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@@ -30039,7 +30039,6 @@ declare module "babylonjs/Engines/thinEngine" {
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
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import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
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- import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
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/**
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* Defines the interface used by objects working like Scene
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* @hidden
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@@ -30252,7 +30251,7 @@ declare module "babylonjs/Engines/thinEngine" {
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/** @hidden */
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_currentRenderTarget: Nullable<InternalTexture>;
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private _uintIndicesCurrentlySet;
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- private _currentBoundBuffer;
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+ protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
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/** @hidden */
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protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
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private _currentBufferPointers;
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@@ -30494,13 +30493,6 @@ declare module "babylonjs/Engines/thinEngine" {
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*/
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createDynamicVertexBuffer(data: DataArray): DataBuffer;
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/**
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- * Update a dynamic index buffer
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- * @param indexBuffer defines the target index buffer
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- * @param indices defines the data to update
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- * @param offset defines the offset in the target index buffer where update should start
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- */
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- updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
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- /**
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* Updates a dynamic vertex buffer.
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* @param vertexBuffer the vertex buffer to update
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* @param data the data used to update the vertex buffer
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@@ -30508,7 +30500,7 @@ declare module "babylonjs/Engines/thinEngine" {
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* @param byteLength the byte length of the data
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*/
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updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
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- private _resetIndexBufferBinding;
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+ protected _resetIndexBufferBinding(): void;
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/**
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* Creates a new index buffer
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* @param indices defines the content of the index buffer
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@@ -30522,7 +30514,7 @@ declare module "babylonjs/Engines/thinEngine" {
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* @param buffer defines the buffer to bind
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*/
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bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
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- private bindIndexBuffer;
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+ protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
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private bindBuffer;
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/**
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* update the bound buffer with the given data
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@@ -31001,13 +30993,6 @@ declare module "babylonjs/Engines/thinEngine" {
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* @returns The texture
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*/
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private _createDepthStencilTexture;
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- /**
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- * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
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- * @param renderTarget The render target to set the frame buffer for
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- */
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- setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
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- /** @hidden */
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- _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
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/** @hidden */
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_uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
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/** @hidden */
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@@ -31023,6 +31008,8 @@ declare module "babylonjs/Engines/thinEngine" {
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protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
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private _prepareWebGLTexture;
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/** @hidden */
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+ _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
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+ /** @hidden */
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_releaseFramebufferObjects(texture: InternalTexture): void;
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/** @hidden */
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_releaseTexture(texture: InternalTexture): void;
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@@ -31155,64 +31142,69 @@ declare module "babylonjs/Materials/Textures/internalTexture" {
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import { ThinEngine } from "babylonjs/Engines/thinEngine";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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/**
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- * Class used to store data associated with WebGL texture data for the engine
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- * This class should not be used directly
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+ * Defines the source of the internal texture
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*/
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- export class InternalTexture {
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- /** @hidden */
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- static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
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+ export enum InternalTextureSource {
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/**
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* The source of the texture data is unknown
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*/
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- static DATASOURCE_UNKNOWN: number;
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+ Unknown = 0,
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/**
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- * Texture data comes from an URL
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- */
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- static DATASOURCE_URL: number;
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+ * Texture data comes from an URL
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+ */
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+ Url = 1,
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/**
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* Texture data is only used for temporary storage
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*/
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- static DATASOURCE_TEMP: number;
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+ Temp = 2,
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/**
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* Texture data comes from raw data (ArrayBuffer)
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*/
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- static DATASOURCE_RAW: number;
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+ Raw = 3,
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/**
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* Texture content is dynamic (video or dynamic texture)
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*/
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- static DATASOURCE_DYNAMIC: number;
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+ Dynamic = 4,
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/**
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* Texture content is generated by rendering to it
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*/
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- static DATASOURCE_RENDERTARGET: number;
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+ RenderTarget = 5,
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/**
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* Texture content is part of a multi render target process
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*/
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- static DATASOURCE_MULTIRENDERTARGET: number;
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+ MultiRenderTarget = 6,
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/**
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* Texture data comes from a cube data file
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*/
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- static DATASOURCE_CUBE: number;
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+ Cube = 7,
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/**
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* Texture data comes from a raw cube data
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*/
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- static DATASOURCE_CUBERAW: number;
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+ CubeRaw = 8,
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/**
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* Texture data come from a prefiltered cube data file
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*/
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- static DATASOURCE_CUBEPREFILTERED: number;
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+ CubePrefiltered = 9,
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/**
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* Texture content is raw 3D data
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*/
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- static DATASOURCE_RAW3D: number;
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+ Raw3D = 10,
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/**
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* Texture content is a depth texture
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*/
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- static DATASOURCE_DEPTHTEXTURE: number;
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+ Depth = 11,
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/**
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* Texture data comes from a raw cube data encoded with RGBD
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*/
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- static DATASOURCE_CUBERAW_RGBD: number;
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+ CubeRawRGBD = 12
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+ }
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+ /**
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+ * Class used to store data associated with WebGL texture data for the engine
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+ * This class should not be used directly
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+ */
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+ export class InternalTexture {
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+ /** @hidden */
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+ static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
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/**
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* Defines if the texture is ready
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*/
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@@ -31290,7 +31282,7 @@ declare module "babylonjs/Materials/Textures/internalTexture" {
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/** @hidden */
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_associatedChannel: number;
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/** @hidden */
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- _dataSource: number;
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+ _source: InternalTextureSource;
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/** @hidden */
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_buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
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/** @hidden */
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@@ -31372,16 +31364,16 @@ declare module "babylonjs/Materials/Textures/internalTexture" {
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*/
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getEngine(): ThinEngine;
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/**
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- * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
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+ * Gets the data source type of the texture
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*/
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- readonly dataSource: number;
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+ readonly source: InternalTextureSource;
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/**
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* Creates a new InternalTexture
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* @param engine defines the engine to use
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- * @param dataSource defines the type of data that will be used
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+ * @param source defines the type of data that will be used
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* @param delayAllocation if the texture allocation should be delayed (default: false)
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*/
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- constructor(engine: ThinEngine, dataSource: number, delayAllocation?: boolean);
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+ constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
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/**
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* Increments the number of references (ie. the number of Texture that point to it)
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*/
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@@ -31865,7 +31857,7 @@ declare module "babylonjs/Misc/performanceMonitor" {
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}
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declare module "babylonjs/Engines/engine" {
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import { Observable } from "babylonjs/Misc/observable";
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- import { Nullable } from "babylonjs/types";
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+ import { Nullable, IndicesArray } from "babylonjs/types";
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import { Scene } from "babylonjs/scene";
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import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
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import { IAudioEngine } from "babylonjs/Audio/audioEngine";
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@@ -31879,6 +31871,7 @@ declare module "babylonjs/Engines/engine" {
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import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
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import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
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import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
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+ import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
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import { Material } from "babylonjs/Materials/material";
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import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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/**
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@@ -32674,6 +32667,18 @@ declare module "babylonjs/Engines/engine" {
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getDeltaTime(): number;
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private _measureFps;
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/**
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+ * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
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+ * @param renderTarget The render target to set the frame buffer for
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+ */
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+ setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
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+ /**
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+ * Update a dynamic index buffer
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+ * @param indexBuffer defines the target index buffer
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+ * @param indices defines the data to update
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+ * @param offset defines the offset in the target index buffer where update should start
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+ */
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+ updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
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+ /**
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* Creates a new render target texture
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* @param size defines the size of the texture
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* @param options defines the options used to create the texture
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@@ -96128,7 +96133,7 @@ declare module BABYLON {
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/** @hidden */
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_currentRenderTarget: Nullable<InternalTexture>;
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private _uintIndicesCurrentlySet;
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- private _currentBoundBuffer;
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+ protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
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/** @hidden */
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protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
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private _currentBufferPointers;
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@@ -96370,13 +96375,6 @@ declare module BABYLON {
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*/
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createDynamicVertexBuffer(data: DataArray): DataBuffer;
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/**
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- * Update a dynamic index buffer
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- * @param indexBuffer defines the target index buffer
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- * @param indices defines the data to update
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- * @param offset defines the offset in the target index buffer where update should start
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- */
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- updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
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- /**
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* Updates a dynamic vertex buffer.
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* @param vertexBuffer the vertex buffer to update
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* @param data the data used to update the vertex buffer
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@@ -96384,7 +96382,7 @@ declare module BABYLON {
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* @param byteLength the byte length of the data
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*/
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updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
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- private _resetIndexBufferBinding;
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+ protected _resetIndexBufferBinding(): void;
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/**
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* Creates a new index buffer
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* @param indices defines the content of the index buffer
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@@ -96398,7 +96396,7 @@ declare module BABYLON {
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* @param buffer defines the buffer to bind
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*/
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bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
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- private bindIndexBuffer;
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+ protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
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private bindBuffer;
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/**
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* update the bound buffer with the given data
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@@ -96877,13 +96875,6 @@ declare module BABYLON {
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* @returns The texture
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*/
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private _createDepthStencilTexture;
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- /**
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- * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
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- * @param renderTarget The render target to set the frame buffer for
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- */
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- setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
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- /** @hidden */
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- _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
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/** @hidden */
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_uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
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/** @hidden */
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@@ -96899,6 +96890,8 @@ declare module BABYLON {
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protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
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private _prepareWebGLTexture;
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/** @hidden */
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+ _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
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+ /** @hidden */
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_releaseFramebufferObjects(texture: InternalTexture): void;
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/** @hidden */
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_releaseTexture(texture: InternalTexture): void;
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@@ -97026,64 +97019,69 @@ declare module BABYLON {
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}
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declare module BABYLON {
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/**
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- * Class used to store data associated with WebGL texture data for the engine
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- * This class should not be used directly
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+ * Defines the source of the internal texture
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*/
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- export class InternalTexture {
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- /** @hidden */
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- static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
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+ export enum InternalTextureSource {
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/**
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* The source of the texture data is unknown
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*/
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- static DATASOURCE_UNKNOWN: number;
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+ Unknown = 0,
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/**
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- * Texture data comes from an URL
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- */
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- static DATASOURCE_URL: number;
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+ * Texture data comes from an URL
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+ */
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+ Url = 1,
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/**
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* Texture data is only used for temporary storage
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*/
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- static DATASOURCE_TEMP: number;
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+ Temp = 2,
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/**
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* Texture data comes from raw data (ArrayBuffer)
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*/
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- static DATASOURCE_RAW: number;
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+ Raw = 3,
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/**
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* Texture content is dynamic (video or dynamic texture)
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*/
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- static DATASOURCE_DYNAMIC: number;
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+ Dynamic = 4,
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/**
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* Texture content is generated by rendering to it
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*/
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- static DATASOURCE_RENDERTARGET: number;
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+ RenderTarget = 5,
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/**
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* Texture content is part of a multi render target process
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*/
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- static DATASOURCE_MULTIRENDERTARGET: number;
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+ MultiRenderTarget = 6,
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/**
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* Texture data comes from a cube data file
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*/
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- static DATASOURCE_CUBE: number;
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+ Cube = 7,
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/**
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* Texture data comes from a raw cube data
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*/
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- static DATASOURCE_CUBERAW: number;
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+ CubeRaw = 8,
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/**
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* Texture data come from a prefiltered cube data file
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*/
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- static DATASOURCE_CUBEPREFILTERED: number;
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+ CubePrefiltered = 9,
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/**
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* Texture content is raw 3D data
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*/
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- static DATASOURCE_RAW3D: number;
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+ Raw3D = 10,
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/**
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* Texture content is a depth texture
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*/
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- static DATASOURCE_DEPTHTEXTURE: number;
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+ Depth = 11,
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/**
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* Texture data comes from a raw cube data encoded with RGBD
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*/
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- static DATASOURCE_CUBERAW_RGBD: number;
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+ CubeRawRGBD = 12
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+ }
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+ /**
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+ * Class used to store data associated with WebGL texture data for the engine
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+ * This class should not be used directly
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+ */
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+ export class InternalTexture {
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+ /** @hidden */
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+ static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
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/**
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* Defines if the texture is ready
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*/
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@@ -97161,7 +97159,7 @@ declare module BABYLON {
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/** @hidden */
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_associatedChannel: number;
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/** @hidden */
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- _dataSource: number;
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+ _source: InternalTextureSource;
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/** @hidden */
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_buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
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/** @hidden */
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@@ -97243,16 +97241,16 @@ declare module BABYLON {
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*/
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getEngine(): ThinEngine;
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/**
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- * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
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+ * Gets the data source type of the texture
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*/
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- readonly dataSource: number;
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+ readonly source: InternalTextureSource;
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/**
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* Creates a new InternalTexture
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* @param engine defines the engine to use
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- * @param dataSource defines the type of data that will be used
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+ * @param source defines the type of data that will be used
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* @param delayAllocation if the texture allocation should be delayed (default: false)
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*/
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- constructor(engine: ThinEngine, dataSource: number, delayAllocation?: boolean);
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+ constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
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/**
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* Increments the number of references (ie. the number of Texture that point to it)
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*/
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@@ -98523,6 +98521,18 @@ declare module BABYLON {
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getDeltaTime(): number;
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private _measureFps;
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/**
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+ * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
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+ * @param renderTarget The render target to set the frame buffer for
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+ */
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+ setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
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+ /**
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+ * Update a dynamic index buffer
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+ * @param indexBuffer defines the target index buffer
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+ * @param indices defines the data to update
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+ * @param offset defines the offset in the target index buffer where update should start
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+ */
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+ updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
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+ /**
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* Creates a new render target texture
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* @param size defines the size of the texture
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* @param options defines the options used to create the texture
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