import { Nullable } from "../../types"; import { InternalTexture } from "../../Materials/Textures/internalTexture"; import { Constants } from "../../Engines/constants"; import { ISize, Size } from '../../Maths/math.size'; import { ThinEngine } from '../../Engines/thinEngine'; /** * Base class of all the textures in babylon. * It groups all the common properties required to work with Thin Engine. */ export class ThinTexture { protected _wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE; /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ public get wrapU() { return this._wrapU; } public set wrapU(value: number) { this._wrapU = value; } protected _wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE; /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ public get wrapV() { return this._wrapV; } public set wrapV(value: number) { this._wrapV = value; } /** * | Value | Type | Description | * | ----- | ------------------ | ----------- | * | 0 | CLAMP_ADDRESSMODE | | * | 1 | WRAP_ADDRESSMODE | | * | 2 | MIRROR_ADDRESSMODE | | */ public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE; /** * 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. */ public anisotropicFilteringLevel = 4; /** * Define the current state of the loading sequence when in delayed load mode. */ public delayLoadState = Constants.DELAYLOADSTATE_NONE; /** * How a texture is mapped. * Unused in thin texture mode. */ public get coordinatesMode(): number { return 0; } /** * Define if the texture is a cube texture or if false a 2d texture. */ public get isCube(): boolean { if (!this._texture) { return false; } return this._texture.isCube; } public set isCube(value: boolean) { if (!this._texture) { return; } this._texture.isCube = value; } /** * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture. */ public get is3D(): boolean { if (!this._texture) { return false; } return this._texture.is3D; } public set is3D(value: boolean) { if (!this._texture) { return; } this._texture.is3D = value; } /** * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture. */ public get is2DArray(): boolean { if (!this._texture) { return false; } return this._texture.is2DArray; } public set is2DArray(value: boolean) { if (!this._texture) { return; } this._texture.is2DArray = value; } /** * Get the class name of the texture. * @returns "ThinTexture" */ public getClassName(): string { return "ThinTexture"; } /** @hidden */ public _texture: Nullable = null; protected _engine: Nullable = null; private _cachedSize: ISize = Size.Zero(); private _cachedBaseSize: ISize = Size.Zero(); /** * Instantiates a new ThinTexture. * Base class of all the textures in babylon. * This can be used as an internal texture wrapper in ThinEngine to benefit from the cache * @param internalTexture Define the internalTexture to wrap */ constructor(internalTexture: Nullable) { this._texture = internalTexture; if (this._texture) { this._engine = this._texture.getEngine(); } } /** * Get if the texture is ready to be used (downloaded, converted, mip mapped...). * @returns true if fully ready */ public isReady(): boolean { if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { this.delayLoad(); return false; } if (this._texture) { return this._texture.isReady; } return false; } /** * Triggers the load sequence in delayed load mode. */ public delayLoad(): void { } /** * Get the underlying lower level texture from Babylon. * @returns the insternal texture */ public getInternalTexture(): Nullable { return this._texture; } /** * Get the size of the texture. * @returns the texture size. */ public getSize(): ISize { if (this._texture) { if (this._texture.width) { this._cachedSize.width = this._texture.width; this._cachedSize.height = this._texture.height; return this._cachedSize; } if (this._texture._size) { this._cachedSize.width = this._texture._size; this._cachedSize.height = this._texture._size; return this._cachedSize; } } return this._cachedSize; } /** * 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 */ public getBaseSize(): ISize { if (!this.isReady() || !this._texture) { this._cachedBaseSize.width = 0; this._cachedBaseSize.height = 0; return this._cachedBaseSize; } if (this._texture._size) { this._cachedBaseSize.width = this._texture._size; this._cachedBaseSize.height = this._texture._size; return this._cachedBaseSize; } this._cachedBaseSize.width = this._texture.baseWidth; this._cachedBaseSize.height = this._texture.baseHeight; return this._cachedBaseSize; } /** * 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 */ public updateSamplingMode(samplingMode: number): void { if (this._texture && this._engine) { this._engine.updateTextureSamplingMode(samplingMode, this._texture); } } /** * Release and destroy the underlying lower level texture aka internalTexture. */ public releaseInternalTexture(): void { if (this._texture) { this._texture.dispose(); this._texture = null; } } /** * Dispose the texture and release its associated resources. */ public dispose(): void { if (this._texture) { this.releaseInternalTexture(); this._engine = null; } } }