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- import { Texture } from "./texture.js";
- import "../../Engines/Extensions/engine.rawTexture.js";
- /**
- * Raw texture can help creating a texture directly from an array of data.
- * This can be super useful if you either get the data from an uncompressed source or
- * if you wish to create your texture pixel by pixel.
- */
- export class RawTexture extends Texture {
- /**
- * Instantiates a new RawTexture.
- * Raw texture can help creating a texture directly from an array of data.
- * This can be super useful if you either get the data from an uncompressed source or
- * if you wish to create your texture pixel by pixel.
- * @param data define the array of data to use to create the texture (null to create an empty texture)
- * @param width define the width of the texture
- * @param height define the height of the texture
- * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps define whether mip maps should be generated or not
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
- */
- constructor(data, width, height,
- /**
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- */
- format, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3, type = 0, creationFlags, useSRGBBuffer) {
- super(null, sceneOrEngine, !generateMipMaps, invertY, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, creationFlags);
- this.format = format;
- if (!this._engine) {
- return;
- }
- if (!this._engine._caps.textureFloatLinearFiltering && type === 1) {
- samplingMode = 1;
- }
- if (!this._engine._caps.textureHalfFloatLinearFiltering && type === 2) {
- samplingMode = 1;
- }
- this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type, creationFlags ?? 0, useSRGBBuffer ?? false);
- this.wrapU = Texture.CLAMP_ADDRESSMODE;
- this.wrapV = Texture.CLAMP_ADDRESSMODE;
- }
- /**
- * Updates the texture underlying data.
- * @param data Define the new data of the texture
- */
- update(data) {
- this._getEngine().updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, null, this._texture.type, this._texture._useSRGBBuffer);
- }
- /**
- * Creates a luminance texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the luminance texture
- */
- static CreateLuminanceTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3) {
- return new RawTexture(data, width, height, 1, sceneOrEngine, generateMipMaps, invertY, samplingMode);
- }
- /**
- * Creates a luminance alpha texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the luminance alpha texture
- */
- static CreateLuminanceAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3) {
- return new RawTexture(data, width, height, 2, sceneOrEngine, generateMipMaps, invertY, samplingMode);
- }
- /**
- * Creates an alpha texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the alpha texture
- */
- static CreateAlphaTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3) {
- return new RawTexture(data, width, height, 0, sceneOrEngine, generateMipMaps, invertY, samplingMode);
- }
- /**
- * Creates a RGB texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @param creationFlags specific flags to use when creating the texture (1 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 RGB alpha texture
- */
- static CreateRGBTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3, type = 0, creationFlags = 0, useSRGBBuffer = false) {
- return new RawTexture(data, width, height, 4, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
- }
- /**
- * Creates a RGBA texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @param creationFlags specific flags to use when creating the texture (1 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 RGBA texture
- */
- static CreateRGBATexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3, type = 0, creationFlags = 0, useSRGBBuffer = false) {
- return new RawTexture(data, width, height, 5, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, creationFlags, useSRGBBuffer);
- }
- /**
- * Creates a RGBA storage texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
- * @returns the RGBA texture
- */
- static CreateRGBAStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = 3, type = 0, useSRGBBuffer = false) {
- return new RawTexture(data, width, height, 5, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, 1, useSRGBBuffer);
- }
- /**
- * Creates a R texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the R texture
- */
- static CreateRTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = 1) {
- return new RawTexture(data, width, height, 6, sceneOrEngine, generateMipMaps, invertY, samplingMode, type);
- }
- /**
- * Creates a R storage texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param sceneOrEngine defines the scene or engine the texture will belong to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the R texture
- */
- static CreateRStorageTexture(data, width, height, sceneOrEngine, generateMipMaps = true, invertY = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, type = 1) {
- return new RawTexture(data, width, height, 6, sceneOrEngine, generateMipMaps, invertY, samplingMode, type, 1);
- }
- }
- //# sourceMappingURL=rawTexture.js.map
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