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- import type { Nullable, FloatArray, IndicesArray } from "../types";
- import { Engine } from "../Engines/engine";
- import type { RenderTargetCreationOptions } from "../Materials/Textures/textureCreationOptions";
- import type { VertexBuffer } from "../Buffers/buffer";
- import { InternalTexture } from "../Materials/Textures/internalTexture";
- import type { Effect } from "../Materials/effect";
- import type { IPipelineContext } from "./IPipelineContext";
- import { DataBuffer } from "../Buffers/dataBuffer";
- import type { IColor4Like, IViewportLike } from "../Maths/math.like";
- import type { ISceneLike } from "./abstractEngine";
- import type { DrawWrapper } from "../Materials/drawWrapper";
- import { RenderTargetWrapper } from "./renderTargetWrapper";
- import type { IStencilState } from "../States/IStencilState";
- /**
- * Options to create the null engine
- */
- export declare class NullEngineOptions {
- /**
- * Render width (Default: 512)
- */
- renderWidth: number;
- /**
- * Render height (Default: 256)
- */
- renderHeight: number;
- /**
- * Texture size (Default: 512)
- */
- textureSize: number;
- /**
- * If delta time between frames should be constant
- * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep
- */
- deterministicLockstep: boolean;
- /** Defines the seconds between each deterministic lock step */
- timeStep?: number;
- /**
- * Maximum about of steps between frames (Default: 4)
- * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep
- */
- lockstepMaxSteps: number;
- /**
- * Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default
- */
- useHighPrecisionMatrix?: boolean;
- }
- /**
- * The null engine class provides support for headless version of babylon.js.
- * This can be used in server side scenario or for testing purposes
- */
- export declare class NullEngine extends Engine {
- private _options;
- /**
- * Gets a boolean indicating that the engine is running in deterministic lock step mode
- * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep
- * @returns true if engine is in deterministic lock step mode
- */
- isDeterministicLockStep(): boolean;
- /**
- * Gets the max steps when engine is running in deterministic lock step
- * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep
- * @returns the max steps
- */
- getLockstepMaxSteps(): number;
- /**
- * Gets the current hardware scaling level.
- * By default the hardware scaling level is computed from the window device ratio.
- * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
- * @returns a number indicating the current hardware scaling level
- */
- getHardwareScalingLevel(): number;
- constructor(options?: NullEngineOptions);
- /**
- * Creates a vertex buffer
- * @param vertices the data for the vertex buffer
- * @returns the new WebGL static buffer
- */
- createVertexBuffer(vertices: FloatArray): DataBuffer;
- /**
- * Creates a new index buffer
- * @param indices defines the content of the index buffer
- * @returns a new webGL buffer
- */
- createIndexBuffer(indices: IndicesArray): DataBuffer;
- /**
- * Clear the current render buffer or the current render target (if any is set up)
- * @param color defines the color to use
- * @param backBuffer defines if the back buffer must be cleared
- * @param depth defines if the depth buffer must be cleared
- * @param stencil defines if the stencil buffer must be cleared
- */
- clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
- /**
- * Gets the current render width
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render width
- */
- getRenderWidth(useScreen?: boolean): number;
- /**
- * Gets the current render height
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render height
- */
- getRenderHeight(useScreen?: boolean): number;
- /**
- * Set the WebGL's viewport
- * @param viewport defines the viewport element to be used
- * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
- * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
- */
- setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
- createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
- /**
- * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
- * @param pipelineContext defines the pipeline context to use
- * @param uniformsNames defines the list of uniform names
- * @returns an array of webGL uniform locations
- */
- getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
- /**
- * Gets the lsit of active attributes for a given webGL program
- * @param pipelineContext defines the pipeline context to use
- * @param attributesNames defines the list of attribute names to get
- * @returns an array of indices indicating the offset of each attribute
- */
- getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
- /**
- * Binds an effect to the webGL context
- * @param effect defines the effect to bind
- */
- bindSamplers(effect: Effect): void;
- /**
- * Activates an effect, making it the current one (ie. the one used for rendering)
- * @param effect defines the effect to activate
- */
- enableEffect(effect: Nullable<Effect | DrawWrapper>): void;
- /**
- * Set various states to the webGL context
- * @param culling defines culling state: true to enable culling, false to disable it
- * @param zOffset defines the value to apply to zOffset (0 by default)
- * @param force defines if states must be applied even if cache is up to date
- * @param reverseSide defines if culling must be reversed (CCW if false, CW if true)
- * @param cullBackFaces true to cull back faces, false to cull front faces (if culling is enabled)
- * @param stencil stencil states to set
- * @param zOffsetUnits defines the value to apply to zOffsetUnits (0 by default)
- */
- setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean, cullBackFaces?: boolean, stencil?: IStencilState, zOffsetUnits?: number): void;
- /**
- * Set the value of an uniform to an array of int32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- * @returns true if value was set
- */
- setIntArray(uniform: WebGLUniformLocation, array: Int32Array): boolean;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- * @returns true if value was set
- */
- setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): boolean;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- * @returns true if value was set
- */
- setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): boolean;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- * @returns true if value was set
- */
- setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): boolean;
- /**
- * Set the value of an uniform to an array of float32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- * @returns true if value was set
- */
- setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): boolean;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- * @returns true if value was set
- */
- setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): boolean;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- * @returns true if value was set
- */
- setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): boolean;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- * @returns true if value was set
- */
- setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): boolean;
- /**
- * Set the value of an uniform to an array of number
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- * @returns true if value was set
- */
- setArray(uniform: WebGLUniformLocation, array: number[]): boolean;
- /**
- * Set the value of an uniform to an array of number (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- * @returns true if value was set
- */
- setArray2(uniform: WebGLUniformLocation, array: number[]): boolean;
- /**
- * Set the value of an uniform to an array of number (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- * @returns true if value was set
- */
- setArray3(uniform: WebGLUniformLocation, array: number[]): boolean;
- /**
- * Set the value of an uniform to an array of number (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- * @returns true if value was set
- */
- setArray4(uniform: WebGLUniformLocation, array: number[]): boolean;
- /**
- * Set the value of an uniform to an array of float32 (stored as matrices)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrices defines the array of float32 to store
- * @returns true if value was set
- */
- setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): boolean;
- /**
- * Set the value of an uniform to a matrix (3x3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 3x3 matrix to store
- * @returns true if value was set
- */
- setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): boolean;
- /**
- * Set the value of an uniform to a matrix (2x2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 2x2 matrix to store
- * @returns true if value was set
- */
- setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): boolean;
- /**
- * Set the value of an uniform to a number (float)
- * @param uniform defines the webGL uniform location where to store the value
- * @param value defines the float number to store
- * @returns true if value was set
- */
- setFloat(uniform: WebGLUniformLocation, value: number): boolean;
- /**
- * Set the value of an uniform to a vec2
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @returns true if value was set
- */
- setFloat2(uniform: WebGLUniformLocation, x: number, y: number): boolean;
- /**
- * Set the value of an uniform to a vec3
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- * @returns true if value was set
- */
- setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): boolean;
- /**
- * Set the value of an uniform to a boolean
- * @param uniform defines the webGL uniform location where to store the value
- * @param bool defines the boolean to store
- * @returns true if value was set
- */
- setBool(uniform: WebGLUniformLocation, bool: number): boolean;
- /**
- * Set the value of an uniform to a vec4
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- * @param w defines the 4th component of the value
- * @returns true if value was set
- */
- setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): boolean;
- /**
- * Sets the current alpha mode
- * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
- * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering
- */
- setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
- /**
- * Bind webGl buffers directly to the webGL context
- * @param vertexBuffers defines the vertex buffer to bind
- * @param indexBuffer defines the index buffer to bind
- * @param effect defines the effect associated with the vertex buffer
- */
- bindBuffers(vertexBuffers: {
- [key: string]: VertexBuffer;
- }, indexBuffer: DataBuffer, effect: Effect): void;
- /**
- * Force the entire cache to be cleared
- * You should not have to use this function unless your engine needs to share the webGL context with another engine
- * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
- */
- wipeCaches(bruteForce?: boolean): void;
- /**
- * Send a draw order
- * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
- */
- draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
- /**
- * Draw a list of indexed primitives
- * @param fillMode defines the primitive to use
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
- */
- drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
- /**
- * Draw a list of unindexed primitives
- * @param fillMode defines the primitive to use
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instantiation is enabled)
- */
- drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
- /** @internal */
- protected _createTexture(): WebGLTexture;
- /**
- * @internal
- */
- _releaseTexture(texture: InternalTexture): void;
- /**
- * Usually called from Texture.ts.
- * Passed information to create a WebGLTexture
- * @param urlArg defines a value which contains one of the following:
- * * A conventional http URL, e.g. 'http://...' or 'file://...'
- * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
- * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
- * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
- * @param scene needed for loading to the correct scene
- * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
- * @param onLoad optional callback to be called upon successful completion
- * @param onError optional callback to be called upon failure
- * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
- * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
- * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param mimeType defines an optional mime type
- * @returns a InternalTexture for assignment back into BABYLON.Texture
- */
- createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<(texture: InternalTexture) => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, mimeType?: string): InternalTexture;
- /**
- * @internal
- */
- _createHardwareRenderTargetWrapper(isMulti: boolean, isCube: boolean, size: number | {
- width: number;
- height: number;
- depth?: number;
- layers?: number;
- }): RenderTargetWrapper;
- /**
- * Creates a new render target wrapper
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target wrapper
- */
- createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): RenderTargetWrapper;
- /**
- * Creates a new render target wrapper
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target wrapper
- */
- createRenderTargetCubeTexture(size: number, options?: RenderTargetCreationOptions): RenderTargetWrapper;
- /**
- * Update the sampling mode of a given texture
- * @param samplingMode defines the required sampling mode
- * @param texture defines the texture to update
- */
- updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
- /**
- * Creates a raw texture
- * @param data defines the data to store in the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param format defines the format of the data
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
- * @returns the raw texture inside an InternalTexture
- */
- createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number, creationFlags?: number, useSRGBBuffer?: boolean): InternalTexture;
- /**
- * Update a raw texture
- * @param texture defines the texture to update
- * @param data defines the data to store in the texture
- * @param format defines the format of the data
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
- */
- updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression?: Nullable<string>, type?: number, useSRGBBuffer?: boolean): void;
- /**
- * Binds the frame buffer to the specified texture.
- * @param rtWrapper The render target wrapper to render to
- * @param faceIndex The face of the texture to render to in case of cube texture
- * @param requiredWidth The width of the target to render to
- * @param requiredHeight The height of the target to render to
- * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
- */
- bindFramebuffer(rtWrapper: RenderTargetWrapper, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
- /**
- * Unbind the current render target texture from the webGL context
- * @param rtWrapper defines the render target wrapper to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- unBindFramebuffer(rtWrapper: RenderTargetWrapper, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
- /**
- * Creates a dynamic vertex buffer
- * @param vertices the data for the dynamic vertex buffer
- * @returns the new WebGL dynamic buffer
- */
- createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
- /**
- * Update the content of a dynamic texture
- * @param texture defines the texture to update
- * @param canvas defines the canvas containing the source
- * @param invertY defines if data must be stored with Y axis inverted
- * @param premulAlpha defines if alpha is stored as premultiplied
- * @param format defines the format of the data
- */
- updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
- /**
- * Gets a boolean indicating if all created effects are ready
- * @returns true if all effects are ready
- */
- areAllEffectsReady(): boolean;
- /**
- * @internal
- * Get the current error code of the webGL context
- * @returns the error code
- * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
- */
- getError(): number;
- /** @internal */
- _getUnpackAlignement(): number;
- /**
- * @internal
- */
- _unpackFlipY(value: boolean): void;
- /**
- * Update a dynamic index buffer
- * @param indexBuffer defines the target index buffer
- * @param indices defines the data to update
- * @param offset defines the offset in the target index buffer where update should start
- */
- updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
- /**
- * Updates a dynamic vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param vertices the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data (optional)
- * @param byteLength the byte length of the data (optional)
- */
- updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
- /**
- * @internal
- */
- _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
- /**
- * @internal
- */
- _bindTexture(channel: number, texture: InternalTexture): void;
- protected _deleteBuffer(buffer: WebGLBuffer): void;
- /**
- * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
- */
- releaseEffects(): void;
- displayLoadingUI(): void;
- hideLoadingUI(): void;
- set loadingUIText(_: string);
- /**
- * @internal
- */
- _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /**
- * @internal
- */
- _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /**
- * @internal
- */
- _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /**
- * @internal
- */
- _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
- }
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