WebGLTextures.js 37 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping } from '../../constants.js';
  5. import { _Math } from '../../math/Math.js';
  6. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  7. var isWebGL2 = capabilities.isWebGL2;
  8. var maxTextures = capabilities.maxTextures;
  9. var maxCubemapSize = capabilities.maxCubemapSize;
  10. var maxTextureSize = capabilities.maxTextureSize;
  11. var maxSamples = capabilities.maxSamples;
  12. var _videoTextures = new WeakMap();
  13. var _canvas;
  14. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  15. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  16. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  17. var useOffscreenCanvas = false;
  18. try {
  19. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  20. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  21. } catch ( err ) {
  22. // Ignore any errors
  23. }
  24. function createCanvas( width, height ) {
  25. // Use OffscreenCanvas when available. Specially needed in web workers
  26. return useOffscreenCanvas ?
  27. new OffscreenCanvas( width, height ) :
  28. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  29. }
  30. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  31. var scale = 1;
  32. // handle case if texture exceeds max size
  33. if ( image.width > maxSize || image.height > maxSize ) {
  34. scale = maxSize / Math.max( image.width, image.height );
  35. }
  36. // only perform resize if necessary
  37. if ( scale < 1 || needsPowerOfTwo === true ) {
  38. // only perform resize for certain image types
  39. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  40. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  41. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  42. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  43. var width = floor( scale * image.width );
  44. var height = floor( scale * image.height );
  45. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  46. // cube textures can't reuse the same canvas
  47. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  48. canvas.width = width;
  49. canvas.height = height;
  50. var context = canvas.getContext( '2d' );
  51. context.drawImage( image, 0, 0, width, height );
  52. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  53. return canvas;
  54. } else {
  55. if ( 'data' in image ) {
  56. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  57. }
  58. return image;
  59. }
  60. }
  61. return image;
  62. }
  63. function isPowerOfTwo( image ) {
  64. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  65. }
  66. function textureNeedsPowerOfTwo( texture ) {
  67. if ( isWebGL2 ) return false;
  68. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  69. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  70. }
  71. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  72. return texture.generateMipmaps && supportsMips &&
  73. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  74. }
  75. function generateMipmap( target, texture, width, height ) {
  76. _gl.generateMipmap( target );
  77. var textureProperties = properties.get( texture );
  78. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  79. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  80. }
  81. function getInternalFormat( glFormat, glType ) {
  82. if ( isWebGL2 === false ) return glFormat;
  83. var internalFormat = glFormat;
  84. if ( glFormat === _gl.RED ) {
  85. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  86. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  87. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  88. }
  89. if ( glFormat === _gl.RGB ) {
  90. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  91. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  92. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  93. }
  94. if ( glFormat === _gl.RGBA ) {
  95. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  96. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  97. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8;
  98. }
  99. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  100. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  101. extensions.get( 'EXT_color_buffer_float' );
  102. } else if ( internalFormat === _gl.RGB16F || internalFormat === _gl.RGB32F ) {
  103. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  104. }
  105. return internalFormat;
  106. }
  107. // Fallback filters for non-power-of-2 textures
  108. function filterFallback( f ) {
  109. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  110. return _gl.NEAREST;
  111. }
  112. return _gl.LINEAR;
  113. }
  114. //
  115. function onTextureDispose( event ) {
  116. var texture = event.target;
  117. texture.removeEventListener( 'dispose', onTextureDispose );
  118. deallocateTexture( texture );
  119. if ( texture.isVideoTexture ) {
  120. _videoTextures.delete( texture );
  121. }
  122. info.memory.textures --;
  123. }
  124. function onRenderTargetDispose( event ) {
  125. var renderTarget = event.target;
  126. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  127. deallocateRenderTarget( renderTarget );
  128. info.memory.textures --;
  129. }
  130. //
  131. function deallocateTexture( texture ) {
  132. var textureProperties = properties.get( texture );
  133. if ( textureProperties.__webglInit === undefined ) return;
  134. _gl.deleteTexture( textureProperties.__webglTexture );
  135. properties.remove( texture );
  136. }
  137. function deallocateRenderTarget( renderTarget ) {
  138. var renderTargetProperties = properties.get( renderTarget );
  139. var textureProperties = properties.get( renderTarget.texture );
  140. if ( ! renderTarget ) return;
  141. if ( textureProperties.__webglTexture !== undefined ) {
  142. _gl.deleteTexture( textureProperties.__webglTexture );
  143. }
  144. if ( renderTarget.depthTexture ) {
  145. renderTarget.depthTexture.dispose();
  146. }
  147. if ( renderTarget.isWebGLRenderTargetCube ) {
  148. for ( var i = 0; i < 6; i ++ ) {
  149. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  150. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  151. }
  152. } else {
  153. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  154. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  155. }
  156. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  157. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  158. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  159. info.memory.textures -= 2;
  160. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  161. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  162. }
  163. }
  164. properties.remove( renderTarget.texture );
  165. properties.remove( renderTarget );
  166. }
  167. //
  168. var textureUnits = 0;
  169. function resetTextureUnits() {
  170. textureUnits = 0;
  171. }
  172. function allocateTextureUnit() {
  173. var textureUnit = textureUnits;
  174. if ( textureUnit >= maxTextures ) {
  175. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  176. }
  177. textureUnits += 1;
  178. return textureUnit;
  179. }
  180. //
  181. function setTexture2D( texture, slot ) {
  182. var textureProperties = properties.get( texture );
  183. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  184. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  185. var image = texture.image;
  186. if ( image === undefined ) {
  187. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  188. } else if ( image.complete === false ) {
  189. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  190. } else {
  191. uploadTexture( textureProperties, texture, slot );
  192. return;
  193. }
  194. }
  195. state.activeTexture( _gl.TEXTURE0 + slot );
  196. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  197. }
  198. function setTexture2DArray( texture, slot ) {
  199. var textureProperties = properties.get( texture );
  200. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  201. uploadTexture( textureProperties, texture, slot );
  202. return;
  203. }
  204. state.activeTexture( _gl.TEXTURE0 + slot );
  205. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  206. }
  207. function setTexture3D( texture, slot ) {
  208. var textureProperties = properties.get( texture );
  209. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  210. uploadTexture( textureProperties, texture, slot );
  211. return;
  212. }
  213. state.activeTexture( _gl.TEXTURE0 + slot );
  214. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  215. }
  216. function setTextureCube( texture, slot ) {
  217. if ( texture.image.length !== 6 ) return;
  218. var textureProperties = properties.get( texture );
  219. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  220. initTexture( textureProperties, texture );
  221. state.activeTexture( _gl.TEXTURE0 + slot );
  222. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  223. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  224. var isCompressed = ( texture && texture.isCompressedTexture );
  225. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  226. var cubeImage = [];
  227. for ( var i = 0; i < 6; i ++ ) {
  228. if ( ! isCompressed && ! isDataTexture ) {
  229. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  230. } else {
  231. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  232. }
  233. }
  234. var image = cubeImage[ 0 ],
  235. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  236. glFormat = utils.convert( texture.format ),
  237. glType = utils.convert( texture.type ),
  238. glInternalFormat = getInternalFormat( glFormat, glType );
  239. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  240. var mipmaps;
  241. if ( isCompressed ) {
  242. for ( var i = 0; i < 6; i ++ ) {
  243. mipmaps = cubeImage[ i ].mipmaps;
  244. for ( var j = 0; j < mipmaps.length; j ++ ) {
  245. var mipmap = mipmaps[ j ];
  246. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  247. if ( glFormat !== null ) {
  248. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  249. } else {
  250. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  251. }
  252. } else {
  253. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  254. }
  255. }
  256. }
  257. textureProperties.__maxMipLevel = mipmaps.length - 1;
  258. } else {
  259. mipmaps = texture.mipmaps;
  260. for ( var i = 0; i < 6; i ++ ) {
  261. if ( isDataTexture ) {
  262. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  263. for ( var j = 0; j < mipmaps.length; j ++ ) {
  264. var mipmap = mipmaps[ j ];
  265. var mipmapImage = mipmap.image[ i ].image;
  266. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  267. }
  268. } else {
  269. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  270. for ( var j = 0; j < mipmaps.length; j ++ ) {
  271. var mipmap = mipmaps[ j ];
  272. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  273. }
  274. }
  275. }
  276. textureProperties.__maxMipLevel = mipmaps.length;
  277. }
  278. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  279. // We assume images for cube map have the same size.
  280. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  281. }
  282. textureProperties.__version = texture.version;
  283. if ( texture.onUpdate ) texture.onUpdate( texture );
  284. } else {
  285. state.activeTexture( _gl.TEXTURE0 + slot );
  286. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  287. }
  288. }
  289. function setTextureCubeDynamic( texture, slot ) {
  290. state.activeTexture( _gl.TEXTURE0 + slot );
  291. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  292. }
  293. var wrappingToGL = {
  294. [ RepeatWrapping ]: _gl.REPEAT,
  295. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  296. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  297. };
  298. var filterToGL = {
  299. [ NearestFilter ]: _gl.NEAREST,
  300. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  301. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  302. [ LinearFilter ]: _gl.LINEAR,
  303. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  304. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  305. };
  306. function setTextureParameters( textureType, texture, supportsMips ) {
  307. if ( supportsMips ) {
  308. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  309. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  310. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  311. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  312. }
  313. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  314. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  315. } else {
  316. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  317. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  318. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  319. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  320. }
  321. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  322. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  323. }
  324. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  325. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  326. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  327. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  328. }
  329. }
  330. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  331. if ( extension ) {
  332. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  333. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  334. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  335. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  336. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  337. }
  338. }
  339. }
  340. function initTexture( textureProperties, texture ) {
  341. if ( textureProperties.__webglInit === undefined ) {
  342. textureProperties.__webglInit = true;
  343. texture.addEventListener( 'dispose', onTextureDispose );
  344. textureProperties.__webglTexture = _gl.createTexture();
  345. info.memory.textures ++;
  346. }
  347. }
  348. function uploadTexture( textureProperties, texture, slot ) {
  349. var textureType = _gl.TEXTURE_2D;
  350. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  351. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  352. initTexture( textureProperties, texture );
  353. state.activeTexture( _gl.TEXTURE0 + slot );
  354. state.bindTexture( textureType, textureProperties.__webglTexture );
  355. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  356. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  357. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  358. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  359. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  360. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  361. glFormat = utils.convert( texture.format ),
  362. glType = utils.convert( texture.type ),
  363. glInternalFormat = getInternalFormat( glFormat, glType );
  364. setTextureParameters( textureType, texture, supportsMips );
  365. var mipmap, mipmaps = texture.mipmaps;
  366. if ( texture.isDepthTexture ) {
  367. // populate depth texture with dummy data
  368. glInternalFormat = _gl.DEPTH_COMPONENT;
  369. if ( texture.type === FloatType ) {
  370. if ( isWebGL2 === false ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  371. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  372. } else if ( isWebGL2 ) {
  373. // WebGL 2.0 requires signed internalformat for glTexImage2D
  374. glInternalFormat = _gl.DEPTH_COMPONENT16;
  375. }
  376. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  377. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  378. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  379. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  380. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  381. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  382. texture.type = UnsignedShortType;
  383. glType = utils.convert( texture.type );
  384. }
  385. }
  386. // Depth stencil textures need the DEPTH_STENCIL internal format
  387. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  388. if ( texture.format === DepthStencilFormat ) {
  389. glInternalFormat = _gl.DEPTH_STENCIL;
  390. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  391. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  392. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  393. if ( texture.type !== UnsignedInt248Type ) {
  394. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  395. texture.type = UnsignedInt248Type;
  396. glType = utils.convert( texture.type );
  397. }
  398. }
  399. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  400. } else if ( texture.isDataTexture ) {
  401. // use manually created mipmaps if available
  402. // if there are no manual mipmaps
  403. // set 0 level mipmap and then use GL to generate other mipmap levels
  404. if ( mipmaps.length > 0 && supportsMips ) {
  405. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  406. mipmap = mipmaps[ i ];
  407. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  408. }
  409. texture.generateMipmaps = false;
  410. textureProperties.__maxMipLevel = mipmaps.length - 1;
  411. } else {
  412. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  413. textureProperties.__maxMipLevel = 0;
  414. }
  415. } else if ( texture.isCompressedTexture ) {
  416. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  417. mipmap = mipmaps[ i ];
  418. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  419. if ( glFormat !== null ) {
  420. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  421. } else {
  422. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  423. }
  424. } else {
  425. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  426. }
  427. }
  428. textureProperties.__maxMipLevel = mipmaps.length - 1;
  429. } else if ( texture.isDataTexture2DArray ) {
  430. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  431. textureProperties.__maxMipLevel = 0;
  432. } else if ( texture.isDataTexture3D ) {
  433. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  434. textureProperties.__maxMipLevel = 0;
  435. } else {
  436. // regular Texture (image, video, canvas)
  437. // use manually created mipmaps if available
  438. // if there are no manual mipmaps
  439. // set 0 level mipmap and then use GL to generate other mipmap levels
  440. if ( mipmaps.length > 0 && supportsMips ) {
  441. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  442. mipmap = mipmaps[ i ];
  443. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  444. }
  445. texture.generateMipmaps = false;
  446. textureProperties.__maxMipLevel = mipmaps.length - 1;
  447. } else {
  448. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  449. textureProperties.__maxMipLevel = 0;
  450. }
  451. }
  452. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  453. generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height );
  454. }
  455. textureProperties.__version = texture.version;
  456. if ( texture.onUpdate ) texture.onUpdate( texture );
  457. }
  458. // Render targets
  459. // Setup storage for target texture and bind it to correct framebuffer
  460. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  461. var glFormat = utils.convert( renderTarget.texture.format );
  462. var glType = utils.convert( renderTarget.texture.type );
  463. var glInternalFormat = getInternalFormat( glFormat, glType );
  464. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  465. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  466. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  467. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  468. }
  469. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  470. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  471. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  472. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  473. if ( isMultisample ) {
  474. var samples = getRenderTargetSamples( renderTarget );
  475. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  476. } else {
  477. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  478. }
  479. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  480. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  481. if ( isMultisample ) {
  482. var samples = getRenderTargetSamples( renderTarget );
  483. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  484. } else {
  485. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  486. }
  487. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  488. } else {
  489. var glFormat = utils.convert( renderTarget.texture.format );
  490. var glType = utils.convert( renderTarget.texture.type );
  491. var glInternalFormat = getInternalFormat( glFormat, glType );
  492. if ( isMultisample ) {
  493. var samples = getRenderTargetSamples( renderTarget );
  494. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  495. } else {
  496. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  497. }
  498. }
  499. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  500. }
  501. // Setup resources for a Depth Texture for a FBO (needs an extension)
  502. function setupDepthTexture( framebuffer, renderTarget ) {
  503. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  504. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  505. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  506. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  507. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  508. }
  509. // upload an empty depth texture with framebuffer size
  510. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  511. renderTarget.depthTexture.image.width !== renderTarget.width ||
  512. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  513. renderTarget.depthTexture.image.width = renderTarget.width;
  514. renderTarget.depthTexture.image.height = renderTarget.height;
  515. renderTarget.depthTexture.needsUpdate = true;
  516. }
  517. setTexture2D( renderTarget.depthTexture, 0 );
  518. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  519. if ( renderTarget.depthTexture.format === DepthFormat ) {
  520. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  521. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  522. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  523. } else {
  524. throw new Error( 'Unknown depthTexture format' );
  525. }
  526. }
  527. // Setup GL resources for a non-texture depth buffer
  528. function setupDepthRenderbuffer( renderTarget ) {
  529. var renderTargetProperties = properties.get( renderTarget );
  530. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  531. if ( renderTarget.depthTexture ) {
  532. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  533. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  534. } else {
  535. if ( isCube ) {
  536. renderTargetProperties.__webglDepthbuffer = [];
  537. for ( var i = 0; i < 6; i ++ ) {
  538. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  539. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  540. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  541. }
  542. } else {
  543. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  544. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  545. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  546. }
  547. }
  548. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  549. }
  550. // Set up GL resources for the render target
  551. function setupRenderTarget( renderTarget ) {
  552. var renderTargetProperties = properties.get( renderTarget );
  553. var textureProperties = properties.get( renderTarget.texture );
  554. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  555. textureProperties.__webglTexture = _gl.createTexture();
  556. info.memory.textures ++;
  557. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  558. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  559. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  560. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  561. // Setup framebuffer
  562. if ( isCube ) {
  563. renderTargetProperties.__webglFramebuffer = [];
  564. for ( var i = 0; i < 6; i ++ ) {
  565. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  566. }
  567. } else {
  568. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  569. if ( isMultisample ) {
  570. if ( isWebGL2 ) {
  571. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  572. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  573. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  574. var glFormat = utils.convert( renderTarget.texture.format );
  575. var glType = utils.convert( renderTarget.texture.type );
  576. var glInternalFormat = getInternalFormat( glFormat, glType );
  577. var samples = getRenderTargetSamples( renderTarget );
  578. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  579. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  580. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  581. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  582. if ( renderTarget.depthBuffer ) {
  583. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  584. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  585. }
  586. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  587. } else {
  588. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  589. }
  590. } else if ( isMultiview ) {
  591. var width = renderTarget.width;
  592. var height = renderTarget.height;
  593. var numViews = renderTarget.numViews;
  594. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  595. var ext = extensions.get( 'OVR_multiview2' );
  596. info.memory.textures += 2;
  597. var colorTexture = _gl.createTexture();
  598. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, colorTexture );
  599. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  600. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  601. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.RGBA8, width, height, numViews, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  602. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, 0, numViews );
  603. var depthStencilTexture = _gl.createTexture();
  604. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture );
  605. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  606. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  607. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.DEPTH24_STENCIL8, width, height, numViews, 0, _gl.DEPTH_STENCIL, _gl.UNSIGNED_INT_24_8, null );
  608. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0, 0, numViews );
  609. var viewFramebuffers = new Array( numViews );
  610. for ( var i = 0; i < numViews; ++ i ) {
  611. viewFramebuffers[ i ] = _gl.createFramebuffer();
  612. _gl.bindFramebuffer( _gl.FRAMEBUFFER, viewFramebuffers[ i ] );
  613. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, i );
  614. }
  615. renderTargetProperties.__webglColorTexture = colorTexture;
  616. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  617. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  618. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  619. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, null );
  620. }
  621. }
  622. // Setup color buffer
  623. if ( isCube ) {
  624. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  625. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, supportsMips );
  626. for ( var i = 0; i < 6; i ++ ) {
  627. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  628. }
  629. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  630. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  631. }
  632. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  633. } else if ( ! isMultiview ) {
  634. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  635. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
  636. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  637. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  638. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  639. }
  640. state.bindTexture( _gl.TEXTURE_2D, null );
  641. }
  642. // Setup depth and stencil buffers
  643. if ( renderTarget.depthBuffer ) {
  644. setupDepthRenderbuffer( renderTarget );
  645. }
  646. }
  647. function updateRenderTargetMipmap( renderTarget ) {
  648. var texture = renderTarget.texture;
  649. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  650. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  651. var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  652. var webglTexture = properties.get( texture ).__webglTexture;
  653. state.bindTexture( target, webglTexture );
  654. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  655. state.bindTexture( target, null );
  656. }
  657. }
  658. function updateMultisampleRenderTarget( renderTarget ) {
  659. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  660. if ( isWebGL2 ) {
  661. var renderTargetProperties = properties.get( renderTarget );
  662. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  663. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  664. var width = renderTarget.width;
  665. var height = renderTarget.height;
  666. var mask = _gl.COLOR_BUFFER_BIT;
  667. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  668. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  669. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  670. } else {
  671. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  672. }
  673. }
  674. }
  675. function getRenderTargetSamples( renderTarget ) {
  676. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  677. Math.min( maxSamples, renderTarget.samples ) : 0;
  678. }
  679. function updateVideoTexture( texture ) {
  680. var frame = info.render.frame;
  681. // Check the last frame we updated the VideoTexture
  682. if ( _videoTextures.get( texture ) !== frame ) {
  683. _videoTextures.set( texture, frame );
  684. texture.update();
  685. }
  686. }
  687. // backwards compatibility
  688. var warnedTexture2D = false;
  689. var warnedTextureCube = false;
  690. function safeSetTexture2D( texture, slot ) {
  691. if ( texture && texture.isWebGLRenderTarget ) {
  692. if ( warnedTexture2D === false ) {
  693. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  694. warnedTexture2D = true;
  695. }
  696. texture = texture.texture;
  697. }
  698. setTexture2D( texture, slot );
  699. }
  700. function safeSetTextureCube( texture, slot ) {
  701. if ( texture && texture.isWebGLRenderTargetCube ) {
  702. if ( warnedTextureCube === false ) {
  703. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  704. warnedTextureCube = true;
  705. }
  706. texture = texture.texture;
  707. }
  708. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  709. // TODO: unify these code paths
  710. if ( ( texture && texture.isCubeTexture ) ||
  711. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  712. // CompressedTexture can have Array in image :/
  713. // this function alone should take care of cube textures
  714. setTextureCube( texture, slot );
  715. } else {
  716. // assumed: texture property of THREE.WebGLRenderTargetCube
  717. setTextureCubeDynamic( texture, slot );
  718. }
  719. }
  720. //
  721. this.allocateTextureUnit = allocateTextureUnit;
  722. this.resetTextureUnits = resetTextureUnits;
  723. this.setTexture2D = setTexture2D;
  724. this.setTexture2DArray = setTexture2DArray;
  725. this.setTexture3D = setTexture3D;
  726. this.setTextureCube = setTextureCube;
  727. this.setTextureCubeDynamic = setTextureCubeDynamic;
  728. this.setupRenderTarget = setupRenderTarget;
  729. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  730. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  731. this.safeSetTexture2D = safeSetTexture2D;
  732. this.safeSetTextureCube = safeSetTextureCube;
  733. }
  734. export { WebGLTextures };
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