WebGLTextures.js 36 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { LinearFilter, NearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, ClampToEdgeWrapping, NearestMipmapLinearFilter, NearestMipmapNearestFilter } from '../../constants.js';
  5. import { _Math } from '../../math/Math.js';
  6. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  7. var _videoTextures = new WeakMap();
  8. var _canvas;
  9. //
  10. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
  11. function createCanvas( width, height ) {
  12. // Use OffscreenCanvas when available. Specially needed in web workers
  13. return useOffscreenCanvas ?
  14. new OffscreenCanvas( width, height ) :
  15. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  16. }
  17. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  18. var scale = 1;
  19. // handle case if texture exceeds max size
  20. if ( image.width > maxSize || image.height > maxSize ) {
  21. scale = maxSize / Math.max( image.width, image.height );
  22. }
  23. // only perform resize if necessary
  24. if ( scale < 1 || needsPowerOfTwo === true ) {
  25. // only perform resize for certain image types
  26. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  27. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  28. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  29. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  30. var width = floor( scale * image.width );
  31. var height = floor( scale * image.height );
  32. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  33. // cube textures can't reuse the same canvas
  34. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  35. canvas.width = width;
  36. canvas.height = height;
  37. var context = canvas.getContext( '2d' );
  38. context.drawImage( image, 0, 0, width, height );
  39. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  40. return canvas;
  41. } else {
  42. if ( 'data' in image ) {
  43. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  44. }
  45. return image;
  46. }
  47. }
  48. return image;
  49. }
  50. function isPowerOfTwo( image ) {
  51. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  52. }
  53. function textureNeedsPowerOfTwo( texture ) {
  54. if ( capabilities.isWebGL2 ) return false;
  55. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  56. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  57. }
  58. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  59. return texture.generateMipmaps && supportsMips &&
  60. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  61. }
  62. function generateMipmap( target, texture, width, height ) {
  63. _gl.generateMipmap( target );
  64. var textureProperties = properties.get( texture );
  65. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  66. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  67. }
  68. function getInternalFormat( glFormat, glType ) {
  69. if ( ! capabilities.isWebGL2 ) return glFormat;
  70. var internalFormat = glFormat;
  71. if ( glFormat === _gl.RED ) {
  72. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  73. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  74. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  75. }
  76. if ( glFormat === _gl.RGB ) {
  77. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  78. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  79. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  80. }
  81. if ( glFormat === _gl.RGBA ) {
  82. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  83. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  84. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8;
  85. }
  86. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  87. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  88. extensions.get( 'EXT_color_buffer_float' );
  89. } else if ( internalFormat === _gl.RGB16F || internalFormat === _gl.RGB32F ) {
  90. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  91. }
  92. return internalFormat;
  93. }
  94. // Fallback filters for non-power-of-2 textures
  95. function filterFallback( f ) {
  96. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  97. return _gl.NEAREST;
  98. }
  99. return _gl.LINEAR;
  100. }
  101. //
  102. function onTextureDispose( event ) {
  103. var texture = event.target;
  104. texture.removeEventListener( 'dispose', onTextureDispose );
  105. deallocateTexture( texture );
  106. if ( texture.isVideoTexture ) {
  107. _videoTextures.delete( texture );
  108. }
  109. info.memory.textures --;
  110. }
  111. function onRenderTargetDispose( event ) {
  112. var renderTarget = event.target;
  113. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  114. deallocateRenderTarget( renderTarget );
  115. info.memory.textures --;
  116. }
  117. //
  118. function deallocateTexture( texture ) {
  119. var textureProperties = properties.get( texture );
  120. if ( textureProperties.__webglInit === undefined ) return;
  121. _gl.deleteTexture( textureProperties.__webglTexture );
  122. properties.remove( texture );
  123. }
  124. function deallocateRenderTarget( renderTarget ) {
  125. var renderTargetProperties = properties.get( renderTarget );
  126. var textureProperties = properties.get( renderTarget.texture );
  127. if ( ! renderTarget ) return;
  128. if ( textureProperties.__webglTexture !== undefined ) {
  129. _gl.deleteTexture( textureProperties.__webglTexture );
  130. }
  131. if ( renderTarget.depthTexture ) {
  132. renderTarget.depthTexture.dispose();
  133. }
  134. if ( renderTarget.isWebGLRenderTargetCube ) {
  135. for ( var i = 0; i < 6; i ++ ) {
  136. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  137. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  138. }
  139. } else {
  140. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  141. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  142. }
  143. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  144. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  145. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  146. info.memory.textures -= 2;
  147. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  148. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  149. }
  150. }
  151. properties.remove( renderTarget.texture );
  152. properties.remove( renderTarget );
  153. }
  154. //
  155. var textureUnits = 0;
  156. function resetTextureUnits() {
  157. textureUnits = 0;
  158. }
  159. function allocateTextureUnit() {
  160. var textureUnit = textureUnits;
  161. if ( textureUnit >= capabilities.maxTextures ) {
  162. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
  163. }
  164. textureUnits += 1;
  165. return textureUnit;
  166. }
  167. //
  168. function setTexture2D( texture, slot ) {
  169. var textureProperties = properties.get( texture );
  170. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  171. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  172. var image = texture.image;
  173. if ( image === undefined ) {
  174. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  175. } else if ( image.complete === false ) {
  176. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  177. } else {
  178. uploadTexture( textureProperties, texture, slot );
  179. return;
  180. }
  181. }
  182. state.activeTexture( _gl.TEXTURE0 + slot );
  183. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  184. }
  185. function setTexture2DArray( texture, slot ) {
  186. var textureProperties = properties.get( texture );
  187. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  188. uploadTexture( textureProperties, texture, slot );
  189. return;
  190. }
  191. state.activeTexture( _gl.TEXTURE0 + slot );
  192. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  193. }
  194. function setTexture3D( texture, slot ) {
  195. var textureProperties = properties.get( texture );
  196. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  197. uploadTexture( textureProperties, texture, slot );
  198. return;
  199. }
  200. state.activeTexture( _gl.TEXTURE0 + slot );
  201. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  202. }
  203. function setTextureCube( texture, slot ) {
  204. if ( texture.image.length !== 6 ) return;
  205. var textureProperties = properties.get( texture );
  206. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  207. initTexture( textureProperties, texture );
  208. state.activeTexture( _gl.TEXTURE0 + slot );
  209. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  210. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  211. var isCompressed = ( texture && texture.isCompressedTexture );
  212. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  213. var cubeImage = [];
  214. for ( var i = 0; i < 6; i ++ ) {
  215. if ( ! isCompressed && ! isDataTexture ) {
  216. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
  217. } else {
  218. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  219. }
  220. }
  221. var image = cubeImage[ 0 ],
  222. supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  223. glFormat = utils.convert( texture.format ),
  224. glType = utils.convert( texture.type ),
  225. glInternalFormat = getInternalFormat( glFormat, glType );
  226. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  227. var mipmaps;
  228. if ( isCompressed ) {
  229. for ( var i = 0; i < 6; i ++ ) {
  230. mipmaps = cubeImage[ i ].mipmaps;
  231. for ( var j = 0; j < mipmaps.length; j ++ ) {
  232. var mipmap = mipmaps[ j ];
  233. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  234. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  235. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  236. } else {
  237. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  238. }
  239. } else {
  240. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  241. }
  242. }
  243. }
  244. textureProperties.__maxMipLevel = mipmaps.length - 1;
  245. } else {
  246. mipmaps = texture.mipmaps;
  247. for ( var i = 0; i < 6; i ++ ) {
  248. if ( isDataTexture ) {
  249. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  250. for ( var j = 0; j < mipmaps.length; j ++ ) {
  251. var mipmap = mipmaps[ j ];
  252. var mipmapImage = mipmap.image[ i ].image;
  253. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  254. }
  255. } else {
  256. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  257. for ( var j = 0; j < mipmaps.length; j ++ ) {
  258. var mipmap = mipmaps[ j ];
  259. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  260. }
  261. }
  262. }
  263. textureProperties.__maxMipLevel = mipmaps.length;
  264. }
  265. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  266. // We assume images for cube map have the same size.
  267. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  268. }
  269. textureProperties.__version = texture.version;
  270. if ( texture.onUpdate ) texture.onUpdate( texture );
  271. } else {
  272. state.activeTexture( _gl.TEXTURE0 + slot );
  273. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  274. }
  275. }
  276. function setTextureCubeDynamic( texture, slot ) {
  277. state.activeTexture( _gl.TEXTURE0 + slot );
  278. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  279. }
  280. function setTextureParameters( textureType, texture, supportsMips ) {
  281. var extension;
  282. if ( supportsMips ) {
  283. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );
  284. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );
  285. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  286. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, utils.convert( texture.wrapR ) );
  287. }
  288. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );
  289. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );
  290. } else {
  291. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  292. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  293. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  294. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  295. }
  296. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  297. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  298. }
  299. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  300. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  301. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  302. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  303. }
  304. }
  305. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  306. if ( extension ) {
  307. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  308. if ( texture.type === HalfFloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  309. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  310. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  311. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  312. }
  313. }
  314. }
  315. function initTexture( textureProperties, texture ) {
  316. if ( textureProperties.__webglInit === undefined ) {
  317. textureProperties.__webglInit = true;
  318. texture.addEventListener( 'dispose', onTextureDispose );
  319. textureProperties.__webglTexture = _gl.createTexture();
  320. info.memory.textures ++;
  321. }
  322. }
  323. function uploadTexture( textureProperties, texture, slot ) {
  324. var textureType = _gl.TEXTURE_2D;
  325. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  326. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  327. initTexture( textureProperties, texture );
  328. state.activeTexture( _gl.TEXTURE0 + slot );
  329. state.bindTexture( textureType, textureProperties.__webglTexture );
  330. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  331. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  332. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  333. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  334. var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  335. var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
  336. glFormat = utils.convert( texture.format ),
  337. glType = utils.convert( texture.type ),
  338. glInternalFormat = getInternalFormat( glFormat, glType );
  339. setTextureParameters( textureType, texture, supportsMips );
  340. var mipmap, mipmaps = texture.mipmaps;
  341. if ( texture.isDepthTexture ) {
  342. // populate depth texture with dummy data
  343. glInternalFormat = _gl.DEPTH_COMPONENT;
  344. if ( texture.type === FloatType ) {
  345. if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  346. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  347. } else if ( capabilities.isWebGL2 ) {
  348. // WebGL 2.0 requires signed internalformat for glTexImage2D
  349. glInternalFormat = _gl.DEPTH_COMPONENT16;
  350. }
  351. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  352. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  353. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  354. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  355. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  356. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  357. texture.type = UnsignedShortType;
  358. glType = utils.convert( texture.type );
  359. }
  360. }
  361. // Depth stencil textures need the DEPTH_STENCIL internal format
  362. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  363. if ( texture.format === DepthStencilFormat ) {
  364. glInternalFormat = _gl.DEPTH_STENCIL;
  365. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  366. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  367. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  368. if ( texture.type !== UnsignedInt248Type ) {
  369. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  370. texture.type = UnsignedInt248Type;
  371. glType = utils.convert( texture.type );
  372. }
  373. }
  374. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  375. } else if ( texture.isDataTexture ) {
  376. // use manually created mipmaps if available
  377. // if there are no manual mipmaps
  378. // set 0 level mipmap and then use GL to generate other mipmap levels
  379. if ( mipmaps.length > 0 && supportsMips ) {
  380. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  381. mipmap = mipmaps[ i ];
  382. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  383. }
  384. texture.generateMipmaps = false;
  385. textureProperties.__maxMipLevel = mipmaps.length - 1;
  386. } else {
  387. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  388. textureProperties.__maxMipLevel = 0;
  389. }
  390. } else if ( texture.isCompressedTexture ) {
  391. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  392. mipmap = mipmaps[ i ];
  393. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  394. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  395. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  396. } else {
  397. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  398. }
  399. } else {
  400. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  401. }
  402. }
  403. textureProperties.__maxMipLevel = mipmaps.length - 1;
  404. } else if ( texture.isDataTexture2DArray ) {
  405. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  406. textureProperties.__maxMipLevel = 0;
  407. } else if ( texture.isDataTexture3D ) {
  408. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  409. textureProperties.__maxMipLevel = 0;
  410. } else {
  411. // regular Texture (image, video, canvas)
  412. // use manually created mipmaps if available
  413. // if there are no manual mipmaps
  414. // set 0 level mipmap and then use GL to generate other mipmap levels
  415. if ( mipmaps.length > 0 && supportsMips ) {
  416. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  417. mipmap = mipmaps[ i ];
  418. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  419. }
  420. texture.generateMipmaps = false;
  421. textureProperties.__maxMipLevel = mipmaps.length - 1;
  422. } else {
  423. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  424. textureProperties.__maxMipLevel = 0;
  425. }
  426. }
  427. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  428. generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );
  429. }
  430. textureProperties.__version = texture.version;
  431. if ( texture.onUpdate ) texture.onUpdate( texture );
  432. }
  433. // Render targets
  434. // Setup storage for target texture and bind it to correct framebuffer
  435. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  436. var glFormat = utils.convert( renderTarget.texture.format );
  437. var glType = utils.convert( renderTarget.texture.type );
  438. var glInternalFormat = getInternalFormat( glFormat, glType );
  439. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  440. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  441. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  442. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  443. }
  444. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  445. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  446. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  447. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  448. if ( isMultisample ) {
  449. var samples = getRenderTargetSamples( renderTarget );
  450. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  451. } else {
  452. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  453. }
  454. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  455. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  456. if ( isMultisample ) {
  457. var samples = getRenderTargetSamples( renderTarget );
  458. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  459. } else {
  460. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  461. }
  462. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  463. } else {
  464. var glFormat = utils.convert( renderTarget.texture.format );
  465. var glType = utils.convert( renderTarget.texture.type );
  466. var glInternalFormat = getInternalFormat( glFormat, glType );
  467. if ( isMultisample ) {
  468. var samples = getRenderTargetSamples( renderTarget );
  469. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  470. } else {
  471. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  472. }
  473. }
  474. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  475. }
  476. // Setup resources for a Depth Texture for a FBO (needs an extension)
  477. function setupDepthTexture( framebuffer, renderTarget ) {
  478. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  479. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  480. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  481. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  482. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  483. }
  484. // upload an empty depth texture with framebuffer size
  485. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  486. renderTarget.depthTexture.image.width !== renderTarget.width ||
  487. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  488. renderTarget.depthTexture.image.width = renderTarget.width;
  489. renderTarget.depthTexture.image.height = renderTarget.height;
  490. renderTarget.depthTexture.needsUpdate = true;
  491. }
  492. setTexture2D( renderTarget.depthTexture, 0 );
  493. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  494. if ( renderTarget.depthTexture.format === DepthFormat ) {
  495. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  496. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  497. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  498. } else {
  499. throw new Error( 'Unknown depthTexture format' );
  500. }
  501. }
  502. // Setup GL resources for a non-texture depth buffer
  503. function setupDepthRenderbuffer( renderTarget ) {
  504. var renderTargetProperties = properties.get( renderTarget );
  505. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  506. if ( renderTarget.depthTexture ) {
  507. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  508. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  509. } else {
  510. if ( isCube ) {
  511. renderTargetProperties.__webglDepthbuffer = [];
  512. for ( var i = 0; i < 6; i ++ ) {
  513. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  514. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  515. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  516. }
  517. } else {
  518. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  519. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  520. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  521. }
  522. }
  523. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  524. }
  525. // Set up GL resources for the render target
  526. function setupRenderTarget( renderTarget ) {
  527. var renderTargetProperties = properties.get( renderTarget );
  528. var textureProperties = properties.get( renderTarget.texture );
  529. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  530. textureProperties.__webglTexture = _gl.createTexture();
  531. info.memory.textures ++;
  532. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  533. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  534. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  535. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  536. // Setup framebuffer
  537. if ( isCube ) {
  538. renderTargetProperties.__webglFramebuffer = [];
  539. for ( var i = 0; i < 6; i ++ ) {
  540. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  541. }
  542. } else {
  543. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  544. if ( isMultisample ) {
  545. if ( capabilities.isWebGL2 ) {
  546. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  547. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  548. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  549. var glFormat = utils.convert( renderTarget.texture.format );
  550. var glType = utils.convert( renderTarget.texture.type );
  551. var glInternalFormat = getInternalFormat( glFormat, glType );
  552. var samples = getRenderTargetSamples( renderTarget );
  553. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  554. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  555. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  556. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  557. if ( renderTarget.depthBuffer ) {
  558. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  559. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  560. }
  561. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  562. } else {
  563. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  564. }
  565. } else if ( isMultiview ) {
  566. if ( capabilities.multiview ) {
  567. var width = renderTarget.width;
  568. var height = renderTarget.height;
  569. var numViews = renderTarget.numViews;
  570. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  571. var ext = extensions.get( 'OVR_multiview2' );
  572. info.memory.textures += 2;
  573. var colorTexture = _gl.createTexture();
  574. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, colorTexture );
  575. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  576. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  577. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.RGBA8, width, height, numViews, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  578. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, 0, numViews );
  579. var depthStencilTexture = _gl.createTexture();
  580. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture );
  581. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  582. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  583. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.DEPTH24_STENCIL8, width, height, numViews, 0, _gl.DEPTH_STENCIL, _gl.UNSIGNED_INT_24_8, null );
  584. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0, 0, numViews );
  585. var viewFramebuffers = new Array( numViews );
  586. for ( var i = 0; i < numViews; ++ i ) {
  587. viewFramebuffers[ i ] = _gl.createFramebuffer();
  588. _gl.bindFramebuffer( _gl.FRAMEBUFFER, viewFramebuffers[ i ] );
  589. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, i );
  590. }
  591. renderTargetProperties.__webglColorTexture = colorTexture;
  592. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  593. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  594. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  595. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, null );
  596. } else {
  597. console.warn( 'THREE.WebGLRenderer: WebGLMultiviewRenderTarget can only be used with WebGL2 and Multiview extension support.' );
  598. }
  599. }
  600. }
  601. // Setup color buffer
  602. if ( isCube ) {
  603. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  604. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, supportsMips );
  605. for ( var i = 0; i < 6; i ++ ) {
  606. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  607. }
  608. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  609. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  610. }
  611. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  612. } else if ( ! isMultiview ) {
  613. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  614. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
  615. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  616. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  617. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  618. }
  619. state.bindTexture( _gl.TEXTURE_2D, null );
  620. }
  621. // Setup depth and stencil buffers
  622. if ( renderTarget.depthBuffer ) {
  623. setupDepthRenderbuffer( renderTarget );
  624. }
  625. }
  626. function updateRenderTargetMipmap( renderTarget ) {
  627. var texture = renderTarget.texture;
  628. var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
  629. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  630. var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  631. var webglTexture = properties.get( texture ).__webglTexture;
  632. state.bindTexture( target, webglTexture );
  633. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  634. state.bindTexture( target, null );
  635. }
  636. }
  637. function updateMultisampleRenderTarget( renderTarget ) {
  638. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  639. if ( capabilities.isWebGL2 ) {
  640. var renderTargetProperties = properties.get( renderTarget );
  641. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  642. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  643. var width = renderTarget.width;
  644. var height = renderTarget.height;
  645. var mask = _gl.COLOR_BUFFER_BIT;
  646. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  647. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  648. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  649. } else {
  650. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  651. }
  652. }
  653. }
  654. function getRenderTargetSamples( renderTarget ) {
  655. return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  656. Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
  657. }
  658. function updateVideoTexture( texture ) {
  659. var frame = info.render.frame;
  660. // Check the last frame we updated the VideoTexture
  661. if ( _videoTextures.get( texture ) !== frame ) {
  662. _videoTextures.set( texture, frame );
  663. texture.update();
  664. }
  665. }
  666. // backwards compatibility
  667. var warnedTexture2D = false;
  668. var warnedTextureCube = false;
  669. function safeSetTexture2D( texture, slot ) {
  670. if ( texture && texture.isWebGLRenderTarget ) {
  671. if ( warnedTexture2D === false ) {
  672. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  673. warnedTexture2D = true;
  674. }
  675. texture = texture.texture;
  676. }
  677. setTexture2D( texture, slot );
  678. }
  679. function safeSetTextureCube( texture, slot ) {
  680. if ( texture && texture.isWebGLRenderTargetCube ) {
  681. if ( warnedTextureCube === false ) {
  682. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  683. warnedTextureCube = true;
  684. }
  685. texture = texture.texture;
  686. }
  687. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  688. // TODO: unify these code paths
  689. if ( ( texture && texture.isCubeTexture ) ||
  690. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  691. // CompressedTexture can have Array in image :/
  692. // this function alone should take care of cube textures
  693. setTextureCube( texture, slot );
  694. } else {
  695. // assumed: texture property of THREE.WebGLRenderTargetCube
  696. setTextureCubeDynamic( texture, slot );
  697. }
  698. }
  699. //
  700. this.allocateTextureUnit = allocateTextureUnit;
  701. this.resetTextureUnits = resetTextureUnits;
  702. this.setTexture2D = setTexture2D;
  703. this.setTexture2DArray = setTexture2DArray;
  704. this.setTexture3D = setTexture3D;
  705. this.setTextureCube = setTextureCube;
  706. this.setTextureCubeDynamic = setTextureCubeDynamic;
  707. this.setupRenderTarget = setupRenderTarget;
  708. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  709. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  710. this.safeSetTexture2D = safeSetTexture2D;
  711. this.safeSetTextureCube = safeSetTextureCube;
  712. }
  713. export { WebGLTextures };
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