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@@ -1,35 +1,128 @@
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import { Texture } from './Texture.js';
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import { Texture } from './Texture.js';
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import { ClampToEdgeWrapping, NearestFilter } from '../constants.js';
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import { ClampToEdgeWrapping, NearestFilter } from '../constants.js';
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+/**
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+ * Creates an array of textures directly from raw buffer data.
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+ *
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+ * @augments Texture
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+ */
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class DataArrayTexture extends Texture {
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class DataArrayTexture extends Texture {
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+ /**
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+ * Constructs a new data array texture.
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+ *
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+ * @param {?TypedArray} [data=null] - The buffer data.
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+ * @param {number} [width=1] - The width of the texture.
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+ * @param {number} [height=1] - The height of the texture.
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+ * @param {number} [depth=1] - The depth of the texture.
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+ */
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constructor( data = null, width = 1, height = 1, depth = 1 ) {
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constructor( data = null, width = 1, height = 1, depth = 1 ) {
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super( null );
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super( null );
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+ /**
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+ * This flag can be used for type testing.
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+ *
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+ * @type {boolean}
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+ * @readonly
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+ * @default true
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+ */
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this.isDataArrayTexture = true;
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this.isDataArrayTexture = true;
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+ /**
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+ * The image definition of a data texture.
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+ *
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+ * @type {{data:TypedArray,width:number,height:number,depth:number}}
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+ */
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this.image = { data, width, height, depth };
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this.image = { data, width, height, depth };
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+ /**
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+ * How the texture is sampled when a texel covers more than one pixel.
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+ *
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+ * Overwritten and set to `NearestFilter` by default.
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+ *
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+ * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
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+ * @default NearestFilter
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+ */
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this.magFilter = NearestFilter;
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this.magFilter = NearestFilter;
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+
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+ /**
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+ * How the texture is sampled when a texel covers less than one pixel.
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+ *
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+ * Overwritten and set to `NearestFilter` by default.
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+ *
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+ * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
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+ * @default NearestFilter
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+ */
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this.minFilter = NearestFilter;
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this.minFilter = NearestFilter;
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+ /**
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+ * This defines how the texture is wrapped in the depth and corresponds to
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+ * *W* in UVW mapping.
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+ *
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+ * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
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+ * @default ClampToEdgeWrapping
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+ */
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this.wrapR = ClampToEdgeWrapping;
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this.wrapR = ClampToEdgeWrapping;
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+ /**
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+ * Whether to generate mipmaps (if possible) for a texture.
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+ *
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+ * Overwritten and set to `false` by default.
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+ *
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+ * @type {boolean}
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+ * @default false
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+ */
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this.generateMipmaps = false;
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this.generateMipmaps = false;
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+
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+ /**
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+ * If set to `true`, the texture is flipped along the vertical axis when
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+ * uploaded to the GPU.
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+ *
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+ * Overwritten and set to `false` by default.
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+ *
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+ * @type {boolean}
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+ * @default false
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+ */
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this.flipY = false;
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this.flipY = false;
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+
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+ /**
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+ * Specifies the alignment requirements for the start of each pixel row in memory.
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+ *
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+ * Overwritten and set to `1` by default.
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+ *
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+ * @type {boolean}
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+ * @default 1
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+ */
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this.unpackAlignment = 1;
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this.unpackAlignment = 1;
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+ /**
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+ * A set of all layers which need to be updated in the texture.
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+ *
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+ * @type {Set<number>}
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+ */
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this.layerUpdates = new Set();
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this.layerUpdates = new Set();
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}
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}
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+ /**
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+ * Describes that a specific layer of the texture needs to be updated.
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+ * Normally when {@link Texture#needsUpdate} is set to `true`, the
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+ * entire data texture array is sent to the GPU. Marking specific
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+ * layers will only transmit subsets of all mipmaps associated with a
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+ * specific depth in the array which is often much more performant.
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+ *
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+ * @param {number} layerIndex - The layer index that should be updated.
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+ */
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addLayerUpdate( layerIndex ) {
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addLayerUpdate( layerIndex ) {
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this.layerUpdates.add( layerIndex );
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this.layerUpdates.add( layerIndex );
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}
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}
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+ /**
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+ * Resets the layer updates registry.
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+ */
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clearLayerUpdates() {
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clearLayerUpdates() {
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this.layerUpdates.clear();
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this.layerUpdates.clear();
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