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- import { Texture } from "./texture";
- import "../../Engines/Extensions/engine.rawTexture";
- import type { Nullable } from "../../types";
- import type { AbstractEngine } from "../../Engines/abstractEngine";
- import type { Scene } from "../../scene";
- /**
- * 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 declare class RawTexture extends Texture {
- /**
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- */
- format: number;
- /**
- * 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 (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).
- */
- constructor(data: Nullable<ArrayBufferView>, width: number, height: number,
- /**
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- */
- format: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean);
- /**
- * Updates the texture underlying data.
- * @param data Define the new data of the texture
- */
- update(data: ArrayBufferView): void;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * 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 (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 RGB alpha texture
- */
- static CreateRGBTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean): RawTexture;
- /**
- * 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 (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 RGBA texture
- */
- static CreateRGBATexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean): RawTexture;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, useSRGBBuffer?: boolean): RawTexture;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
- /**
- * 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: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
- }
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