@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 { Texture } from "./texture.js";
import type { Nullable } from "../../types.js";
import type { AbstractEngine } from "../../Engines/abstractEngine.js";
import type { Scene } from "../../scene.js";
/**
* 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 declare class RawTexture extends Texture {
/**
* Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
*/
format: number;
private _waitingForData;
/**
* 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 (null to create an empty 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)
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
* @param waitDataToBeReady If set to true Rawtexture will wait data to be set in order to be flaged as ready.
*/
constructor(data: Nullable<ArrayBufferView>, width: number, height: number,
/**
* Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
*/
format: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean, waitDataToBeReady?: boolean);
/**
* Updates the texture underlying data.
* @param data Define the new data of the texture
*/
update(data: ArrayBufferView): void;
/**
* Clones the texture.
* @returns the cloned texture
*/
clone(): Texture;
isReady(): boolean;
/**
* 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
*/
static CreateLuminanceTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
/**
* 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
*/
static CreateLuminanceAlphaTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
/**
* 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
*/
static CreateAlphaTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
/**
* 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)
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
* @returns the RGB alpha texture
*/
static CreateRGBTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean): RawTexture;
/**
* 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)
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
* @param waitDataToBeReady if set to true this will force texture to wait for data to be set before it is considered ready.
* @returns the RGBA texture
*/
static CreateRGBATexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, creationFlags?: number, useSRGBBuffer?: boolean, waitDataToBeReady?: boolean): RawTexture;
/**
* Creates a RGBA storage 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)
* @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).
* @returns the RGBA texture
*/
static CreateRGBAStorageTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number, useSRGBBuffer?: boolean): RawTexture;
/**
* 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
*/
static CreateRTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
/**
* Creates a R storage 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
*/
static CreateRStorageTexture(data: Nullable<ArrayBufferView>, width: number, height: number, sceneOrEngine: Nullable<Scene | AbstractEngine>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
}