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- 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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<Scene | ThinEngine>, 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);
- }
- }
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