@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import { InternalTexture } from "../../../Materials/Textures/internalTexture.js";
import type { Nullable } from "../../../types.js";
import type { DepthTextureCreationOptions } from "../../../Materials/Textures/textureCreationOptions.js";
import type { Scene } from "../../../scene.js";
declare module "../../abstractEngine.js" {
interface AbstractEngine {
/**
* @internal
*/
_setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;
/**
* Creates a depth stencil cube texture.
* This is only available in WebGL 2.
* @param size The size of face edge in the cube texture.
* @param options The options defining the cube texture.
* @returns The cube texture
*/
_createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
/**
* Creates a cube texture
* @param rootUrl defines the url where the files to load is located
* @param scene defines the current scene
* @param files defines the list of files to load (1 per face)
* @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
* @param onLoad defines an optional callback raised when the texture is loaded
* @param onError defines an optional callback raised if there is an issue to load the texture
* @param format defines the format of the data
* @param forcedExtension defines the extension to use to pick the right loader
* @param createPolynomials if a polynomial sphere should be created for the cube texture
* @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
* @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
* @param fallback defines texture to use while falling back when (compressed) texture file not found.
* @param loaderOptions options to be passed to the loader
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
* @param buffer defines the data buffer to load instead of loading the rootUrl
* @returns the cube texture as an InternalTexture
*/
createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, loaderOptions: any, useSRGBBuffer: boolean, buffer: Nullable<ArrayBufferView>): InternalTexture;
/**
* Creates a cube texture
* @param rootUrl defines the url where the files to load is located
* @param scene defines the current scene
* @param files defines the list of files to load (1 per face)
* @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
* @param onLoad defines an optional callback raised when the texture is loaded
* @param onError defines an optional callback raised if there is an issue to load the texture
* @param format defines the format of the data
* @param forcedExtension defines the extension to use to pick the right loader
* @returns the cube texture as an InternalTexture
*/
createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
/**
* Creates a cube texture
* @param rootUrl defines the url where the files to load is located
* @param scene defines the current scene
* @param files defines the list of files to load (1 per face)
* @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
* @param onLoad defines an optional callback raised when the texture is loaded
* @param onError defines an optional callback raised if there is an issue to load the texture
* @param format defines the format of the data
* @param forcedExtension defines the extension to use to pick the right loader
* @param createPolynomials if a polynomial sphere should be created for the cube texture
* @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
* @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
* @returns the cube texture as an InternalTexture
*/
createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
/** @internal */
createCubeTextureBase(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean, buffer: Nullable<ArrayBufferView>): InternalTexture;
/** @internal */
_partialLoadFile(url: string, index: number, loadedFiles: ArrayBuffer[], onfinish: (files: ArrayBuffer[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
/** @internal */
_cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: ArrayBuffer[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
/** @internal */
_cascadeLoadImgs(scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
/** @internal */
_partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[] | ImageBitmap[], scene: Nullable<Scene>, texture: InternalTexture, onfinish: Nullable<(texture: InternalTexture, images: HTMLImageElement[] | ImageBitmap[]) => void>, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
/**
* Force the mipmap generation for the given render target texture
* @param texture defines the render target texture to use
* @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
*/
generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
}
}