WebGLTextures.js 25 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 _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); /* global WebGL2RenderingContext */
  8. var _videoTextures = {};
  9. var _canvas;
  10. //
  11. function clampToMaxSize( image, maxSize ) {
  12. if ( image.width > maxSize || image.height > maxSize ) {
  13. if ( 'data' in image ) {
  14. console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  15. return;
  16. }
  17. // Warning: Scaling through the canvas will only work with images that use
  18. // premultiplied alpha.
  19. var scale = maxSize / Math.max( image.width, image.height );
  20. var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  21. canvas.width = Math.floor( image.width * scale );
  22. canvas.height = Math.floor( image.height * scale );
  23. var context = canvas.getContext( '2d' );
  24. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  25. console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
  26. return canvas;
  27. }
  28. return image;
  29. }
  30. function isPowerOfTwo( image ) {
  31. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  32. }
  33. function makePowerOfTwo( image ) {
  34. if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) {
  35. if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  36. _canvas.width = _Math.floorPowerOfTwo( image.width );
  37. _canvas.height = _Math.floorPowerOfTwo( image.height );
  38. var context = _canvas.getContext( '2d' );
  39. context.drawImage( image, 0, 0, _canvas.width, _canvas.height );
  40. console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height, image );
  41. return _canvas;
  42. }
  43. return image;
  44. }
  45. function textureNeedsPowerOfTwo( texture ) {
  46. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  47. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  48. }
  49. function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) {
  50. return texture.generateMipmaps && isPowerOfTwo &&
  51. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  52. }
  53. function generateMipmap( target, texture, width, height ) {
  54. _gl.generateMipmap( target );
  55. var textureProperties = properties.get( texture );
  56. textureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) );
  57. }
  58. function getInternalFormat( glFormat, glType ) {
  59. if ( ! _isWebGL2 ) return glFormat;
  60. if ( glFormat === _gl.RGBA && glType === _gl.FLOAT ) return _gl.RGBA32F;
  61. if ( glFormat === _gl.RGBA && glType === _gl.HALF_FLOAT ) return _gl.RGBA16F;
  62. return glFormat;
  63. }
  64. // Fallback filters for non-power-of-2 textures
  65. function filterFallback( f ) {
  66. if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
  67. return _gl.NEAREST;
  68. }
  69. return _gl.LINEAR;
  70. }
  71. //
  72. function onTextureDispose( event ) {
  73. var texture = event.target;
  74. texture.removeEventListener( 'dispose', onTextureDispose );
  75. deallocateTexture( texture );
  76. if ( texture.isVideoTexture ) {
  77. delete _videoTextures[ texture.id ];
  78. }
  79. info.memory.textures --;
  80. }
  81. function onRenderTargetDispose( event ) {
  82. var renderTarget = event.target;
  83. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  84. deallocateRenderTarget( renderTarget );
  85. info.memory.textures --;
  86. }
  87. //
  88. function deallocateTexture( texture ) {
  89. var textureProperties = properties.get( texture );
  90. if ( texture.image && textureProperties.__image__webglTextureCube ) {
  91. // cube texture
  92. _gl.deleteTexture( textureProperties.__image__webglTextureCube );
  93. } else {
  94. // 2D texture
  95. if ( textureProperties.__webglInit === undefined ) return;
  96. _gl.deleteTexture( textureProperties.__webglTexture );
  97. }
  98. // remove all webgl properties
  99. properties.remove( texture );
  100. }
  101. function deallocateRenderTarget( renderTarget ) {
  102. var renderTargetProperties = properties.get( renderTarget );
  103. var textureProperties = properties.get( renderTarget.texture );
  104. if ( ! renderTarget ) return;
  105. if ( textureProperties.__webglTexture !== undefined ) {
  106. _gl.deleteTexture( textureProperties.__webglTexture );
  107. }
  108. if ( renderTarget.depthTexture ) {
  109. renderTarget.depthTexture.dispose();
  110. }
  111. if ( renderTarget.isWebGLRenderTargetCube ) {
  112. for ( var i = 0; i < 6; i ++ ) {
  113. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  114. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  115. }
  116. } else {
  117. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  118. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  119. }
  120. properties.remove( renderTarget.texture );
  121. properties.remove( renderTarget );
  122. }
  123. //
  124. function setTexture2D( texture, slot ) {
  125. var textureProperties = properties.get( texture );
  126. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  127. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  128. var image = texture.image;
  129. if ( image === undefined ) {
  130. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );
  131. } else if ( image.complete === false ) {
  132. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );
  133. } else {
  134. uploadTexture( textureProperties, texture, slot );
  135. return;
  136. }
  137. }
  138. state.activeTexture( _gl.TEXTURE0 + slot );
  139. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  140. }
  141. function setTextureCube( texture, slot ) {
  142. var textureProperties = properties.get( texture );
  143. if ( texture.image.length === 6 ) {
  144. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  145. if ( ! textureProperties.__image__webglTextureCube ) {
  146. texture.addEventListener( 'dispose', onTextureDispose );
  147. textureProperties.__image__webglTextureCube = _gl.createTexture();
  148. info.memory.textures ++;
  149. }
  150. state.activeTexture( _gl.TEXTURE0 + slot );
  151. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  152. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  153. var isCompressed = ( texture && texture.isCompressedTexture );
  154. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  155. var cubeImage = [];
  156. for ( var i = 0; i < 6; i ++ ) {
  157. if ( ! isCompressed && ! isDataTexture ) {
  158. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );
  159. } else {
  160. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  161. }
  162. }
  163. var image = cubeImage[ 0 ],
  164. isPowerOfTwoImage = isPowerOfTwo( image ),
  165. glFormat = utils.convert( texture.format ),
  166. glType = utils.convert( texture.type );
  167. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );
  168. for ( var i = 0; i < 6; i ++ ) {
  169. if ( ! isCompressed ) {
  170. if ( isDataTexture ) {
  171. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  172. } else {
  173. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  174. }
  175. } else {
  176. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  177. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  178. mipmap = mipmaps[ j ];
  179. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  180. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  181. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  182. } else {
  183. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  184. }
  185. } else {
  186. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  187. }
  188. }
  189. }
  190. }
  191. if ( ! isCompressed ) {
  192. textureProperties.__maxMipLevel = 0;
  193. } else {
  194. textureProperties.__maxMipLevel = mipmaps.length - 1;
  195. }
  196. if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
  197. // We assume images for cube map have the same size.
  198. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  199. }
  200. textureProperties.__version = texture.version;
  201. if ( texture.onUpdate ) texture.onUpdate( texture );
  202. } else {
  203. state.activeTexture( _gl.TEXTURE0 + slot );
  204. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );
  205. }
  206. }
  207. }
  208. function setTextureCubeDynamic( texture, slot ) {
  209. state.activeTexture( _gl.TEXTURE0 + slot );
  210. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  211. }
  212. function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {
  213. var extension;
  214. if ( isPowerOfTwoImage ) {
  215. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) );
  216. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) );
  217. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) );
  218. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) );
  219. } else {
  220. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  221. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  222. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  223. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );
  224. }
  225. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  226. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  227. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  228. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );
  229. }
  230. }
  231. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  232. if ( extension ) {
  233. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  234. if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;
  235. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  236. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  237. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  238. }
  239. }
  240. }
  241. function uploadTexture( textureProperties, texture, slot ) {
  242. if ( textureProperties.__webglInit === undefined ) {
  243. textureProperties.__webglInit = true;
  244. texture.addEventListener( 'dispose', onTextureDispose );
  245. textureProperties.__webglTexture = _gl.createTexture();
  246. info.memory.textures ++;
  247. }
  248. state.activeTexture( _gl.TEXTURE0 + slot );
  249. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  250. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  251. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  252. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  253. var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );
  254. if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {
  255. image = makePowerOfTwo( image );
  256. }
  257. var isPowerOfTwoImage = isPowerOfTwo( image ),
  258. glFormat = utils.convert( texture.format ),
  259. glType = utils.convert( texture.type );
  260. var internalFormat = getInternalFormat( glFormat, glType );
  261. setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );
  262. var mipmap, mipmaps = texture.mipmaps;
  263. if ( texture.isDepthTexture ) {
  264. // populate depth texture with dummy data
  265. internalFormat = _gl.DEPTH_COMPONENT;
  266. if ( texture.type === FloatType ) {
  267. if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  268. internalFormat = _gl.DEPTH_COMPONENT32F;
  269. } else if ( _isWebGL2 ) {
  270. // WebGL 2.0 requires signed internalformat for glTexImage2D
  271. internalFormat = _gl.DEPTH_COMPONENT16;
  272. }
  273. if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {
  274. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  275. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  276. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  277. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  278. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  279. texture.type = UnsignedShortType;
  280. glType = utils.convert( texture.type );
  281. }
  282. }
  283. // Depth stencil textures need the DEPTH_STENCIL internal format
  284. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  285. if ( texture.format === DepthStencilFormat ) {
  286. internalFormat = _gl.DEPTH_STENCIL;
  287. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  288. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  289. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  290. if ( texture.type !== UnsignedInt248Type ) {
  291. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  292. texture.type = UnsignedInt248Type;
  293. glType = utils.convert( texture.type );
  294. }
  295. }
  296. state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
  297. } else if ( texture.isDataTexture ) {
  298. // use manually created mipmaps if available
  299. // if there are no manual mipmaps
  300. // set 0 level mipmap and then use GL to generate other mipmap levels
  301. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  302. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  303. mipmap = mipmaps[ i ];
  304. state.texImage2D( _gl.TEXTURE_2D, i, internalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  305. }
  306. texture.generateMipmaps = false;
  307. textureProperties.__maxMipLevel = mipmaps.length - 1;
  308. } else {
  309. state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  310. textureProperties.__maxMipLevel = 0;
  311. }
  312. } else if ( texture.isCompressedTexture ) {
  313. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  314. mipmap = mipmaps[ i ];
  315. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  316. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  317. state.compressedTexImage2D( _gl.TEXTURE_2D, i, internalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  318. } else {
  319. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  320. }
  321. } else {
  322. state.texImage2D( _gl.TEXTURE_2D, i, internalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  323. }
  324. }
  325. textureProperties.__maxMipLevel = mipmaps.length - 1;
  326. } else {
  327. // regular Texture (image, video, canvas)
  328. // use manually created mipmaps if available
  329. // if there are no manual mipmaps
  330. // set 0 level mipmap and then use GL to generate other mipmap levels
  331. if ( mipmaps.length > 0 && isPowerOfTwoImage ) {
  332. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  333. mipmap = mipmaps[ i ];
  334. state.texImage2D( _gl.TEXTURE_2D, i, internalFormat, glFormat, glType, mipmap );
  335. }
  336. texture.generateMipmaps = false;
  337. textureProperties.__maxMipLevel = mipmaps.length - 1;
  338. } else {
  339. state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, glFormat, glType, image );
  340. textureProperties.__maxMipLevel = 0;
  341. }
  342. }
  343. if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) {
  344. generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );
  345. }
  346. textureProperties.__version = texture.version;
  347. if ( texture.onUpdate ) texture.onUpdate( texture );
  348. }
  349. // Render targets
  350. // Setup storage for target texture and bind it to correct framebuffer
  351. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  352. var glFormat = utils.convert( renderTarget.texture.format );
  353. var glType = utils.convert( renderTarget.texture.type );
  354. var glInternalFormat = getInternalFormat( glFormat, glType );
  355. var array = ( _isWebGL2 ) ? new Uint8Array( renderTarget.width * renderTarget.height * 4 ) : null;
  356. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, array );
  357. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  358. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  359. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  360. }
  361. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  362. function setupRenderBufferStorage( renderbuffer, renderTarget ) {
  363. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  364. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  365. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  366. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  367. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  368. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  369. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  370. } else {
  371. // FIXME: We don't support !depth !stencil
  372. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  373. }
  374. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  375. }
  376. // Setup resources for a Depth Texture for a FBO (needs an extension)
  377. function setupDepthTexture( framebuffer, renderTarget ) {
  378. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  379. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  380. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  381. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  382. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  383. }
  384. // upload an empty depth texture with framebuffer size
  385. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  386. renderTarget.depthTexture.image.width !== renderTarget.width ||
  387. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  388. renderTarget.depthTexture.image.width = renderTarget.width;
  389. renderTarget.depthTexture.image.height = renderTarget.height;
  390. renderTarget.depthTexture.needsUpdate = true;
  391. }
  392. setTexture2D( renderTarget.depthTexture, 0 );
  393. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  394. if ( renderTarget.depthTexture.format === DepthFormat ) {
  395. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  396. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  397. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  398. } else {
  399. throw new Error( 'Unknown depthTexture format' );
  400. }
  401. }
  402. // Setup GL resources for a non-texture depth buffer
  403. function setupDepthRenderbuffer( renderTarget ) {
  404. var renderTargetProperties = properties.get( renderTarget );
  405. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  406. if ( renderTarget.depthTexture ) {
  407. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  408. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  409. } else {
  410. if ( isCube ) {
  411. renderTargetProperties.__webglDepthbuffer = [];
  412. for ( var i = 0; i < 6; i ++ ) {
  413. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  414. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  415. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  416. }
  417. } else {
  418. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  419. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  420. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  421. }
  422. }
  423. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  424. }
  425. // Set up GL resources for the render target
  426. function setupRenderTarget( renderTarget ) {
  427. var renderTargetProperties = properties.get( renderTarget );
  428. var textureProperties = properties.get( renderTarget.texture );
  429. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  430. textureProperties.__webglTexture = _gl.createTexture();
  431. info.memory.textures ++;
  432. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  433. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  434. // Setup framebuffer
  435. if ( isCube ) {
  436. renderTargetProperties.__webglFramebuffer = [];
  437. for ( var i = 0; i < 6; i ++ ) {
  438. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  439. }
  440. } else {
  441. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  442. }
  443. // Setup color buffer
  444. if ( isCube ) {
  445. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  446. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );
  447. for ( var i = 0; i < 6; i ++ ) {
  448. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  449. }
  450. if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
  451. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  452. }
  453. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  454. } else {
  455. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  456. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
  457. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  458. if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) {
  459. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  460. }
  461. state.bindTexture( _gl.TEXTURE_2D, null );
  462. }
  463. // Setup depth and stencil buffers
  464. if ( renderTarget.depthBuffer ) {
  465. setupDepthRenderbuffer( renderTarget );
  466. }
  467. }
  468. function updateRenderTargetMipmap( renderTarget ) {
  469. var texture = renderTarget.texture;
  470. var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );
  471. if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) {
  472. var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  473. var webglTexture = properties.get( texture ).__webglTexture;
  474. state.bindTexture( target, webglTexture );
  475. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  476. state.bindTexture( target, null );
  477. }
  478. }
  479. function updateVideoTexture( texture ) {
  480. var id = texture.id;
  481. var frame = info.render.frame;
  482. // Check the last frame we updated the VideoTexture
  483. if ( _videoTextures[ id ] !== frame ) {
  484. _videoTextures[ id ] = frame;
  485. texture.update();
  486. }
  487. }
  488. this.setTexture2D = setTexture2D;
  489. this.setTextureCube = setTextureCube;
  490. this.setTextureCubeDynamic = setTextureCubeDynamic;
  491. this.setupRenderTarget = setupRenderTarget;
  492. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  493. }
  494. export { WebGLTextures };
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