import { Size } from "../../Maths/math.size.js"; /** * Base class of all the textures in babylon. * It groups all the common properties required to work with Thin Engine. */ export class ThinTexture { /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ get wrapU() { return this._wrapU; } set wrapU(value) { this._wrapU = value; } /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ get wrapV() { return this._wrapV; } set wrapV(value) { this._wrapV = value; } /** * How a texture is mapped. * Unused in thin texture mode. */ get coordinatesMode() { return 0; } /** * Define if the texture is a cube texture or if false a 2d texture. */ get isCube() { if (!this._texture) { return false; } return this._texture.isCube; } // eslint-disable-next-line @typescript-eslint/naming-convention set isCube(value) { if (!this._texture) { return; } this._texture.isCube = value; } /** * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture. */ get is3D() { if (!this._texture) { return false; } return this._texture.is3D; } // eslint-disable-next-line @typescript-eslint/naming-convention set is3D(value) { if (!this._texture) { return; } this._texture.is3D = value; } /** * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture. */ get is2DArray() { if (!this._texture) { return false; } return this._texture.is2DArray; } // eslint-disable-next-line @typescript-eslint/naming-convention set is2DArray(value) { if (!this._texture) { return; } this._texture.is2DArray = value; } /** * Get the class name of the texture. * @returns "ThinTexture" */ getClassName() { return "ThinTexture"; } static _IsRenderTargetWrapper(texture) { return texture?.shareDepth !== undefined; } /** * Instantiates a new ThinTexture. * Base class of all the textures in babylon. * This can be used as an internal texture wrapper in AbstractEngine to benefit from the cache * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture */ constructor(internalTexture) { this._wrapU = 1; this._wrapV = 1; /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ this.wrapR = 1; /** * With compliant hardware and browser (supporting anisotropic filtering) * this defines the level of anisotropic filtering in the texture. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff. */ this.anisotropicFilteringLevel = 4; /** * Define the current state of the loading sequence when in delayed load mode. */ this.delayLoadState = 0; /** @internal */ this._texture = null; this._engine = null; this._cachedSize = Size.Zero(); this._cachedBaseSize = Size.Zero(); /** @internal */ this._initialSamplingMode = 2; this._texture = ThinTexture._IsRenderTargetWrapper(internalTexture) ? internalTexture.texture : internalTexture; if (this._texture) { this._engine = this._texture.getEngine(); } } /** * Get if the texture is ready to be used (downloaded, converted, mip mapped...). * @returns true if fully ready */ isReady() { if (this.delayLoadState === 4) { this.delayLoad(); return false; } if (this._texture) { return this._texture.isReady; } return false; } /** * Triggers the load sequence in delayed load mode. */ delayLoad() { } /** * Get the underlying lower level texture from Babylon. * @returns the internal texture */ getInternalTexture() { return this._texture; } /** * Get the size of the texture. * @returns the texture size. */ getSize() { if (this._texture) { if (this._texture.width) { this._cachedSize.width = this._texture.width; this._cachedSize.height = this._texture.height; return this._cachedSize; } if (this._texture._size) { this._cachedSize.width = this._texture._size; this._cachedSize.height = this._texture._size; return this._cachedSize; } } return this._cachedSize; } /** * Get the base size of the texture. * It can be different from the size if the texture has been resized for POT for instance * @returns the base size */ getBaseSize() { if (!this.isReady() || !this._texture) { this._cachedBaseSize.width = 0; this._cachedBaseSize.height = 0; return this._cachedBaseSize; } if (this._texture._size) { this._cachedBaseSize.width = this._texture._size; this._cachedBaseSize.height = this._texture._size; return this._cachedBaseSize; } this._cachedBaseSize.width = this._texture.baseWidth; this._cachedBaseSize.height = this._texture.baseHeight; return this._cachedBaseSize; } /** * Get the current sampling mode associated with the texture. */ get samplingMode() { if (!this._texture) { return this._initialSamplingMode; } return this._texture.samplingMode; } /** * Update the sampling mode of the texture. * Default is Trilinear mode. * * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear | * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest | * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear | * | 4 | NEAREST_NEAREST_MIPNEAREST | | * | 5 | NEAREST_LINEAR_MIPNEAREST | | * | 6 | NEAREST_LINEAR_MIPLINEAR | | * | 7 | NEAREST_LINEAR | | * | 8 | NEAREST_NEAREST | | * | 9 | LINEAR_NEAREST_MIPNEAREST | | * | 10 | LINEAR_NEAREST_MIPLINEAR | | * | 11 | LINEAR_LINEAR | | * | 12 | LINEAR_NEAREST | | * * > _mag_: magnification filter (close to the viewer) * > _min_: minification filter (far from the viewer) * > _mip_: filter used between mip map levels *@param samplingMode Define the new sampling mode of the texture */ updateSamplingMode(samplingMode) { if (this._texture && this._engine) { this._engine.updateTextureSamplingMode(samplingMode, this._texture); } } /** * Release and destroy the underlying lower level texture aka internalTexture. */ releaseInternalTexture() { if (this._texture) { this._texture.dispose(); this._texture = null; } } /** * Dispose the texture and release its associated resources. */ dispose() { if (this._texture) { this.releaseInternalTexture(); this._engine = null; } } } //# sourceMappingURL=thinTexture.js.map