n if (generateNonLODTextures) {\r\n const lodTexture = lodTextures![i];\r\n if (lodTexture) {\r\n engine._uploadImageToTexture(lodTexture._texture!, image, face, 0);\r\n }\r\n }\r\n resolve();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nexport async function UploadRadianceLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][], imageType: string = DefaultEnvironmentTextureImageType): Promise<void> {\r\n const engine = texture.getEngine() as Engine;\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n await _UploadLevelsAsync(texture, imageData, true, imageType);\r\n\r\n // Flag internal texture as ready in case they are in use.\r\n texture.isReady = true;\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param mainTexture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param size defines the size of the texture faces\r\n * @param imageType the mime type of the image data\r\n * @param dominantDirection the dominant direction of light in the environment texture, if available\r\n * @returns a promise\r\n */\r\nexport async function UploadIrradianceLevelsAsync(\r\n mainTexture: InternalTexture,\r\n imageData: ArrayBufferView[],\r\n size: number,\r\n imageType: string = DefaultEnvironmentTextureImageType,\r\n dominantDirection: Nullable<Vector3> = null\r\n): Promise<void> {\r\n // Gets everything ready.\r\n const engine = mainTexture.getEngine() as Engine;\r\n const texture = new InternalTexture(engine, InternalTextureSource.RenderTarget);\r\n const baseTexture = new BaseTexture(engine, texture);\r\n mainTexture._irradianceTexture = baseTexture;\r\n baseTexture._dominantDirection = dominantDirection;\r\n texture.isCube = true;\r\n texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n texture.type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n texture.generateMipMaps = true;\r\n texture._cachedAnisotropicFilteringLevel = null;\r\n texture.generateMipMaps = true;\r\n texture.width = size;\r\n texture.height = size;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, texture);\r\n\r\n await _UploadLevelsAsync(texture, [imageData], false, imageType);\r\n\r\n engine.generateMipMapsForCubemap(texture);\r\n\r\n // Flag internal texture as ready in case they are in use.\r\n texture.isReady = true;\r\n}\r\n\r\n/**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param canGenerateNonLODTextures defines whether or not to generate non lod textures\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\nasync function _UploadLevelsAsync(\r\n texture: InternalTexture,\r\n imageData: ArrayBufferView[][],\r\n canGenerateNonLODTextures: boolean,\r\n imageType: string = DefaultEnvironmentTextureImageType\r\n) {\r\n if (!Tools.IsExponentOfTwo(texture.width)) {\r\n throw new Error(\"Texture size must be a power of two\");\r\n }\r\n\r\n const mipmapsCount = ILog2(texture.width) + 1;\r\n\r\n // Gets everything ready.\r\n const engine = texture.getEngine() as Engine;\r\n let expandTexture = false;\r\n let generateNonLODTextures = false;\r\n let rgbdPostProcess: Nullable<PostProcess> = null;\r\n let cubeRtt: Nullable<RenderTargetWrapper> = null;\r\n let lodTextures: Nullable<{ [lod: number]: BaseTexture }> = null;\r\n const caps = engine.getCaps();\r\n\r\n if (!caps.textureLOD) {\r\n expandTexture = false;\r\n generateNonLODTextures = canGenerateNonLODTextures;\r\n } else if (!engine._features.supportRenderAndCopyToLodForFloatTextures) {\r\n expandTexture = false;\r\n }\r\n // If half float available we can uncompress the texture\r\n else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n // If full float available we can uncompress the texture\r\n else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {\r\n expandTexture = true;\r\n texture.type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n // Expand the texture if possible\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n if (expandTexture) {\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n await import(\"../ShadersWGSL/rgbdDecode.fragment\");\r\n } else {\r\n await import(\"../Shaders/rgbdDecode.fragment\");\r\n }\r\n\r\n // Simply run through the decode PP\r\n rgbdPostProcess = new PostProcess(\r\n \"rgbdDecode\",\r\n \"rgbdDecode\",\r\n null,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n undefined,\r\n texture.type,\r\n undefined,\r\n null,\r\n false,\r\n undefined,\r\n shaderLanguage\r\n );\r\n\r\n texture._isRGBD = false;\r\n texture.invertY = false;\r\n cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n type: texture.type,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n });\r\n } else {\r\n texture._isRGBD = true;\r\n texture.invertY = true;\r\n\r\n // In case of missing support, applies the same patch than DDS files.\r\n if (generateNonLODTextures) {\r\n const mipSlices = 3;\r\n lodTextures = {};\r\n const scale = texture._lodGenerationScale;\r\n const offset = texture._lodGenerationOffset;\r\n\r\n for (let i = 0; i < mipSlices; i++) {\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const smoothness = i / (mipSlices - 1);\r\n const roughness = 1 - smoothness;\r\n\r\n const minLODIndex = offset; // roughness = 0\r\n const maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)\r\n\r\n const lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;\r\n const mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));\r\n\r\n //compute LOD from even spacing in smoothness (matching shader calculation)\r\n const glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);\r\n glTextureFromLod.isCube = true;\r\n glTextureFromLod.invertY = true;\r\n glTextureFromLod.generateMipMaps = false;\r\n engine.updateTextureSamplingMode(Constants.TEXTURE_LINEAR_LINEAR, glTextureFromLod);\r\n\r\n // Wrap in a base texture for easy binding.\r\n const lodTexture = new BaseTexture(null);\r\n lodTexture._isCube = true;\r\n lodTexture._texture = glTextureFromLod;\r\n lodTextures[mipmapIndex] = lodTexture;\r\n\r\n switch (i) {\r\n case 0:\r\n texture._lodTextureLow = lodTexture;\r\n break;\r\n case 1:\r\n texture._lodTextureMid = lodTexture;\r\n break;\r\n case 2:\r\n texture._lodTextureHigh = lodTexture;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const promises: Promise<void>[] = [];\r\n // All mipmaps up to provided number of images\r\n for (let i = 0; i < imageData.length; i++) {\r\n // All faces\r\n for (let face = 0; face < 6; face++) {\r\n // Constructs an image element from image data\r\n const bytes = imageData[i][face];\r\n const blob = new Blob([bytes], { type: imageType });\r\n const url = URL.createObjectURL(blob);\r\n let promise: Promise<void>;\r\n\r\n if (engine._features.forceBitmapOverHTMLImageElement) {\r\n // eslint-disable-next-line github/no-then\r\n promise = engine.createImageBitmap(blob, { premultiplyAlpha: \"none\" }).then(async (img) => {\r\n return await _OnImageReadyAsync(img, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture);\r\n });\r\n } else {\r\n const image = new Image();\r\n image.src = url;\r\n\r\n // Enqueue promise to upload to the texture.\r\n promise = new Promise<void>((resolve, reject) => {\r\n image.onload = () => {\r\n _OnImageReadyAsync(image, engine, expandTexture, rgbdPostProcess, url, face, i, generateNonLODTextures, lodTextures, cubeRtt, texture)\r\n // eslint-disable-next-line github/no-then\r\n .then(() => resolve())\r\n // eslint-disable-next-line github/no-then\r\n .catch((reason) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(reason);\r\n });\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(error);\r\n };\r\n });\r\n }\r\n promises.push(promise);\r\n }\r\n }\r\n\r\n await Promise.all(promises);\r\n\r\n // Fill remaining mipmaps with black textures.\r\n if (imageData.length < mipmapsCount) {\r\n let data: ArrayBufferView;\r\n const size = Math.pow(2, mipmapsCount - 1 - imageData.length);\r\n const dataLength = size * size * 4;\r\n switch (texture.type) {\r\n case Constants.TEXTURETYPE_UNSIGNED_BYTE: {\r\n data = new Uint8Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_HALF_FLOAT: {\r\n data = new Uint16Array(dataLength);\r\n break;\r\n }\r\n case Constants.TEXTURETYPE_FLOAT: {\r\n data = new Float32Array(dataLength);\r\n break;\r\n }\r\n }\r\n for (let i = imageData.length; i < mipmapsCount; i++) {\r\n for (let face = 0; face < 6; face++) {\r\n engine._uploadArrayBufferViewToTexture(cubeRtt?.texture || texture, data!, face, i);\r\n }\r\n }\r\n }\r\n\r\n // Release temp RTT.\r\n if (cubeRtt) {\r\n const irradiance = texture._irradianceTexture;\r\n texture._irradianceTexture = null;\r\n engine._releaseTexture(texture);\r\n cubeRtt._swapAndDie(texture);\r\n texture._irradianceTexture = irradiance;\r\n }\r\n // Release temp Post Process.\r\n if (rgbdPostProcess) {\r\n rgbdPostProcess.dispose();\r\n }\r\n // Flag internal texture as ready in case they are in use.\r\n if (generateNonLODTextures) {\r\n if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {\r\n texture._lodTextureHigh._texture.isReady = true;\r\n }\r\n if (texture._lodTextureMid && texture._lodTextureMid._texture) {\r\n texture._lodTextureMid._texture.isReady = true;\r\n }\r\n if (texture._lodTextureLow && texture._lodTextureLow._texture) {\r\n texture._lodTextureLow._texture.isReady = true;\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\nexport function UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void {\r\n info = normalizeEnvInfo(info);\r\n\r\n const irradianceInfo = info.irradiance as EnvironmentTextureIrradianceInfoV1;\r\n if (!irradianceInfo) {\r\n return;\r\n }\r\n\r\n const sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);\r\n Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);\r\n Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);\r\n Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);\r\n Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);\r\n Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);\r\n Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);\r\n Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);\r\n Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);\r\n texture._sphericalPolynomial = sp;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\nexport function _UpdateRGBDAsync(\r\n internalTexture: InternalTexture,\r\n data: ArrayBufferView[][],\r\n sphericalPolynomial: Nullable<SphericalPolynomial>,\r\n lodScale: number,\r\n lodOffset: number\r\n): Promise<InternalTexture> {\r\n const proxy = internalTexture\r\n .getEngine()\r\n .createRawCubeTexture(\r\n null,\r\n internalTexture.width,\r\n internalTexture.format,\r\n internalTexture.type,\r\n internalTexture.generateMipMaps,\r\n internalTexture.invertY,\r\n internalTexture.samplingMode,\r\n internalTexture._compression\r\n );\r\n // eslint-disable-next-line github/no-then\r\n const proxyPromise = UploadRadianceLevelsAsync(proxy, data).then(() => internalTexture);\r\n internalTexture.onRebuildCallback = (_internalTexture) => {\r\n return {\r\n proxy: proxyPromise,\r\n isReady: true,\r\n isAsync: true,\r\n };\r\n };\r\n internalTexture._source = InternalTextureSource.CubeRawRGBD;\r\n internalTexture._bufferViewArrayArray = data;\r\n internalTexture._lodGenerationScale = lodScale;\r\n internalTexture._lodGenerationOffset = lodOffset;\r\n internalTexture._sphericalPolynomial = sphericalPolynomial;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return UploadRadianceLevelsAsync(internalTexture, data).then(() => {\r\n internalTexture.isReady = true;\r\n return internalTexture;\r\n });\r\n}\r\n\r\n/**\r\n * Sets of helpers addressing the serialization and deserialization of environment texture\r\n * stored in a BabylonJS env file.\r\n * Those files are usually stored as .env files.\r\n */\r\nexport const EnvironmentTextureTools = {\r\n /**\r\n * Gets the environment info from an env file.\r\n * @param data The array buffer containing the .env bytes.\r\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\r\n */\r\n GetEnvInfo,\r\n\r\n /**\r\n * Creates an environment texture from a loaded cube texture.\r\n * @param texture defines the cube texture to convert in env file\r\n * @param options options for the conversion process\r\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\r\n * @param options.imageQuality the image quality of encoded WebP images.\r\n * @returns a promise containing the environment data if successful.\r\n */\r\n CreateEnvTextureAsync,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateRadianceImageDataArrayBufferViews,\r\n\r\n /**\r\n * Creates the ArrayBufferViews used for initializing environment texture image data.\r\n * @param data the image data\r\n * @param info parameters that determine what views will be created for accessing the underlying buffer\r\n * @returns the views described by info providing access to the underlying buffer\r\n */\r\n CreateIrradianceImageDataArrayBufferViews,\r\n\r\n /**\r\n * Uploads the texture info contained in the env file to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param data defines the data to load\r\n * @param info defines the texture info retrieved through the GetEnvInfo method\r\n * @returns a promise\r\n */\r\n UploadEnvLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @returns a promise\r\n */\r\n UploadRadianceLevelsAsync,\r\n\r\n /**\r\n * Uploads the levels of image data to the GPU.\r\n * @param texture defines the internal texture to upload to\r\n * @param imageData defines the array buffer views of image data [mipmap][face]\r\n * @param imageType the mime type of the image data\r\n * @param dominantDirection the dominant direction of light in the environment texture, if available\r\n * @returns a promise\r\n */\r\n UploadIrradianceLevelsAsync,\r\n\r\n /**\r\n * Uploads spherical polynomials information to the texture.\r\n * @param texture defines the texture we are trying to upload the information to\r\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\r\n */\r\n UploadEnvSpherical,\r\n};\r\n"]}
@@ -73,11 +73,12 @@ export declare class GreasedLineTools {
73
73
  */
74
74
  static GetLineLength(data: Vector3[] | number[]): number;
75
75
  /**
76
- * Gets the the length from the beginning to each point of the line as array.
76
+ * Gets the length from the beginning to each point of the line as array.
77
77
  * @param data array of line points
78
+ * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes
78
79
  * @returns length array of the line
79
80
  */
80
- static GetLineLengthArray(data: number[]): Float32Array;
81
+ static GetLineLengthArray(data: number[], buf?: ArrayBuffer): Float32Array;
81
82
  /**
82
83
  * Divides a segment into smaller segments.
83
84
  * A segment is a part of the line between it's two points.
@@ -237,12 +237,13 @@ export class GreasedLineTools {
237
237
  return length;
238
238
  }
239
239
  /**
240
- * Gets the the length from the beginning to each point of the line as array.
240
+ * Gets the length from the beginning to each point of the line as array.
241
241
  * @param data array of line points
242
+ * @param buf optional pre-allocated buffer to reduce memory pressure, should be at least `data.length * 4 / 3` bytes
242
243
  * @returns length array of the line
243
244
  */
244
- static GetLineLengthArray(data) {
245
- const out = new Float32Array(data.length / 3);
245
+ static GetLineLengthArray(data, buf) {
246
+ const out = buf ? new Float32Array(buf, 0, data.length / 3) : new Float32Array(data.length / 3);
246
247
  let length = 0;
247
248
  for (let index = 0, pointsLength = data.length / 3 - 1; index < pointsLength; index++) {
248
249
  let x = data[index * 3 + 0];