import { Texture } from "./texture"; import { Constants } from "../../Engines/constants"; import "../../Engines/Extensions/engine.rawTexture"; import { Nullable } from '../../types'; import { ThinEngine } from '../../Engines/thinEngine'; declare type Scene = import("../../scene").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 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 * @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) */ constructor(data: ArrayBufferView, width: number, height: number, /** * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx) */ public format: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT) { super(null, sceneOrEngine, !generateMipMaps, invertY); if (!this._engine) { return; } this._texture = this._engine.createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type); this.wrapU = Texture.CLAMP_ADDRESSMODE; this.wrapV = Texture.CLAMP_ADDRESSMODE; } /** * Updates the texture underlying data. * @param data Define the new data of the texture */ public update(data: ArrayBufferView): void { this._getEngine()!.updateRawTexture(this._texture, data, this._texture!.format, this._texture!.invertY, null, this._texture!.type); } /** * 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 */ public static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE, 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 */ public static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_LUMINANCE_ALPHA, 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 */ public static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_ALPHA, 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) * @returns the RGB alpha texture */ public static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGB, sceneOrEngine, generateMipMaps, invertY, samplingMode, type); } /** * 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) * @returns the RGBA texture */ public static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_UNSIGNED_INT): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_RGBA, sceneOrEngine, generateMipMaps, invertY, samplingMode, type); } /** * 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 */ public static CreateRTexture(data: ArrayBufferView, width: number, height: number, sceneOrEngine: Nullable, generateMipMaps: boolean = true, invertY: boolean = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, type: number = Constants.TEXTURETYPE_FLOAT): RawTexture { return new RawTexture(data, width, height, Constants.TEXTUREFORMAT_R, sceneOrEngine, generateMipMaps, invertY, samplingMode, type); } }