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- import type { Nullable } from "../../types";
- import type { InternalTexture } from "../../Materials/Textures/internalTexture";
- import type { ISize } from "../../Maths/math.size";
- import type { AbstractEngine } from "../../Engines/abstractEngine";
- import type { RenderTargetWrapper } from "../../Engines/renderTargetWrapper.js";
- /**
- * Base class of all the textures in babylon.
- * It groups all the common properties required to work with Thin Engine.
- */
- export declare class ThinTexture {
- protected _wrapU: number;
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- get wrapU(): number;
- set wrapU(value: number);
- protected _wrapV: number;
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- get wrapV(): number;
- set wrapV(value: number);
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- wrapR: number;
- /**
- * 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.
- */
- anisotropicFilteringLevel: number;
- /**
- * Define the current state of the loading sequence when in delayed load mode.
- */
- delayLoadState: number;
- /**
- * How a texture is mapped.
- * Unused in thin texture mode.
- */
- get coordinatesMode(): number;
- /**
- * Define if the texture is a cube texture or if false a 2d texture.
- */
- get isCube(): boolean;
- protected set isCube(value: boolean);
- /**
- * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
- */
- get is3D(): boolean;
- protected set is3D(value: boolean);
- /**
- * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
- */
- get is2DArray(): boolean;
- protected set is2DArray(value: boolean);
- /**
- * Get the class name of the texture.
- * @returns "ThinTexture"
- */
- getClassName(): string;
- /** @internal */
- _texture: Nullable<InternalTexture>;
- protected _engine: Nullable<AbstractEngine>;
- private _cachedSize;
- private _cachedBaseSize;
- private static _IsRenderTargetWrapper;
- /**
- * 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: Nullable<InternalTexture | RenderTargetWrapper>);
- /**
- * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
- * @returns true if fully ready
- */
- isReady(): boolean;
- /**
- * Triggers the load sequence in delayed load mode.
- */
- delayLoad(): void;
- /**
- * Get the underlying lower level texture from Babylon.
- * @returns the internal texture
- */
- getInternalTexture(): Nullable<InternalTexture>;
- /**
- * Get the size of the texture.
- * @returns the texture size.
- */
- getSize(): ISize;
- /**
- * 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(): ISize;
- /** @internal */
- protected _initialSamplingMode: number;
- /**
- * Get the current sampling mode associated with the texture.
- */
- get samplingMode(): number;
- /**
- * 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: number): void;
- /**
- * Release and destroy the underlying lower level texture aka internalTexture.
- */
- releaseInternalTexture(): void;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- }
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