@onerjs/core 8.42.6 → 8.42.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.js +1 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +5 -2
- package/Animations/animatorAvatar.js +42 -29
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +1 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +1 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Buffers/buffer.js +1 -1
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
- package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraMovement.d.ts +1 -4
- package/Cameras/cameraMovement.js +1 -4
- package/Cameras/cameraMovement.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +22 -4
- package/Cameras/geospatialCamera.js +27 -9
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +3 -3
- package/Cameras/geospatialCameraMovement.js +18 -18
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -3
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
- package/Engines/WebGPU/Extensions/engine.debugging.js +135 -21
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +10 -5
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.common.js +2 -2
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +0 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +0 -2
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nullEngine.js +0 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +4 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +2 -6
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +11 -4
- package/Engines/thinWebGPUEngine.js +58 -34
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +3 -1
- package/Engines/webgpuEngine.js +30 -169
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +1 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +1 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
- package/FrameGraph/Node/nodeRenderGraph.js +36 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/renderPass.js +0 -3
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +3 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphContext.js +1 -1
- package/FrameGraph/frameGraphContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +0 -2
- package/FrameGraph/frameGraphTask.js +15 -17
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +2 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +1 -1
- package/Gizmos/cameraGizmo.js +1 -1
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +4 -4
- package/Gizmos/gizmo.js +5 -5
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +1 -1
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +2 -2
- package/Gizmos/planeRotationGizmo.js +2 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +1 -1
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +1 -1
- package/Gizmos/scaleGizmo.js +1 -1
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +28 -1
- package/Lights/Shadows/shadowGenerator.js +77 -11
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +10 -2
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +44 -14
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +2 -3
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +3 -5
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +2 -3
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +2 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +13 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +0 -4
- package/Materials/uniformBuffer.js +0 -8
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/index.d.ts +2 -0
- package/Maths/index.js +2 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.geospatial.d.ts +27 -0
- package/Maths/math.geospatial.functions.d.ts +33 -0
- package/Maths/math.geospatial.functions.js +60 -0
- package/Maths/math.geospatial.functions.js.map +1 -0
- package/Maths/math.geospatial.js +2 -0
- package/Maths/math.geospatial.js.map +1 -0
- package/Maths/math.path.js +1 -1
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.scalar.functions.js +3 -3
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -2
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +11 -15
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +6 -6
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +2 -2
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +6 -6
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +2 -3
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +14 -10
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +1 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geodesicMesh.js +11 -13
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +7 -7
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -0
- package/Meshes/mesh.js +22 -8
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +22 -22
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +1 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +1 -1
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/trailMesh.js +1 -1
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.js +4 -6
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/basisWorker.js +1 -1
- package/Misc/basisWorker.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/meshExploder.js +1 -2
- package/Misc/meshExploder.js.map +1 -1
- package/Misc/tga.js +2 -2
- package/Misc/tga.js.map +1 -1
- package/Misc/timer.js +4 -2
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.d.ts +7 -0
- package/Misc/tools.js +20 -6
- package/Misc/tools.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Navigation/INavigationEngine.d.ts +2 -2
- package/Navigation/INavigationEngine.js.map +1 -1
- package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
- package/Navigation/Plugins/recastJSPlugin.js +14 -5
- package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +2 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -0
- package/Particles/gpuParticleSystem.js +94 -12
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +4 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +46 -47
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +5 -6
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +3 -4
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Physics/castingResult.d.ts +4 -1
- package/Physics/castingResult.js +1 -1
- package/Physics/castingResult.js.map +1 -1
- package/Physics/joinedPhysicsEngineComponent.js +1 -1
- package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
- package/Physics/physicsHelper.d.ts +8 -8
- package/Physics/physicsHelper.js +7 -7
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/shapeCastResult.d.ts +4 -0
- package/Physics/shapeCastResult.js +7 -0
- package/Physics/shapeCastResult.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
- package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/characterController.js +4 -8
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.d.ts +1 -1
- package/Physics/v2/physicsConstraint.js +1 -1
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +0 -5
- package/Physics/v2/physicsEngine.js +0 -5
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/Physics/v2/physicsEngineComponent.d.ts +1 -1
- package/Physics/v2/physicsEngineComponent.js.map +1 -1
- package/Physics/v2/physicsMaterial.d.ts +6 -0
- package/Physics/v2/physicsMaterial.js +2 -2
- package/Physics/v2/physicsMaterial.js.map +1 -1
- package/Physics/v2/ragdoll.js +1 -2
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/postProcess.js +3 -3
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
- package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
- package/Probes/reflectionProbe.js +0 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +0 -11
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -1
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +0 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +15 -9
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +1 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +4 -0
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +15 -3
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.js +4 -1
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/background.vertex.js +8 -8
- package/ShadersWGSL/background.vertex.js.map +1 -1
- package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
- package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/clearQuad.vertex.js +1 -1
- package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +1 -1
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/depth.vertex.js +3 -3
- package/ShadersWGSL/depth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/fxaa.vertex.js +1 -1
- package/ShadersWGSL/fxaa.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +4 -4
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
- package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
- package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +10 -4
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
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- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
- package/ShadersWGSL/kernelBlur.vertex.js +2 -2
- package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
- package/ShadersWGSL/layer.vertex.js +1 -1
- package/ShadersWGSL/layer.vertex.js.map +1 -1
- package/ShadersWGSL/lensFlare.vertex.js +1 -1
- package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
- package/ShadersWGSL/line.vertex.js +2 -2
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- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
- package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +9 -9
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- package/ShadersWGSL/picking.vertex.js +2 -2
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/ShadersWGSL/procedural.vertex.js +1 -1
- package/ShadersWGSL/procedural.vertex.js.map +1 -1
- package/ShadersWGSL/shadowMap.vertex.js +4 -4
- package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +3 -3
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- package/Sprites/spriteManager.js +4 -4
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- package/XR/features/WebXRAnchorSystem.js +2 -2
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +0 -2
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +4 -7
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
- package/XR/webXRFeaturesManager.js +1 -1
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/assetContainer.js +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +30 -1
- package/scene.js.map +1 -1
- package/sceneComponent.js +1 -1
- package/sceneComponent.js.map +1 -1
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@@ -547,7 +547,6 @@ export class ProceduralTexture extends Texture {
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return;
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}
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if (engine._enableGPUDebugMarkers) {
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-
engine.restoreDefaultFramebuffer(true);
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engine._debugPushGroup?.(`procedural texture generation for ${this.name}`);
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}
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const viewPort = engine.currentViewport;
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@@ -1 +1 @@
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1
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-
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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Matrix, Vector4, Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport type { Color4, Color3 } from \"../../../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTextureOptions } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: ThinTexture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: ThinTexture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine.restoreDefaultFramebuffer(true);\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`);\r\n }\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}
|
|
1
|
+
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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Matrix, Vector4, Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport type { Color4, Color3 } from \"../../../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTextureOptions } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: ThinTexture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: ThinTexture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`);\r\n }\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n if (engine._enableGPUDebugMarkers) {\r\n engine._debugPopGroup?.();\r\n }\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}
|
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@@ -138,7 +138,7 @@ export class CubeTexture extends BaseTexture {
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138
138
|
this.isCube = true;
|
|
139
139
|
this._textureMatrix = Matrix.Identity();
|
|
140
140
|
this.coordinatesMode = Texture.CUBIC_MODE;
|
|
141
|
-
let extensions
|
|
141
|
+
let extensions;
|
|
142
142
|
let buffer = null;
|
|
143
143
|
if (extensionsOrOptions !== null && !Array.isArray(extensionsOrOptions)) {
|
|
144
144
|
extensions = extensionsOrOptions.extensions ?? null;
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@@ -1 +1 @@
|
|
|
1
|
-
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{ serialize, serializeAsMatrix, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\n\r\nimport \"../../Engines/AbstractEngine/abstractEngine.cubeTexture\";\r\n\r\n/**\r\n * Defines the available options when creating a cube texture\r\n */\r\nexport interface ICubeTextureCreationOptions {\r\n /** Defines the suffixes add to the picture name in case six images are in use like _px.jpg */\r\n extensions?: string[];\r\n\r\n /** noMipmap defines if mipmaps should be created or not */\r\n noMipmap?: boolean;\r\n\r\n /** files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz */\r\n files?: string[];\r\n\r\n /** buffer to load instead of loading the data from the url */\r\n buffer?: ArrayBufferView;\r\n\r\n /** onLoad defines a callback triggered at the end of the file load if no errors occurred */\r\n onLoad?: () => void;\r\n\r\n /** onError defines a callback triggered in case of error during load */\r\n onError?: (message?: string, exception?: any) => void;\r\n\r\n /** format defines the internal format to use for the texture once loaded */\r\n format?: number;\r\n\r\n /** prefiltered defines whether or not the texture is created from prefiltered data */\r\n prefiltered?: boolean;\r\n\r\n /** forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name */\r\n forcedExtension?: any;\r\n\r\n /** createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary */\r\n createPolynomials?: boolean;\r\n\r\n /** lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness */\r\n lodScale?: number;\r\n\r\n /** lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness */\r\n lodOffset?: number;\r\n\r\n /** loaderOptions options to be passed to the loader */\r\n loaderOptions?: any;\r\n\r\n /** useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false) */\r\n useSRGBBuffer?: boolean;\r\n}\r\n\r\n// The default scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\nconst DefaultLodScale = 0.8;\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number;\r\n private _lodOffset: number;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public override get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n private _buffer: Nullable<ArrayBufferView> = null;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n for (const url of files) {\r\n rootUrlKey += url;\r\n }\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensionsOrOptions defines the suffixes add to the picture name in case six images are in use like _px.jpg or set of all options to create the cube texture\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n extensionsOrOptions: Nullable<string[] | ICubeTextureCreationOptions> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = DefaultLodScale,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n\r\n let extensions: Nullable<string[]> = null;\r\n let buffer: Nullable<ArrayBufferView> = null;\r\n\r\n if (extensionsOrOptions !== null && !Array.isArray(extensionsOrOptions)) {\r\n extensions = extensionsOrOptions.extensions ?? null;\r\n this._noMipmap = extensionsOrOptions.noMipmap ?? false;\r\n files = extensionsOrOptions.files ?? null;\r\n buffer = extensionsOrOptions.buffer ?? null;\r\n this._format = extensionsOrOptions.format ?? Constants.TEXTUREFORMAT_RGBA;\r\n prefiltered = extensionsOrOptions.prefiltered ?? false;\r\n forcedExtension = extensionsOrOptions.forcedExtension ?? null;\r\n this._createPolynomials = extensionsOrOptions.createPolynomials ?? false;\r\n this._lodScale = extensionsOrOptions.lodScale ?? DefaultLodScale;\r\n this._lodOffset = extensionsOrOptions.lodOffset ?? 0;\r\n this._loaderOptions = extensionsOrOptions.loaderOptions;\r\n this._useSRGBBuffer = extensionsOrOptions.useSRGBBuffer;\r\n onLoad = extensionsOrOptions.onLoad ?? null;\r\n onError = extensionsOrOptions.onError ?? null;\r\n } else {\r\n this._noMipmap = noMipmap;\r\n this._format = format;\r\n this._createPolynomials = createPolynomials;\r\n extensions = extensionsOrOptions;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n }\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files, buffer);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param buffer the buffer to use instead of loading from the url\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension: Nullable<string> = null,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null,\r\n buffer: Nullable<ArrayBufferView> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n this._buffer = buffer;\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public override delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public override getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer,\r\n this._buffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public override clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
|
|
1
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+
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{ serialize, serializeAsMatrix, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GetClass, RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\n\r\nimport \"../../Engines/AbstractEngine/abstractEngine.cubeTexture\";\r\n\r\n/**\r\n * Defines the available options when creating a cube texture\r\n */\r\nexport interface ICubeTextureCreationOptions {\r\n /** Defines the suffixes add to the picture name in case six images are in use like _px.jpg */\r\n extensions?: string[];\r\n\r\n /** noMipmap defines if mipmaps should be created or not */\r\n noMipmap?: boolean;\r\n\r\n /** files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz */\r\n files?: string[];\r\n\r\n /** buffer to load instead of loading the data from the url */\r\n buffer?: ArrayBufferView;\r\n\r\n /** onLoad defines a callback triggered at the end of the file load if no errors occurred */\r\n onLoad?: () => void;\r\n\r\n /** onError defines a callback triggered in case of error during load */\r\n onError?: (message?: string, exception?: any) => void;\r\n\r\n /** format defines the internal format to use for the texture once loaded */\r\n format?: number;\r\n\r\n /** prefiltered defines whether or not the texture is created from prefiltered data */\r\n prefiltered?: boolean;\r\n\r\n /** forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name */\r\n forcedExtension?: any;\r\n\r\n /** createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary */\r\n createPolynomials?: boolean;\r\n\r\n /** lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness */\r\n lodScale?: number;\r\n\r\n /** lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness */\r\n lodOffset?: number;\r\n\r\n /** loaderOptions options to be passed to the loader */\r\n loaderOptions?: any;\r\n\r\n /** useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false) */\r\n useSRGBBuffer?: boolean;\r\n}\r\n\r\n// The default scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\nconst DefaultLodScale = 0.8;\r\n\r\n/**\r\n * Class for creating a cube texture\r\n */\r\nexport class CubeTexture extends BaseTexture {\r\n private _delayedOnLoad: Nullable<() => void>;\r\n private _delayedOnError: Nullable<(message?: string, exception?: any) => void>;\r\n private _lodScale: number;\r\n private _lodOffset: number;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<CubeTexture> = new Observable<CubeTexture>();\r\n\r\n /**\r\n * The url of the texture\r\n */\r\n @serialize()\r\n public url: string;\r\n\r\n /**\r\n * Gets or sets the center of the bounding box associated with the cube texture.\r\n * It must define where the camera used to render the texture was set\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public boundingBoxPosition = Vector3.Zero();\r\n\r\n private _boundingBoxSize: Vector3;\r\n\r\n /**\r\n * Gets or sets the size of the bounding box associated with the cube texture\r\n * When defined, the cubemap will switch to local mode\r\n * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity\r\n * @example https://www.babylonjs-playground.com/#RNASML\r\n */\r\n public set boundingBoxSize(value: Vector3) {\r\n if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {\r\n return;\r\n }\r\n this._boundingBoxSize = value;\r\n const scene = this.getScene();\r\n if (scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n }\r\n /**\r\n * Returns the bounding box size\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/reflectionTexture#using-local-cubemap-mode\r\n */\r\n @serializeAsVector3()\r\n public get boundingBoxSize(): Vector3 {\r\n return this._boundingBoxSize;\r\n }\r\n\r\n protected _rotationY: number = 0;\r\n\r\n /**\r\n * Sets texture matrix rotation angle around Y axis in radians.\r\n */\r\n @serialize(\"rotationY\")\r\n public set rotationY(value: number) {\r\n this._rotationY = value;\r\n this.setReflectionTextureMatrix(Matrix.RotationY(this._rotationY));\r\n }\r\n /**\r\n * Gets texture matrix rotation angle around Y axis radians.\r\n */\r\n public get rotationY(): number {\r\n return this._rotationY;\r\n }\r\n\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n public override get noMipmap(): boolean {\r\n return this._noMipmap;\r\n }\r\n\r\n private _noMipmap: boolean;\r\n\r\n /** @internal */\r\n @serialize(\"files\")\r\n public _files: Nullable<string[]> = null;\r\n\r\n @serialize(\"forcedExtension\")\r\n protected _forcedExtension: Nullable<string> = null;\r\n\r\n /**\r\n * Gets the forced extension (if any)\r\n */\r\n public get forcedExtension(): Nullable<string> {\r\n return this._forcedExtension;\r\n }\r\n\r\n @serialize(\"extensions\")\r\n private _extensions: Nullable<string[]> = null;\r\n\r\n @serializeAsMatrix(\"textureMatrix\")\r\n private _textureMatrix: Matrix;\r\n\r\n @serializeAsMatrix(\"textureMatrixRefraction\")\r\n private _textureMatrixRefraction: Matrix = new Matrix();\r\n\r\n private _format: number;\r\n private _createPolynomials: boolean;\r\n private _loaderOptions: any;\r\n private _useSRGBBuffer?: boolean;\r\n private _buffer: Nullable<ArrayBufferView> = null;\r\n\r\n /**\r\n * Creates a cube texture from an array of image urls\r\n * @param files defines an array of image urls\r\n * @param scene defines the hosting scene\r\n * @param noMipmap specifies if mip maps are not used\r\n * @returns a cube texture\r\n */\r\n public static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture {\r\n let rootUrlKey = \"\";\r\n\r\n for (const url of files) {\r\n rootUrlKey += url;\r\n }\r\n\r\n return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);\r\n }\r\n\r\n /**\r\n * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\r\n * @param url defines the url of the prefiltered texture\r\n * @param scene defines the scene the texture is attached to\r\n * @param forcedExtension defines the extension of the file if different from the url\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @returns the prefiltered texture\r\n */\r\n public static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension: any = null, createPolynomials: boolean = true) {\r\n const oldValue = scene.useDelayedTextureLoading;\r\n scene.useDelayedTextureLoading = false;\r\n\r\n const result = new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);\r\n\r\n scene.useDelayedTextureLoading = oldValue;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\r\n * as prefiltered data.\r\n * @param rootUrl defines the url of the texture or the root name of the six images\r\n * @param sceneOrEngine defines the scene or engine the texture is attached to\r\n * @param extensionsOrOptions defines the suffixes add to the picture name in case six images are in use like _px.jpg or set of all options to create the cube texture\r\n * @param noMipmap defines if mipmaps should be created or not\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\r\n * @param onError defines a callback triggered in case of error during load\r\n * @param format defines the internal format to use for the texture once loaded\r\n * @param prefiltered defines whether or not the texture is created from prefiltered data\r\n * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\r\n * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\r\n * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\r\n * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\r\n * @param loaderOptions options to be passed to the loader\r\n * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\r\n * @returns the cube texture\r\n */\r\n constructor(\r\n rootUrl: string,\r\n sceneOrEngine: Scene | AbstractEngine,\r\n extensionsOrOptions: Nullable<string[] | ICubeTextureCreationOptions> = null,\r\n noMipmap: boolean = false,\r\n files: Nullable<string[]> = null,\r\n onLoad: Nullable<() => void> = null,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n format: number = Constants.TEXTUREFORMAT_RGBA,\r\n prefiltered = false,\r\n forcedExtension: any = null,\r\n createPolynomials: boolean = false,\r\n lodScale: number = DefaultLodScale,\r\n lodOffset: number = 0,\r\n loaderOptions?: any,\r\n useSRGBBuffer?: boolean\r\n ) {\r\n super(sceneOrEngine);\r\n\r\n this.name = rootUrl;\r\n this.url = rootUrl;\r\n this._noMipmap = noMipmap;\r\n this.hasAlpha = false;\r\n this.isCube = true;\r\n this._textureMatrix = Matrix.Identity();\r\n this.coordinatesMode = Texture.CUBIC_MODE;\r\n\r\n let extensions: Nullable<string[]>;\r\n let buffer: Nullable<ArrayBufferView> = null;\r\n\r\n if (extensionsOrOptions !== null && !Array.isArray(extensionsOrOptions)) {\r\n extensions = extensionsOrOptions.extensions ?? null;\r\n this._noMipmap = extensionsOrOptions.noMipmap ?? false;\r\n files = extensionsOrOptions.files ?? null;\r\n buffer = extensionsOrOptions.buffer ?? null;\r\n this._format = extensionsOrOptions.format ?? Constants.TEXTUREFORMAT_RGBA;\r\n prefiltered = extensionsOrOptions.prefiltered ?? false;\r\n forcedExtension = extensionsOrOptions.forcedExtension ?? null;\r\n this._createPolynomials = extensionsOrOptions.createPolynomials ?? false;\r\n this._lodScale = extensionsOrOptions.lodScale ?? DefaultLodScale;\r\n this._lodOffset = extensionsOrOptions.lodOffset ?? 0;\r\n this._loaderOptions = extensionsOrOptions.loaderOptions;\r\n this._useSRGBBuffer = extensionsOrOptions.useSRGBBuffer;\r\n onLoad = extensionsOrOptions.onLoad ?? null;\r\n onError = extensionsOrOptions.onError ?? null;\r\n } else {\r\n this._noMipmap = noMipmap;\r\n this._format = format;\r\n this._createPolynomials = createPolynomials;\r\n extensions = extensionsOrOptions;\r\n this._loaderOptions = loaderOptions;\r\n this._useSRGBBuffer = useSRGBBuffer;\r\n this._lodScale = lodScale;\r\n this._lodOffset = lodOffset;\r\n }\r\n\r\n if (!rootUrl && !files) {\r\n return;\r\n }\r\n\r\n this.updateURL(rootUrl, forcedExtension, onLoad, prefiltered, onError, extensions, this.getScene()?.useDelayedTextureLoading, files, buffer);\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"CubeTexture\"\r\n */\r\n public override getClassName(): string {\r\n return \"CubeTexture\";\r\n }\r\n\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param forcedExtension defines the extension to use\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n * @param prefiltered Defines whether the updated texture is prefiltered or not\r\n * @param onError callback called if there was an error during the loading process (defaults to null)\r\n * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\r\n * @param delayLoad defines if the texture should be loaded now (false by default)\r\n * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\r\n * @param buffer the buffer to use instead of loading from the url\r\n */\r\n public updateURL(\r\n url: string,\r\n forcedExtension: Nullable<string> = null,\r\n onLoad: Nullable<() => void> = null,\r\n prefiltered: boolean = false,\r\n onError: Nullable<(message?: string, exception?: any) => void> = null,\r\n extensions: Nullable<string[]> = null,\r\n delayLoad = false,\r\n files: Nullable<string[]> = null,\r\n buffer: Nullable<ArrayBufferView> = null\r\n ): void {\r\n if (!this.name || this.name.startsWith(\"data:\")) {\r\n this.name = url;\r\n }\r\n this.url = url;\r\n\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n const lastDot = url.lastIndexOf(\".\");\r\n const extension = forcedExtension ? forcedExtension : lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\";\r\n const isDDS = extension.indexOf(\".dds\") === 0;\r\n const isEnv = extension.indexOf(\".env\") === 0;\r\n const isBasis = extension.indexOf(\".basis\") === 0;\r\n\r\n if (isEnv) {\r\n this.gammaSpace = false;\r\n this._prefiltered = false;\r\n this.anisotropicFilteringLevel = 1;\r\n } else {\r\n this._prefiltered = prefiltered;\r\n\r\n if (prefiltered) {\r\n this.gammaSpace = false;\r\n this.anisotropicFilteringLevel = 1;\r\n }\r\n }\r\n\r\n if (files) {\r\n this._files = files;\r\n } else {\r\n if (!isBasis && !isEnv && !isDDS && !extensions) {\r\n extensions = [\"_px.jpg\", \"_py.jpg\", \"_pz.jpg\", \"_nx.jpg\", \"_ny.jpg\", \"_nz.jpg\"];\r\n }\r\n\r\n this._files = this._files || [];\r\n this._files.length = 0;\r\n\r\n if (extensions) {\r\n for (let index = 0; index < extensions.length; index++) {\r\n this._files.push(url + extensions[index]);\r\n }\r\n this._extensions = extensions;\r\n }\r\n }\r\n\r\n this._buffer = buffer;\r\n\r\n if (delayLoad) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n this._delayedOnLoad = onLoad;\r\n this._delayedOnError = onError;\r\n } else {\r\n this._loadTexture(onLoad, onError);\r\n }\r\n }\r\n\r\n /**\r\n * Delays loading of the cube texture\r\n * @param forcedExtension defines the extension to use\r\n */\r\n public override delayLoad(forcedExtension?: string): void {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n if (forcedExtension) {\r\n this._forcedExtension = forcedExtension;\r\n }\r\n\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._loadTexture(this._delayedOnLoad, this._delayedOnError);\r\n }\r\n\r\n /**\r\n * Returns the reflection texture matrix\r\n * @returns the reflection texture matrix\r\n */\r\n public override getReflectionTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Sets the reflection texture matrix\r\n * @param value Reflection texture matrix\r\n */\r\n public setReflectionTextureMatrix(value: Matrix): void {\r\n if (value.updateFlag === this._textureMatrix.updateFlag) {\r\n return;\r\n }\r\n\r\n if (value.isIdentity() !== this._textureMatrix.isIdentity()) {\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => mat.getActiveTextures().indexOf(this) !== -1);\r\n }\r\n\r\n this._textureMatrix = value;\r\n\r\n if (!this.getScene()?.useRightHandedSystem) {\r\n return;\r\n }\r\n\r\n const scale = TmpVectors.Vector3[0];\r\n const quat = TmpVectors.Quaternion[0];\r\n const trans = TmpVectors.Vector3[1];\r\n\r\n this._textureMatrix.decompose(scale, quat, trans);\r\n\r\n quat.z *= -1; // these two operations correspond to negating the x and y euler angles\r\n quat.w *= -1;\r\n\r\n Matrix.ComposeToRef(scale, quat, trans, this._textureMatrixRefraction);\r\n }\r\n\r\n /**\r\n * Gets a suitable rotate/transform matrix when the texture is used for refraction.\r\n * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\r\n * @returns The refraction matrix\r\n */\r\n public override getRefractionTextureMatrix(): Matrix {\r\n return this.getScene()?.useRightHandedSystem ? this._textureMatrixRefraction : this._textureMatrix;\r\n }\r\n\r\n private _loadTexture(onLoad: Nullable<() => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null) {\r\n const scene = this.getScene();\r\n const oldTexture = this._texture;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, undefined, undefined, this._useSRGBBuffer, this.isCube);\r\n\r\n const onLoadProcessing = () => {\r\n this.onLoadObservable.notifyObservers(this);\r\n if (oldTexture) {\r\n oldTexture.dispose();\r\n this.getScene()?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n };\r\n\r\n const errorHandler = (message?: string, exception?: any) => {\r\n this._loadingError = true;\r\n this._errorObject = { message, exception };\r\n if (onError) {\r\n onError(message, exception);\r\n }\r\n Texture.OnTextureLoadErrorObservable.notifyObservers(this);\r\n };\r\n\r\n if (!this._texture) {\r\n if (this._prefiltered) {\r\n this._texture = this._getEngine()!.createPrefilteredCubeTexture(\r\n this.url,\r\n scene,\r\n this._lodScale,\r\n this._lodOffset,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n this._createPolynomials\r\n );\r\n } else {\r\n this._texture = this._getEngine()!.createCubeTexture(\r\n this.url,\r\n scene,\r\n this._files,\r\n this._noMipmap,\r\n onLoad,\r\n errorHandler,\r\n this._format,\r\n this._forcedExtension,\r\n false,\r\n this._lodScale,\r\n this._lodOffset,\r\n null,\r\n this._loaderOptions,\r\n !!this._useSRGBBuffer,\r\n this._buffer\r\n );\r\n }\r\n\r\n this._texture?.onLoadedObservable.add(() => this.onLoadObservable.notifyObservers(this));\r\n } else {\r\n if (this._texture.isReady) {\r\n Tools.SetImmediate(() => onLoadProcessing());\r\n } else {\r\n this._texture.onLoadedObservable.add(() => onLoadProcessing());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Parses text to create a cube texture\r\n * @param parsedTexture define the serialized text to read from\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url of the cube texture\r\n * @returns a cube texture\r\n */\r\n public static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture {\r\n const texture = SerializationHelper.Parse(\r\n () => {\r\n let prefiltered: boolean = false;\r\n if (parsedTexture.prefiltered) {\r\n prefiltered = parsedTexture.prefiltered;\r\n }\r\n return new CubeTexture(\r\n rootUrl + (parsedTexture.url ?? parsedTexture.name),\r\n scene,\r\n parsedTexture.extensions,\r\n false,\r\n parsedTexture.files || null,\r\n null,\r\n null,\r\n undefined,\r\n prefiltered,\r\n parsedTexture.forcedExtension\r\n );\r\n },\r\n parsedTexture,\r\n scene\r\n );\r\n\r\n // Local Cubemaps\r\n if (parsedTexture.boundingBoxPosition) {\r\n texture.boundingBoxPosition = Vector3.FromArray(parsedTexture.boundingBoxPosition);\r\n }\r\n if (parsedTexture.boundingBoxSize) {\r\n texture.boundingBoxSize = Vector3.FromArray(parsedTexture.boundingBoxSize);\r\n }\r\n\r\n // Animations\r\n if (parsedTexture.animations) {\r\n for (let animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n const parsedAnimation = parsedTexture.animations[animationIndex];\r\n const internalClass = GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n\r\n return texture;\r\n }\r\n\r\n /**\r\n * Makes a clone, or deep copy, of the cube texture\r\n * @returns a new cube texture\r\n */\r\n public override clone(): CubeTexture {\r\n let uniqueId = 0;\r\n\r\n const newCubeTexture = SerializationHelper.Clone(() => {\r\n const cubeTexture = new CubeTexture(this.url, this.getScene() || this._getEngine()!, this._extensions, this._noMipmap, this._files);\r\n uniqueId = cubeTexture.uniqueId;\r\n\r\n return cubeTexture;\r\n }, this);\r\n\r\n newCubeTexture.uniqueId = uniqueId;\r\n\r\n return newCubeTexture;\r\n }\r\n}\r\n\r\nTexture._CubeTextureParser = CubeTexture.Parse;\r\n// Some exporters relies on Tools.Instantiate\r\nRegisterClass(\"BABYLON.CubeTexture\", CubeTexture);\r\n"]}
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@@ -52,8 +52,8 @@ export class HtmlElementTexture extends BaseTexture {
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52
52
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this._createInternalTexture();
|
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53
53
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}
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54
54
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_createInternalTexture() {
|
|
55
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-
let width
|
|
56
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-
let height
|
|
55
|
+
let width;
|
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56
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+
let height;
|
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57
57
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if (this._isVideo) {
|
|
58
58
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width = this.element.videoWidth;
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59
59
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height = this.element.videoHeight;
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@@ -1 +1 @@
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1
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-
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It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<AbstractEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n private _externalTexture: Nullable<ExternalTexture>;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = !!(element as HTMLVideoElement).getVideoPlaybackQuality;\r\n\r\n if (this._isVideo) {\r\n const engineWebGPU = this._engine as Nullable<WebGPUEngine>;\r\n const createExternalTexture = engineWebGPU?.createExternalTexture;\r\n if (createExternalTexture) {\r\n this._externalTexture = createExternalTexture.call(engineWebGPU, element as HTMLVideoElement);\r\n }\r\n }\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width = 0;\r\n let height = 0;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n */\r\n public override getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, this._externalTexture ? this._externalTexture : videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
|
|
1
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+
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It is not mandatory if you define a scene.\r\n */\r\n engine: Nullable<AbstractEngine>;\r\n /**\r\n * Defines the scene the texture belongs to. It is not mandatory if you define an engine.\r\n */\r\n scene: Nullable<Scene>;\r\n}\r\n\r\n/**\r\n * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.\r\n * To be as efficient as possible depending on your constraints nothing aside the first upload\r\n * is automatically managed.\r\n * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements\r\n * in your application.\r\n *\r\n * As the update is not automatic, you need to call them manually.\r\n */\r\nexport class HtmlElementTexture extends BaseTexture {\r\n /**\r\n * The texture URL.\r\n */\r\n public element: HTMLVideoElement | HTMLCanvasElement;\r\n\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n public onLoadObservable: Observable<HtmlElementTexture> = new Observable<HtmlElementTexture>();\r\n\r\n private static readonly _DefaultOptions: IHtmlElementTextureOptions = {\r\n generateMipMaps: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n engine: null,\r\n scene: null,\r\n };\r\n\r\n private readonly _format: number;\r\n private _textureMatrix: Matrix;\r\n private _isVideo: boolean;\r\n private _generateMipMaps: boolean;\r\n private _samplingMode: number;\r\n private _externalTexture: Nullable<ExternalTexture>;\r\n\r\n /**\r\n * Instantiates a HtmlElementTexture from the following parameters.\r\n *\r\n * @param name Defines the name of the texture\r\n * @param element Defines the video or canvas the texture is filled with\r\n * @param options Defines the other none mandatory texture creation options\r\n */\r\n constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions) {\r\n super(options.scene || options.engine);\r\n\r\n if (!element || (!options.engine && !options.scene)) {\r\n return;\r\n }\r\n\r\n options = {\r\n ...HtmlElementTexture._DefaultOptions,\r\n ...options,\r\n };\r\n\r\n this._generateMipMaps = options.generateMipMaps!;\r\n this._samplingMode = options.samplingMode!;\r\n this._textureMatrix = Matrix.Identity();\r\n this._format = options.format!;\r\n\r\n this.name = name;\r\n this.element = element;\r\n this._isVideo = !!(element as HTMLVideoElement).getVideoPlaybackQuality;\r\n\r\n if (this._isVideo) {\r\n const engineWebGPU = this._engine as Nullable<WebGPUEngine>;\r\n const createExternalTexture = engineWebGPU?.createExternalTexture;\r\n if (createExternalTexture) {\r\n this._externalTexture = createExternalTexture.call(engineWebGPU, element as HTMLVideoElement);\r\n }\r\n }\r\n\r\n this.anisotropicFilteringLevel = 1;\r\n\r\n this._createInternalTexture();\r\n }\r\n\r\n private _createInternalTexture(): void {\r\n let width: number;\r\n let height: number;\r\n if (this._isVideo) {\r\n width = (this.element as HTMLVideoElement).videoWidth;\r\n height = (this.element as HTMLVideoElement).videoHeight;\r\n } else {\r\n width = this.element.width;\r\n height = this.element.height;\r\n }\r\n\r\n const engine = this._getEngine();\r\n if (engine) {\r\n this._texture = engine.createDynamicTexture(width, height, this._generateMipMaps, this._samplingMode);\r\n this._texture.format = this._format;\r\n }\r\n\r\n this.update();\r\n }\r\n\r\n /**\r\n * @returns the texture matrix used in most of the material.\r\n */\r\n public override getTextureMatrix(): Matrix {\r\n return this._textureMatrix;\r\n }\r\n\r\n /**\r\n * Updates the content of the texture.\r\n * @param invertY Defines whether the texture should be inverted on Y (false by default on video and true on canvas)\r\n */\r\n public update(invertY: Nullable<boolean> = null): void {\r\n const engine = this._getEngine();\r\n if (this._texture == null || engine == null) {\r\n return;\r\n }\r\n\r\n const wasReady = this.isReady();\r\n if (this._isVideo) {\r\n const videoElement = this.element as HTMLVideoElement;\r\n if (videoElement.readyState < videoElement.HAVE_CURRENT_DATA) {\r\n return;\r\n }\r\n\r\n engine.updateVideoTexture(this._texture, this._externalTexture ? this._externalTexture : videoElement, invertY === null ? true : invertY);\r\n } else {\r\n const canvasElement = this.element as HTMLCanvasElement;\r\n engine.updateDynamicTexture(this._texture, canvasElement, invertY === null ? true : invertY, false, this._format);\r\n }\r\n\r\n if (!wasReady && this.isReady()) {\r\n this.onLoadObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n this.onLoadObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
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@@ -282,7 +282,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;
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}
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if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {
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-
let target
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+
let target;
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if (texture.is2DArray) {
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target = 35866;
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}
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