@onerjs/core 9.0.1 → 9.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (476) hide show
  1. package/Animations/animationGroup.pure.js.map +1 -1
  2. package/Buffers/buffer.pure.js +4 -0
  3. package/Buffers/buffer.pure.js.map +1 -1
  4. package/Cameras/camera.pure.d.ts +14 -0
  5. package/Cameras/camera.pure.js +15 -0
  6. package/Cameras/camera.pure.js.map +1 -1
  7. package/Compute/computeShader.pure.d.ts +2 -1
  8. package/Compute/computeShader.pure.js +29 -10
  9. package/Compute/computeShader.pure.js.map +1 -1
  10. package/Culling/ray.core.js +22 -9
  11. package/Culling/ray.core.js.map +1 -1
  12. package/Engines/IDrawContext.d.ts +2 -0
  13. package/Engines/IDrawContext.js.map +1 -1
  14. package/Engines/Native/nativeInterfaces.d.ts +55 -4
  15. package/Engines/Native/nativeInterfaces.js.map +1 -1
  16. package/Engines/Native/nativeRenderTargetWrapper.d.ts +1 -0
  17. package/Engines/Native/nativeRenderTargetWrapper.js +5 -1
  18. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  19. package/Engines/Processors/shaderCodeInliner.d.ts +2 -0
  20. package/Engines/Processors/shaderCodeInliner.js +251 -6
  21. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  22. package/Engines/Processors/shaderProcessor.js +10 -1
  23. package/Engines/Processors/shaderProcessor.js.map +1 -1
  24. package/Engines/WebGPU/Extensions/engine.debugging.pure.js +12 -0
  25. package/Engines/WebGPU/Extensions/engine.debugging.pure.js.map +1 -1
  26. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +0 -1
  27. package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
  28. package/Engines/WebGPU/Extensions/engine.query.pure.js +5 -0
  29. package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
  30. package/Engines/WebGPU/webgpuBufferManager.js +7 -0
  31. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  32. package/Engines/WebGPU/webgpuCacheTextureView.d.ts +1 -1
  33. package/Engines/WebGPU/webgpuCacheTextureView.js +20 -8
  34. package/Engines/WebGPU/webgpuCacheTextureView.js.map +1 -1
  35. package/Engines/WebGPU/webgpuDrawContext.d.ts +2 -0
  36. package/Engines/WebGPU/webgpuDrawContext.js +6 -0
  37. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  38. package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -3
  39. package/Engines/WebGPU/webgpuQuerySet.js +23 -9
  40. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  41. package/Engines/WebGPU/webgpuRenderPassCommandStream.d.ts +156 -0
  42. package/Engines/WebGPU/webgpuRenderPassCommandStream.js +323 -0
  43. package/Engines/WebGPU/webgpuRenderPassCommandStream.js.map +1 -0
  44. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  45. package/Engines/WebGPU/webgpuTextureManager.js +4 -3
  46. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  47. package/Engines/WebGPU/webgpuTimestampQuery.d.ts +3 -1
  48. package/Engines/WebGPU/webgpuTimestampQuery.js +9 -6
  49. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  50. package/Engines/abstractEngine.pure.d.ts +2 -0
  51. package/Engines/abstractEngine.pure.js +14 -5
  52. package/Engines/abstractEngine.pure.js.map +1 -1
  53. package/Engines/constants.d.ts +6 -0
  54. package/Engines/constants.js +6 -0
  55. package/Engines/constants.js.map +1 -1
  56. package/Engines/engine.d.ts +198 -24
  57. package/Engines/pure.d.ts +1 -0
  58. package/Engines/pure.js +1 -0
  59. package/Engines/pure.js.map +1 -1
  60. package/Engines/renderCommandBatcher.pure.d.ts +16 -0
  61. package/Engines/renderCommandBatcher.pure.js +24 -0
  62. package/Engines/renderCommandBatcher.pure.js.map +1 -0
  63. package/Engines/thinEngine.functions.js +3 -2
  64. package/Engines/thinEngine.functions.js.map +1 -1
  65. package/Engines/thinEngine.pure.js +18 -2
  66. package/Engines/thinEngine.pure.js.map +1 -1
  67. package/Engines/thinNativeEngine.pure.d.ts +10 -7
  68. package/Engines/thinNativeEngine.pure.js +117 -46
  69. package/Engines/thinNativeEngine.pure.js.map +1 -1
  70. package/Engines/thinWebGPUEngine.d.ts +8 -0
  71. package/Engines/thinWebGPUEngine.js +11 -0
  72. package/Engines/thinWebGPUEngine.js.map +1 -1
  73. package/Engines/webgpuEngine.pure.d.ts +60 -1
  74. package/Engines/webgpuEngine.pure.js +238 -42
  75. package/Engines/webgpuEngine.pure.js.map +1 -1
  76. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.d.ts +3 -3
  77. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js +2 -1
  78. package/FlowGraph/Blocks/Data/Audio/flowGraphGetSoundVolumeBlock.pure.js.map +1 -1
  79. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.d.ts +3 -3
  80. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js +2 -1
  81. package/FlowGraph/Blocks/Data/Audio/flowGraphIsSoundPlayingBlock.pure.js.map +1 -1
  82. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.d.ts +5 -0
  83. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js +8 -0
  84. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.js.map +1 -0
  85. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.d.ts +77 -0
  86. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js +141 -0
  87. package/FlowGraph/Blocks/Event/flowGraphMeshIntersectionEventBlock.pure.js.map +1 -0
  88. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.d.ts +5 -3
  89. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js +38 -7
  90. package/FlowGraph/Blocks/Event/flowGraphSoundEndedEventBlock.pure.js.map +1 -1
  91. package/FlowGraph/Blocks/Event/index.d.ts +1 -0
  92. package/FlowGraph/Blocks/Event/index.js +1 -0
  93. package/FlowGraph/Blocks/Event/index.js.map +1 -1
  94. package/FlowGraph/Blocks/Event/pure.d.ts +1 -0
  95. package/FlowGraph/Blocks/Event/pure.js +1 -0
  96. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  97. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.d.ts +3 -3
  98. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js +2 -1
  99. package/FlowGraph/Blocks/Execution/Audio/flowGraphPauseSoundBlock.pure.js.map +1 -1
  100. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.d.ts +3 -3
  101. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js +2 -1
  102. package/FlowGraph/Blocks/Execution/Audio/flowGraphPlaySoundBlock.pure.js.map +1 -1
  103. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.d.ts +3 -3
  104. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js +2 -1
  105. package/FlowGraph/Blocks/Execution/Audio/flowGraphSetSoundVolumeBlock.pure.js.map +1 -1
  106. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.d.ts +3 -3
  107. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js +2 -1
  108. package/FlowGraph/Blocks/Execution/Audio/flowGraphStopSoundBlock.pure.js.map +1 -1
  109. package/FlowGraph/Blocks/allBlocks.pure.js +2 -0
  110. package/FlowGraph/Blocks/allBlocks.pure.js.map +1 -1
  111. package/FlowGraph/Blocks/flowGraphBlockFactory.js +2 -0
  112. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  113. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +1 -0
  114. package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
  115. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  116. package/FlowGraph/flowGraph.d.ts +12 -1
  117. package/FlowGraph/flowGraph.js +38 -0
  118. package/FlowGraph/flowGraph.js.map +1 -1
  119. package/FlowGraph/flowGraphCoordinator.d.ts +44 -0
  120. package/FlowGraph/flowGraphCoordinator.js +141 -0
  121. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  122. package/FlowGraph/flowGraphDataConnection.pure.js +41 -14
  123. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  124. package/FlowGraph/flowGraphParser.js +105 -5
  125. package/FlowGraph/flowGraphParser.js.map +1 -1
  126. package/FlowGraph/flowGraphSoundAssets.d.ts +40 -0
  127. package/FlowGraph/flowGraphSoundAssets.js +33 -0
  128. package/FlowGraph/flowGraphSoundAssets.js.map +1 -0
  129. package/FlowGraph/index.d.ts +1 -0
  130. package/FlowGraph/index.js +1 -0
  131. package/FlowGraph/index.js.map +1 -1
  132. package/FlowGraph/pure.d.ts +1 -0
  133. package/FlowGraph/pure.js +1 -0
  134. package/FlowGraph/pure.js.map +1 -1
  135. package/FlowGraph/serialization.d.ts +8 -0
  136. package/FlowGraph/serialization.js +31 -12
  137. package/FlowGraph/serialization.js.map +1 -1
  138. package/FlowGraph/typeDefinitions.d.ts +25 -0
  139. package/FlowGraph/typeDefinitions.js.map +1 -1
  140. package/FrameGraph/Tasks/PostProcesses/taaTask.js +2 -0
  141. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  142. package/Instrumentation/engineInstrumentation.d.ts +1 -0
  143. package/Instrumentation/engineInstrumentation.js +25 -6
  144. package/Instrumentation/engineInstrumentation.js.map +1 -1
  145. package/Lights/Clustered/clusteredLightContainer.pure.js +2 -0
  146. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  147. package/Lights/Shadows/cascadedShadowGenerator.pure.d.ts +36 -1
  148. package/Lights/Shadows/cascadedShadowGenerator.pure.js +202 -27
  149. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  150. package/Lights/directionalLight.pure.d.ts +24 -10
  151. package/Lights/directionalLight.pure.js +29 -11
  152. package/Lights/directionalLight.pure.js.map +1 -1
  153. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +4 -4
  154. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  155. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +1 -1
  156. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  157. package/Materials/Node/Blocks/Input/inputBlock.pure.js +4 -0
  158. package/Materials/Node/Blocks/Input/inputBlock.pure.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.d.ts +9 -0
  160. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +23 -3
  161. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  162. package/Materials/PBR/openpbrMaterial.pure.js +1 -1
  163. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  164. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +9 -0
  165. package/Materials/PBR/pbrBaseMaterial.pure.js +60 -1
  166. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  167. package/Materials/PBR/pbrBaseSimpleMaterial.d.ts +11 -0
  168. package/Materials/PBR/pbrBaseSimpleMaterial.js +21 -2
  169. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  170. package/Materials/PBR/pbrMaterial.pure.d.ts +12 -0
  171. package/Materials/PBR/pbrMaterial.pure.js +23 -3
  172. package/Materials/PBR/pbrMaterial.pure.js.map +1 -1
  173. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +1 -0
  174. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +10 -0
  175. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
  176. package/Materials/Textures/HTML/htmlInCanvasPolyfill.d.ts +5 -0
  177. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js +7 -0
  178. package/Materials/Textures/HTML/htmlInCanvasPolyfill.js.map +1 -1
  179. package/Materials/Textures/HTML/htmlInteractionManager.d.ts +9 -3
  180. package/Materials/Textures/HTML/htmlInteractionManager.js +64 -5
  181. package/Materials/Textures/HTML/htmlInteractionManager.js.map +1 -1
  182. package/Materials/Textures/HTML/htmlTexture.d.ts +11 -11
  183. package/Materials/Textures/HTML/htmlTexture.js +106 -65
  184. package/Materials/Textures/HTML/htmlTexture.js.map +1 -1
  185. package/Materials/Textures/Loaders/internalTextureLoader.d.ts +2 -1
  186. package/Materials/Textures/Loaders/internalTextureLoader.js.map +1 -1
  187. package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +2 -1
  188. package/Materials/Textures/Loaders/ktxTextureLoader.js +4 -50
  189. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  190. package/Materials/Textures/Procedurals/proceduralTexture.pure.js +10 -0
  191. package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
  192. package/Materials/Textures/dynamicTexture.pure.js +6 -0
  193. package/Materials/Textures/dynamicTexture.pure.js.map +1 -1
  194. package/Materials/Textures/ktx2encoderTypes.d.ts +51 -0
  195. package/Materials/Textures/ktx2encoderTypes.js +2 -0
  196. package/Materials/Textures/ktx2encoderTypes.js.map +1 -0
  197. package/Materials/Textures/renderTargetTexture.pure.js +10 -2
  198. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  199. package/Materials/Textures/texture.pure.js +7 -1
  200. package/Materials/Textures/texture.pure.js.map +1 -1
  201. package/Materials/Textures/textureMerger.d.ts +11 -0
  202. package/Materials/Textures/textureMerger.js +34 -19
  203. package/Materials/Textures/textureMerger.js.map +1 -1
  204. package/Materials/Textures/textureProcessor.d.ts +145 -0
  205. package/Materials/Textures/textureProcessor.js +445 -45
  206. package/Materials/Textures/textureProcessor.js.map +1 -1
  207. package/Materials/Textures/textureSampling.functions.d.ts +41 -0
  208. package/Materials/Textures/textureSampling.functions.js +82 -0
  209. package/Materials/Textures/textureSampling.functions.js.map +1 -0
  210. package/Materials/drawWrapper.d.ts +8 -0
  211. package/Materials/drawWrapper.js +19 -0
  212. package/Materials/drawWrapper.js.map +1 -1
  213. package/Materials/effect.pure.d.ts +6 -0
  214. package/Materials/effect.pure.js +28 -6
  215. package/Materials/effect.pure.js.map +1 -1
  216. package/Materials/effect.webgl.functions.pure.js +1 -1
  217. package/Materials/effect.webgl.functions.pure.js.map +1 -1
  218. package/Materials/material.pure.d.ts +5 -0
  219. package/Materials/material.pure.js +9 -2
  220. package/Materials/material.pure.js.map +1 -1
  221. package/Materials/materialFlags.d.ts +6 -0
  222. package/Materials/materialFlags.js +14 -0
  223. package/Materials/materialFlags.js.map +1 -1
  224. package/Materials/materialHelper.functions.d.ts +2 -1
  225. package/Materials/materialHelper.functions.js +36 -2
  226. package/Materials/materialHelper.functions.js.map +1 -1
  227. package/Materials/materialHelper.geometryrendering.js +19 -16
  228. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  229. package/Materials/materialPluginManager.pure.js +12 -8
  230. package/Materials/materialPluginManager.pure.js.map +1 -1
  231. package/Materials/prePassConfiguration.js +19 -16
  232. package/Materials/prePassConfiguration.js.map +1 -1
  233. package/Materials/shaderMaterial.pure.js +19 -6
  234. package/Materials/shaderMaterial.pure.js.map +1 -1
  235. package/Materials/shadowDepthWrapper.d.ts +6 -0
  236. package/Materials/shadowDepthWrapper.js +17 -0
  237. package/Materials/shadowDepthWrapper.js.map +1 -1
  238. package/Meshes/Compression/dracoCodec.d.ts +14 -0
  239. package/Meshes/Compression/dracoCodec.js +22 -0
  240. package/Meshes/Compression/dracoCodec.js.map +1 -1
  241. package/Meshes/Compression/dracoDecoder.d.ts +1 -0
  242. package/Meshes/Compression/dracoDecoder.js +27 -0
  243. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  244. package/Meshes/Compression/dracoEncoder.d.ts +1 -0
  245. package/Meshes/Compression/dracoEncoder.js +8 -0
  246. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  247. package/Meshes/Compression/meshoptCompression.d.ts +1 -0
  248. package/Meshes/Compression/meshoptCompression.js +9 -0
  249. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  250. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.d.ts +415 -0
  251. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js +912 -0
  252. package/Meshes/GaussianSplatting/gaussianSplattingGpuSorter.js.map +1 -0
  253. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -0
  254. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +40 -9
  255. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  256. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +112 -8
  257. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +696 -74
  258. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  259. package/Meshes/abstractMesh.pure.js +12 -4
  260. package/Meshes/abstractMesh.pure.js.map +1 -1
  261. package/Meshes/geometry.d.ts +5 -0
  262. package/Meshes/geometry.js +25 -0
  263. package/Meshes/geometry.js.map +1 -1
  264. package/Meshes/index.d.ts +1 -0
  265. package/Meshes/index.js +1 -0
  266. package/Meshes/index.js.map +1 -1
  267. package/Meshes/mesh.pure.d.ts +7 -0
  268. package/Meshes/mesh.pure.js +18 -13
  269. package/Meshes/mesh.pure.js.map +1 -1
  270. package/Meshes/pure.d.ts +1 -0
  271. package/Meshes/pure.js +1 -0
  272. package/Meshes/pure.js.map +1 -1
  273. package/Meshes/subMesh.pure.d.ts +3 -0
  274. package/Meshes/subMesh.pure.js +26 -0
  275. package/Meshes/subMesh.pure.js.map +1 -1
  276. package/Meshes/thinInstanceMesh.pure.js +5 -3
  277. package/Meshes/thinInstanceMesh.pure.js.map +1 -1
  278. package/Misc/index.d.ts +1 -0
  279. package/Misc/index.js +1 -0
  280. package/Misc/index.js.map +1 -1
  281. package/Misc/khronosTextureContainer2.d.ts +3 -2
  282. package/Misc/khronosTextureContainer2.js +24 -6
  283. package/Misc/khronosTextureContainer2.js.map +1 -1
  284. package/Misc/khronosTextureContainer2Encoder.d.ts +166 -0
  285. package/Misc/khronosTextureContainer2Encoder.js +556 -0
  286. package/Misc/khronosTextureContainer2Encoder.js.map +1 -0
  287. package/Misc/khronosTextureContainer2EncoderWorker.d.ts +61 -0
  288. package/Misc/khronosTextureContainer2EncoderWorker.js +55 -0
  289. package/Misc/khronosTextureContainer2EncoderWorker.js.map +1 -0
  290. package/Misc/pure.d.ts +1 -0
  291. package/Misc/pure.js +1 -0
  292. package/Misc/pure.js.map +1 -1
  293. package/Misc/textureFormat.functions.d.ts +6 -0
  294. package/Misc/textureFormat.functions.js +54 -0
  295. package/Misc/textureFormat.functions.js.map +1 -0
  296. package/Misc/textureTools.d.ts +6 -2
  297. package/Misc/textureTools.js +100 -42
  298. package/Misc/textureTools.js.map +1 -1
  299. package/Misc/tools.pure.js +1 -1
  300. package/Misc/tools.pure.js.map +1 -1
  301. package/Particles/Node/Blocks/systemBlock.pure.d.ts +1 -1
  302. package/Particles/Node/Blocks/systemBlock.pure.js +6 -3
  303. package/Particles/Node/Blocks/systemBlock.pure.js.map +1 -1
  304. package/Particles/computeShaderParticleSystem.pure.js +5 -0
  305. package/Particles/computeShaderParticleSystem.pure.js.map +1 -1
  306. package/Particles/gpuParticleSystem.pure.d.ts +2 -0
  307. package/Particles/gpuParticleSystem.pure.js +25 -1
  308. package/Particles/gpuParticleSystem.pure.js.map +1 -1
  309. package/Particles/solidParticle.d.ts +5 -0
  310. package/Particles/solidParticle.js +5 -0
  311. package/Particles/solidParticle.js.map +1 -1
  312. package/Particles/solidParticleSystem.d.ts +10 -0
  313. package/Particles/solidParticleSystem.js +72 -13
  314. package/Particles/solidParticleSystem.js.map +1 -1
  315. package/Particles/thinParticleSystem.pure.js +4 -0
  316. package/Particles/thinParticleSystem.pure.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.d.ts +27 -6
  318. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js +60 -5
  319. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.pure.js.map +1 -1
  320. package/PostProcesses/thinTAAPostProcess.d.ts +1 -0
  321. package/PostProcesses/thinTAAPostProcess.js +17 -1
  322. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  323. package/PostProcesses/volumetricLightScatteringPostProcess.pure.d.ts +2 -1
  324. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js +6 -5
  325. package/PostProcesses/volumetricLightScatteringPostProcess.pure.js.map +1 -1
  326. package/Rendering/boundingBoxRenderer.pure.js +2 -3
  327. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  328. package/Rendering/geometryBufferRenderer.pure.js +8 -2
  329. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  330. package/Rendering/objectRenderer.d.ts +1 -0
  331. package/Rendering/objectRenderer.js +14 -0
  332. package/Rendering/objectRenderer.js.map +1 -1
  333. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +2 -2
  334. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  335. package/Shaders/ShadersInclude/bumpVertex.js +1 -1
  336. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  337. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +1 -1
  338. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type Observable } from \"./observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { FromHalfFloat, ToHalfFloat } from \"./halfFloat\";\r\n\r\nexport { FromHalfFloat, ToHalfFloat };\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width, height: height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n });\r\n}\r\n\r\nfunction IsCompressedTextureFormat(format: number): boolean {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Waits for when the given texture is ready to be used (downloaded, converted, mip mapped...)\r\n * @param texture the texture to wait for\r\n * @returns a promise that resolves when the texture is ready\r\n */\r\nexport async function WhenTextureReadyAsync(texture: BaseTexture): Promise<void> {\r\n if (texture.isReady()) {\r\n return;\r\n }\r\n\r\n if (texture.loadingError) {\r\n throw new Error(texture.errorObject?.message || `Texture ${texture.name} errored while loading.`);\r\n }\r\n\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n if (onLoadObservable) {\r\n return await new Promise((res) => onLoadObservable.addOnce(() => res()));\r\n }\r\n\r\n const onLoadedObservable = texture._texture?.onLoadedObservable;\r\n if (onLoadedObservable) {\r\n return await new Promise((res) => onLoadedObservable.addOnce(() => res()));\r\n }\r\n\r\n throw new Error(`Cannot determine readiness of texture ${texture.name}.`);\r\n}\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format, which cannot be read using readPixels.\r\n * @internal\r\n */\r\nasync function ReadPixelsUsingRTT(texture: BaseTexture, width: number, height: number, face: number, lod: number, slice: number = 0): Promise<Uint8Array> {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n const sourceInternalTexture = texture.getInternalTexture();\r\n const is3DTexture = texture.is3D || !!sourceInternalTexture?.is3D;\r\n\r\n if (!engine.isWebGPU) {\r\n if (is3DTexture) {\r\n await import(\"../Shaders/lod3D.fragment\");\r\n } else if (texture.isCube) {\r\n await import(\"../Shaders/lodCube.fragment\");\r\n } else {\r\n await import(\"../Shaders/lod.fragment\");\r\n }\r\n } else {\r\n if (is3DTexture) {\r\n await import(\"../ShadersWGSL/lod3D.fragment\");\r\n } else if (texture.isCube) {\r\n await import(\"../ShadersWGSL/lodCube.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/lod.fragment\");\r\n }\r\n }\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (is3DTexture) {\r\n lodPostProcess = new PostProcess(\"lod3D\", \"lod3D\", {\r\n uniforms: [\"lod\", \"gamma\", \"slice\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n defines: faceDefines[face],\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n }\r\n\r\n await new Promise((resolve) => {\r\n lodPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n resolve(0);\r\n });\r\n });\r\n });\r\n\r\n const rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n effect.setInt(\"gamma\", texture.gammaSpace ? 1 : 0);\r\n if (is3DTexture) {\r\n effect.setFloat(\"slice\", slice);\r\n }\r\n };\r\n\r\n try {\r\n if (rtt.renderTarget && sourceInternalTexture) {\r\n const samplingMode = sourceInternalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Gets the pixel data of the specified texture, either by reading it directly\r\n * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * When direct readback returns non-RGBA channel layouts, the result is normalized to RGBA8.\r\n * @param texture the source texture\r\n * @param width the target width of the result, which does not have to match the source texture width\r\n * @param height the target height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @param forceRTT if true, forces the use of the RTT path for reading pixels (useful for cube maps to ensure correct orientation and gamma)\r\n * @param slice if the texture is 3D, the depth slice index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(\r\n texture: BaseTexture,\r\n width?: number,\r\n height?: number,\r\n face: number = 0,\r\n lod: number = 0,\r\n forceRTT: boolean = false,\r\n slice: number = 0\r\n): Promise<Uint8Array> {\r\n await WhenTextureReadyAsync(texture);\r\n const internalTexture = texture.getInternalTexture();\r\n const is3DTexture = texture.is3D || !!internalTexture?.is3D;\r\n\r\n const { width: textureWidth, height: textureHeight } = texture.getSize();\r\n const targetWidth = width ?? textureWidth;\r\n const targetHeight = height ?? textureHeight;\r\n\r\n // If the internal texture format is compressed, we cannot read the pixels directly.\r\n // If we're resizing the texture, we need to use a render target texture.\r\n // forceRTT can be used to ensure correct orientation and gamma for cube maps.\r\n // 3D textures must also use RTT because direct readPixels does not expose slice selection.\r\n if (forceRTT || is3DTexture || IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {\r\n if (texture.is2DArray) {\r\n throw new Error(`Reading pixels from 2D array textures with ${forceRTT ? \"RTT\" : \"compression\"} is not supported.`);\r\n }\r\n return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod, slice);\r\n }\r\n\r\n let data = (await texture.readPixels(face, lod)) as Nullable<Uint8Array | Float32Array>;\r\n if (!data) {\r\n throw new Error(`Failed to read pixels from texture ${texture.name}.`);\r\n }\r\n\r\n // Convert float RGBA values to uint8, if necessary.\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = Math.round(Clamp(v) * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n // Some backends (notably WebGPU for single/dual/triple channel formats) can return\r\n // readback data that is not RGBA8. The inspector preview pipeline expects 4 bytes\r\n // per pixel, so normalize to RGBA here when needed.\r\n const pixelCount = targetWidth * targetHeight;\r\n const expectedLength = pixelCount * 4;\r\n\r\n if (data.length !== expectedLength) {\r\n const componentCount = pixelCount === 0 ? 0 : data.length / pixelCount;\r\n\r\n if (componentCount === 1 || componentCount === 2 || componentCount === 3) {\r\n const normalizedData = new Uint8Array(expectedLength);\r\n\r\n for (let pixel = 0, src = 0, dst = 0; pixel < pixelCount; pixel++, dst += 4) {\r\n const c0 = data[src++];\r\n\r\n if (componentCount === 1) {\r\n // Luminance/R-style data: replicate to RGB and use opaque alpha.\r\n normalizedData[dst] = c0;\r\n normalizedData[dst + 1] = c0;\r\n normalizedData[dst + 2] = c0;\r\n normalizedData[dst + 3] = 255;\r\n continue;\r\n }\r\n\r\n const c1 = data[src++];\r\n if (componentCount === 2) {\r\n // Two-channel data has no standard blue/alpha semantics for preview,\r\n // so preserve R/G, clear B, and force opaque alpha.\r\n normalizedData[dst] = c0;\r\n normalizedData[dst + 1] = c1;\r\n normalizedData[dst + 2] = 0;\r\n normalizedData[dst + 3] = 255;\r\n continue;\r\n }\r\n\r\n // RGB data: append an opaque alpha channel.\r\n normalizedData[dst] = c0;\r\n normalizedData[dst + 1] = c1;\r\n normalizedData[dst + 2] = data[src++];\r\n normalizedData[dst + 3] = 255;\r\n }\r\n\r\n return normalizedData;\r\n }\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { MapSRGBToLinear } from \"./textureFormat.functions\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { FromHalfFloat, ToHalfFloat } from \"./halfFloat\";\r\n\r\nexport { FromHalfFloat, ToHalfFloat };\r\n\r\nconst DisplayGamma = 0;\r\nconst PreserveChannels = 1;\r\nconst RestoreHardwareSRGB = 2;\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width, height: height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function _IsCompressedTextureFormat(format: number): boolean {\r\n switch (format) {\r\n case 0x8c00: // COMPRESSED_RGB_PVRTC_4BPPV1_IMG\r\n case 0x8c02: // COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Waits for when the given texture is ready to be used (downloaded, converted, mip mapped...)\r\n * @param texture the texture to wait for\r\n * @param signal optional signal to abort the readiness wait\r\n * @returns a promise that resolves when the texture is ready\r\n */\r\nexport async function WhenTextureReadyAsync(texture: BaseTexture, signal?: AbortSignal): Promise<void> {\r\n signal?.throwIfAborted();\r\n if (texture.isReady()) {\r\n return;\r\n }\r\n const internalTexture = texture.getInternalTexture();\r\n if (texture.loadingError || internalTexture?._loadError) {\r\n throw new Error(texture.errorObject?.message || internalTexture?._loadError?.message || `Texture ${texture.name} errored while loading.`);\r\n }\r\n const onLoadObservable = (texture as Texture).onLoadObservable ?? texture._texture?.onLoadedObservable;\r\n if (!onLoadObservable) {\r\n throw new Error(`Cannot determine readiness of texture ${texture.name}.`);\r\n }\r\n await new Promise<void>((resolve, reject) => {\r\n const cleanup = () => {\r\n onLoadObservable.removeCallback(onLoad);\r\n Texture.OnTextureLoadErrorObservable.remove(onError);\r\n internalTexture?.onErrorObservable.remove(onInternalError ?? null);\r\n signal?.removeEventListener(\"abort\", onAbort);\r\n texture.onDisposeObservable.remove(onDispose);\r\n };\r\n const fail = (error: Error) => {\r\n cleanup();\r\n reject(error);\r\n };\r\n const onLoad = () => {\r\n cleanup();\r\n resolve();\r\n };\r\n const onAbort = () => fail(signal!.reason);\r\n const onError = Texture.OnTextureLoadErrorObservable.add((failedTexture) => {\r\n if (failedTexture === texture) {\r\n fail(new Error(texture.errorObject?.message || `Texture ${texture.name} errored while loading.`));\r\n }\r\n });\r\n const onInternalError = internalTexture?.onErrorObservable.add((error) => fail(new Error(error.message || `Texture ${texture.name} errored while loading.`)));\r\n const onDispose = texture.onDisposeObservable.add(() => fail(new Error(`Texture ${texture.name} was disposed while waiting for readiness.`)));\r\n onLoadObservable.addOnce(onLoad);\r\n signal?.addEventListener(\"abort\", onAbort, { once: true });\r\n if (signal?.aborted) {\r\n onAbort();\r\n }\r\n });\r\n}\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format, which cannot be read using readPixels.\r\n * @internal\r\n */\r\nasync function ReadPixelsUsingRTT(\r\n texture: BaseTexture,\r\n width: number,\r\n height: number,\r\n face: number,\r\n lod: number,\r\n slice: number,\r\n applyGammaCorrection: boolean\r\n): Promise<Uint8Array> {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n const sourceInternalTexture = texture.getInternalTexture();\r\n const is3DTexture = texture.is3D || !!sourceInternalTexture?.is3D;\r\n\r\n if (!engine.isWebGPU) {\r\n if (is3DTexture) {\r\n await import(\"../Shaders/lod3D.fragment\");\r\n } else if (texture.isCube) {\r\n await import(\"../Shaders/lodCube.fragment\");\r\n } else {\r\n await import(\"../Shaders/lod.fragment\");\r\n }\r\n } else {\r\n if (is3DTexture) {\r\n await import(\"../ShadersWGSL/lod3D.fragment\");\r\n } else if (texture.isCube) {\r\n await import(\"../ShadersWGSL/lodCube.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/lod.fragment\");\r\n }\r\n }\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (is3DTexture) {\r\n lodPostProcess = new PostProcess(\"lod3D\", \"lod3D\", {\r\n uniforms: [\"lod\", \"gamma\", \"slice\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n defines: faceDefines[face],\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n }\r\n\r\n let rtt: RenderTargetTexture | undefined;\r\n try {\r\n await new Promise<void>((resolve, reject) => {\r\n lodPostProcess.onEffectCreatedObservable.addOnce((effect) => {\r\n const cleanup = () => {\r\n effect.onCompileObservable.remove(onCompile);\r\n effect.onErrorObservable.remove(onError);\r\n };\r\n const onCompile = effect.onCompileObservable.addOnce(() => {\r\n cleanup();\r\n resolve();\r\n });\r\n const onError = effect.onErrorObservable.addOnce(() => {\r\n cleanup();\r\n reject(new Error(effect.getCompilationError() || \"Texture readback shader compilation failed.\"));\r\n });\r\n const compilationError = effect.getCompilationError();\r\n if (compilationError) {\r\n cleanup();\r\n reject(new Error(compilationError));\r\n } else if (effect.isReady()) {\r\n cleanup();\r\n resolve();\r\n }\r\n });\r\n });\r\n\r\n rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n const hardwareSRGB =\r\n sourceInternalTexture?._useSRGBBuffer ||\r\n MapSRGBToLinear(texture.textureFormat) !== null ||\r\n texture.textureFormat === Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\r\n effect.setInt(\"gamma\", hardwareSRGB ? RestoreHardwareSRGB : !applyGammaCorrection || texture.gammaSpace ? PreserveChannels : DisplayGamma);\r\n if (is3DTexture) {\r\n effect.setFloat(\"slice\", slice);\r\n }\r\n };\r\n\r\n if (rtt.renderTarget && sourceInternalTexture) {\r\n const samplingMode = sourceInternalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, bufferView.byteOffset, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt?.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Gets the pixel data of the specified texture, either by reading it directly\r\n * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * When direct readback returns non-RGBA channel layouts, the result is normalized to RGBA8.\r\n * @param texture the source texture\r\n * @param width the target width of the result, which does not have to match the source texture width\r\n * @param height the target height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @param forceRTT if true, forces the use of the RTT path for reading pixels (useful for cube maps to ensure correct orientation and gamma)\r\n * @param slice if the texture is 3D, the depth slice index to use for the source\r\n * @param applyGammaCorrection if true (default), converts linear RTT pixels to display gamma and previews single-channel data as grayscale. If false, preserves sampled channel semantics, including undoing hardware sRGB decoding.\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(\r\n texture: BaseTexture,\r\n width?: number,\r\n height?: number,\r\n face: number = 0,\r\n lod: number = 0,\r\n forceRTT: boolean = false,\r\n slice: number = 0,\r\n applyGammaCorrection: boolean = true\r\n): Promise<Uint8Array> {\r\n await WhenTextureReadyAsync(texture);\r\n const internalTexture = texture.getInternalTexture();\r\n const is3DTexture = texture.is3D || !!internalTexture?.is3D;\r\n\r\n const { width: textureWidth, height: textureHeight } = texture.getSize();\r\n const targetWidth = width ?? textureWidth;\r\n const targetHeight = height ?? textureHeight;\r\n\r\n // If the internal texture format is compressed, we cannot read the pixels directly.\r\n // If we're resizing the texture, we need to use a render target texture.\r\n // forceRTT can be used to ensure correct orientation and gamma for cube maps.\r\n // 3D textures must also use RTT because direct readPixels does not expose slice selection.\r\n if (forceRTT || is3DTexture || _IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {\r\n if (texture.is2DArray) {\r\n throw new Error(`Reading pixels from 2D array textures with ${forceRTT ? \"RTT\" : \"compression\"} is not supported.`);\r\n }\r\n return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod, slice, applyGammaCorrection);\r\n }\r\n\r\n let data = (await texture.readPixels(face, lod)) as Nullable<Uint8Array | Float32Array>;\r\n if (!data) {\r\n throw new Error(`Failed to read pixels from texture ${texture.name}.`);\r\n }\r\n\r\n // Convert float RGBA values to uint8, if necessary.\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = Math.round(Clamp(v) * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n // Some backends (notably WebGPU for single/dual/triple channel formats) can return\r\n // readback data that is not RGBA8. The inspector preview pipeline expects 4 bytes\r\n // per pixel, so normalize to RGBA here when needed.\r\n const pixelCount = targetWidth * targetHeight;\r\n const expectedLength = pixelCount * 4;\r\n\r\n if (data.length !== expectedLength) {\r\n const componentCount = pixelCount === 0 ? 0 : data.length / pixelCount;\r\n\r\n if (componentCount === 1 || componentCount === 2 || componentCount === 3) {\r\n const normalizedData = new Uint8Array(expectedLength);\r\n\r\n for (let pixel = 0, src = 0, dst = 0; pixel < pixelCount; pixel++, dst += 4) {\r\n const c0 = data[src++];\r\n\r\n if (componentCount === 1) {\r\n const alphaOnly = !applyGammaCorrection && texture.textureFormat === Constants.TEXTUREFORMAT_ALPHA;\r\n const redOnly = !applyGammaCorrection && (texture.textureFormat === Constants.TEXTUREFORMAT_R || texture.textureFormat === Constants.TEXTUREFORMAT_RED_INTEGER);\r\n normalizedData[dst] = alphaOnly ? 0 : c0;\r\n normalizedData[dst + 1] = alphaOnly || redOnly ? 0 : c0;\r\n normalizedData[dst + 2] = alphaOnly || redOnly ? 0 : c0;\r\n normalizedData[dst + 3] = alphaOnly ? c0 : 255;\r\n continue;\r\n }\r\n\r\n const c1 = data[src++];\r\n if (componentCount === 2) {\r\n const luminanceAlpha = !applyGammaCorrection && texture.textureFormat === Constants.TEXTUREFORMAT_LUMINANCE_ALPHA;\r\n normalizedData[dst] = c0;\r\n normalizedData[dst + 1] = luminanceAlpha ? c0 : c1;\r\n normalizedData[dst + 2] = luminanceAlpha ? c0 : 0;\r\n normalizedData[dst + 3] = luminanceAlpha ? c1 : 255;\r\n continue;\r\n }\r\n\r\n // RGB data: append an opaque alpha channel.\r\n normalizedData[dst] = c0;\r\n normalizedData[dst + 1] = c1;\r\n normalizedData[dst + 2] = data[src++];\r\n normalizedData[dst + 3] = 255;\r\n }\r\n\r\n return normalizedData;\r\n }\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
@@ -1241,7 +1241,7 @@ Tools._DefaultCdnUrl = "https://cdn.babylonjs.com";
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  * When set, unversioned CDN URLs will be rewritten to include this version prefix.
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  * @internal
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  */
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- Tools._CdnVersion = "9.32.0";
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+ Tools._CdnVersion = "9.34.0";
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  /**
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  * @internal
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  */