WebGLTextures.js 38 KB

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  1. import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, sRGBEncoding } from '../../constants.js';
  2. import * as MathUtils from '../../math/MathUtils.js';
  3. import { createElementNS } from '../../utils.js';
  4. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  5. const isWebGL2 = capabilities.isWebGL2;
  6. const maxTextures = capabilities.maxTextures;
  7. const maxCubemapSize = capabilities.maxCubemapSize;
  8. const maxTextureSize = capabilities.maxTextureSize;
  9. const maxSamples = capabilities.maxSamples;
  10. const _videoTextures = new WeakMap();
  11. let _canvas;
  12. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  13. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  14. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  15. let useOffscreenCanvas = false;
  16. try {
  17. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  18. && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;
  19. } catch ( err ) {
  20. // Ignore any errors
  21. }
  22. function createCanvas( width, height ) {
  23. // Use OffscreenCanvas when available. Specially needed in web workers
  24. return useOffscreenCanvas ?
  25. new OffscreenCanvas( width, height ) : createElementNS( 'canvas' );
  26. }
  27. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  28. let scale = 1;
  29. // handle case if texture exceeds max size
  30. if ( image.width > maxSize || image.height > maxSize ) {
  31. scale = maxSize / Math.max( image.width, image.height );
  32. }
  33. // only perform resize if necessary
  34. if ( scale < 1 || needsPowerOfTwo === true ) {
  35. // only perform resize for certain image types
  36. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  37. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  38. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  39. const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  40. const width = floor( scale * image.width );
  41. const height = floor( scale * image.height );
  42. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  43. // cube textures can't reuse the same canvas
  44. const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  45. canvas.width = width;
  46. canvas.height = height;
  47. const context = canvas.getContext( '2d' );
  48. context.drawImage( image, 0, 0, width, height );
  49. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  50. return canvas;
  51. } else {
  52. if ( 'data' in image ) {
  53. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  54. }
  55. return image;
  56. }
  57. }
  58. return image;
  59. }
  60. function isPowerOfTwo( image ) {
  61. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  62. }
  63. function textureNeedsPowerOfTwo( texture ) {
  64. if ( isWebGL2 ) return false;
  65. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  66. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  67. }
  68. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  69. return texture.generateMipmaps && supportsMips &&
  70. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  71. }
  72. function generateMipmap( target ) {
  73. _gl.generateMipmap( target );
  74. }
  75. function getInternalFormat( internalFormatName, glFormat, glType, encoding ) {
  76. if ( isWebGL2 === false ) return glFormat;
  77. if ( internalFormatName !== null ) {
  78. if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
  79. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  80. }
  81. let internalFormat = glFormat;
  82. if ( glFormat === _gl.RED ) {
  83. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  84. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  85. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  86. }
  87. if ( glFormat === _gl.RGB ) {
  88. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  89. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  90. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  91. }
  92. if ( glFormat === _gl.RGBA ) {
  93. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  94. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  95. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( encoding === sRGBEncoding ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
  96. }
  97. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  98. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  99. extensions.get( 'EXT_color_buffer_float' );
  100. }
  101. return internalFormat;
  102. }
  103. // Fallback filters for non-power-of-2 textures
  104. function filterFallback( f ) {
  105. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  106. return _gl.NEAREST;
  107. }
  108. return _gl.LINEAR;
  109. }
  110. //
  111. function onTextureDispose( event ) {
  112. const texture = event.target;
  113. texture.removeEventListener( 'dispose', onTextureDispose );
  114. deallocateTexture( texture );
  115. if ( texture.isVideoTexture ) {
  116. _videoTextures.delete( texture );
  117. }
  118. info.memory.textures --;
  119. }
  120. function onRenderTargetDispose( event ) {
  121. const renderTarget = event.target;
  122. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  123. deallocateRenderTarget( renderTarget );
  124. }
  125. //
  126. function deallocateTexture( texture ) {
  127. const textureProperties = properties.get( texture );
  128. if ( textureProperties.__webglInit === undefined ) return;
  129. _gl.deleteTexture( textureProperties.__webglTexture );
  130. properties.remove( texture );
  131. }
  132. function deallocateRenderTarget( renderTarget ) {
  133. const texture = renderTarget.texture;
  134. const renderTargetProperties = properties.get( renderTarget );
  135. const textureProperties = properties.get( texture );
  136. if ( ! renderTarget ) return;
  137. if ( textureProperties.__webglTexture !== undefined ) {
  138. _gl.deleteTexture( textureProperties.__webglTexture );
  139. info.memory.textures --;
  140. }
  141. if ( renderTarget.depthTexture ) {
  142. renderTarget.depthTexture.dispose();
  143. }
  144. if ( renderTarget.isWebGLCubeRenderTarget ) {
  145. for ( let i = 0; i < 6; i ++ ) {
  146. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  147. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  148. }
  149. } else {
  150. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  151. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  152. if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
  153. if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
  154. if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
  155. }
  156. if ( renderTarget.isWebGLMultipleRenderTargets ) {
  157. for ( let i = 0, il = texture.length; i < il; i ++ ) {
  158. const attachmentProperties = properties.get( texture[ i ] );
  159. if ( attachmentProperties.__webglTexture ) {
  160. _gl.deleteTexture( attachmentProperties.__webglTexture );
  161. info.memory.textures --;
  162. }
  163. properties.remove( texture[ i ] );
  164. }
  165. }
  166. properties.remove( texture );
  167. properties.remove( renderTarget );
  168. }
  169. //
  170. let textureUnits = 0;
  171. function resetTextureUnits() {
  172. textureUnits = 0;
  173. }
  174. function allocateTextureUnit() {
  175. const textureUnit = textureUnits;
  176. if ( textureUnit >= maxTextures ) {
  177. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  178. }
  179. textureUnits += 1;
  180. return textureUnit;
  181. }
  182. //
  183. function setTexture2D( texture, slot ) {
  184. const textureProperties = properties.get( texture );
  185. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  186. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  187. const image = texture.image;
  188. if ( image === undefined ) {
  189. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  190. } else if ( image.complete === false ) {
  191. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  192. } else {
  193. uploadTexture( textureProperties, texture, slot );
  194. return;
  195. }
  196. }
  197. state.activeTexture( _gl.TEXTURE0 + slot );
  198. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  199. }
  200. function setTexture2DArray( texture, slot ) {
  201. const textureProperties = properties.get( texture );
  202. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  203. uploadTexture( textureProperties, texture, slot );
  204. return;
  205. }
  206. state.activeTexture( _gl.TEXTURE0 + slot );
  207. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  208. }
  209. function setTexture3D( texture, slot ) {
  210. const textureProperties = properties.get( texture );
  211. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  212. uploadTexture( textureProperties, texture, slot );
  213. return;
  214. }
  215. state.activeTexture( _gl.TEXTURE0 + slot );
  216. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  217. }
  218. function setTextureCube( texture, slot ) {
  219. const textureProperties = properties.get( texture );
  220. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  221. uploadCubeTexture( textureProperties, texture, slot );
  222. return;
  223. }
  224. state.activeTexture( _gl.TEXTURE0 + slot );
  225. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  226. }
  227. const wrappingToGL = {
  228. [ RepeatWrapping ]: _gl.REPEAT,
  229. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  230. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  231. };
  232. const filterToGL = {
  233. [ NearestFilter ]: _gl.NEAREST,
  234. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  235. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  236. [ LinearFilter ]: _gl.LINEAR,
  237. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  238. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  239. };
  240. function setTextureParameters( textureType, texture, supportsMips ) {
  241. if ( supportsMips ) {
  242. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  243. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  244. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  245. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  246. }
  247. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  248. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  249. } else {
  250. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  251. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  252. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  253. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  254. }
  255. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  256. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  257. }
  258. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  259. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  260. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  261. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  262. }
  263. }
  264. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  265. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  266. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  267. if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only
  268. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  269. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  270. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  271. }
  272. }
  273. }
  274. function initTexture( textureProperties, texture ) {
  275. if ( textureProperties.__webglInit === undefined ) {
  276. textureProperties.__webglInit = true;
  277. texture.addEventListener( 'dispose', onTextureDispose );
  278. textureProperties.__webglTexture = _gl.createTexture();
  279. info.memory.textures ++;
  280. }
  281. }
  282. function uploadTexture( textureProperties, texture, slot ) {
  283. let textureType = _gl.TEXTURE_2D;
  284. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  285. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  286. initTexture( textureProperties, texture );
  287. state.activeTexture( _gl.TEXTURE0 + slot );
  288. state.bindTexture( textureType, textureProperties.__webglTexture );
  289. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  290. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  291. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  292. _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
  293. const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  294. const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  295. const supportsMips = isPowerOfTwo( image ) || isWebGL2,
  296. glFormat = utils.convert( texture.format );
  297. let glType = utils.convert( texture.type ),
  298. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
  299. setTextureParameters( textureType, texture, supportsMips );
  300. let mipmap;
  301. const mipmaps = texture.mipmaps;
  302. if ( texture.isDepthTexture ) {
  303. // populate depth texture with dummy data
  304. glInternalFormat = _gl.DEPTH_COMPONENT;
  305. if ( isWebGL2 ) {
  306. if ( texture.type === FloatType ) {
  307. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  308. } else if ( texture.type === UnsignedIntType ) {
  309. glInternalFormat = _gl.DEPTH_COMPONENT24;
  310. } else if ( texture.type === UnsignedInt248Type ) {
  311. glInternalFormat = _gl.DEPTH24_STENCIL8;
  312. } else {
  313. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  314. }
  315. } else {
  316. if ( texture.type === FloatType ) {
  317. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  318. }
  319. }
  320. // validation checks for WebGL 1
  321. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  322. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  323. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  324. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  325. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  326. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  327. texture.type = UnsignedShortType;
  328. glType = utils.convert( texture.type );
  329. }
  330. }
  331. if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  332. // Depth stencil textures need the DEPTH_STENCIL internal format
  333. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  334. glInternalFormat = _gl.DEPTH_STENCIL;
  335. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  336. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  337. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  338. if ( texture.type !== UnsignedInt248Type ) {
  339. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  340. texture.type = UnsignedInt248Type;
  341. glType = utils.convert( texture.type );
  342. }
  343. }
  344. //
  345. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  346. } else if ( texture.isDataTexture ) {
  347. // use manually created mipmaps if available
  348. // if there are no manual mipmaps
  349. // set 0 level mipmap and then use GL to generate other mipmap levels
  350. if ( mipmaps.length > 0 && supportsMips ) {
  351. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  352. mipmap = mipmaps[ i ];
  353. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  354. }
  355. texture.generateMipmaps = false;
  356. } else {
  357. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  358. }
  359. } else if ( texture.isCompressedTexture ) {
  360. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  361. mipmap = mipmaps[ i ];
  362. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  363. if ( glFormat !== null ) {
  364. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  365. } else {
  366. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  367. }
  368. } else {
  369. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  370. }
  371. }
  372. } else if ( texture.isDataTexture2DArray ) {
  373. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  374. } else if ( texture.isDataTexture3D ) {
  375. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  376. } else {
  377. // regular Texture (image, video, canvas)
  378. // use manually created mipmaps if available
  379. // if there are no manual mipmaps
  380. // set 0 level mipmap and then use GL to generate other mipmap levels
  381. if ( mipmaps.length > 0 && supportsMips ) {
  382. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  383. mipmap = mipmaps[ i ];
  384. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  385. }
  386. texture.generateMipmaps = false;
  387. } else {
  388. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  389. }
  390. }
  391. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  392. generateMipmap( textureType );
  393. }
  394. textureProperties.__version = texture.version;
  395. if ( texture.onUpdate ) texture.onUpdate( texture );
  396. }
  397. function uploadCubeTexture( textureProperties, texture, slot ) {
  398. if ( texture.image.length !== 6 ) return;
  399. initTexture( textureProperties, texture );
  400. state.activeTexture( _gl.TEXTURE0 + slot );
  401. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  402. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  403. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  404. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  405. _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
  406. const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  407. const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  408. const cubeImage = [];
  409. for ( let i = 0; i < 6; i ++ ) {
  410. if ( ! isCompressed && ! isDataTexture ) {
  411. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  412. } else {
  413. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  414. }
  415. }
  416. const image = cubeImage[ 0 ],
  417. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  418. glFormat = utils.convert( texture.format ),
  419. glType = utils.convert( texture.type ),
  420. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
  421. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  422. let mipmaps;
  423. if ( isCompressed ) {
  424. for ( let i = 0; i < 6; i ++ ) {
  425. mipmaps = cubeImage[ i ].mipmaps;
  426. for ( let j = 0; j < mipmaps.length; j ++ ) {
  427. const mipmap = mipmaps[ j ];
  428. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  429. if ( glFormat !== null ) {
  430. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  431. } else {
  432. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  433. }
  434. } else {
  435. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  436. }
  437. }
  438. }
  439. } else {
  440. mipmaps = texture.mipmaps;
  441. for ( let i = 0; i < 6; i ++ ) {
  442. if ( isDataTexture ) {
  443. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  444. for ( let j = 0; j < mipmaps.length; j ++ ) {
  445. const mipmap = mipmaps[ j ];
  446. const mipmapImage = mipmap.image[ i ].image;
  447. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  448. }
  449. } else {
  450. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  451. for ( let j = 0; j < mipmaps.length; j ++ ) {
  452. const mipmap = mipmaps[ j ];
  453. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  454. }
  455. }
  456. }
  457. }
  458. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  459. // We assume images for cube map have the same size.
  460. generateMipmap( _gl.TEXTURE_CUBE_MAP );
  461. }
  462. textureProperties.__version = texture.version;
  463. if ( texture.onUpdate ) texture.onUpdate( texture );
  464. }
  465. // Render targets
  466. // Setup storage for target texture and bind it to correct framebuffer
  467. function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {
  468. const glFormat = utils.convert( texture.format );
  469. const glType = utils.convert( texture.type );
  470. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
  471. if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {
  472. state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );
  473. } else {
  474. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  475. }
  476. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  477. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );
  478. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  479. }
  480. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  481. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  482. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  483. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  484. let glInternalFormat = _gl.DEPTH_COMPONENT16;
  485. if ( isMultisample ) {
  486. const depthTexture = renderTarget.depthTexture;
  487. if ( depthTexture && depthTexture.isDepthTexture ) {
  488. if ( depthTexture.type === FloatType ) {
  489. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  490. } else if ( depthTexture.type === UnsignedIntType ) {
  491. glInternalFormat = _gl.DEPTH_COMPONENT24;
  492. }
  493. }
  494. const samples = getRenderTargetSamples( renderTarget );
  495. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  496. } else {
  497. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  498. }
  499. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  500. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  501. if ( isMultisample ) {
  502. const samples = getRenderTargetSamples( renderTarget );
  503. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  504. } else {
  505. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  506. }
  507. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  508. } else {
  509. // Use the first texture for MRT so far
  510. const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[ 0 ] : renderTarget.texture;
  511. const glFormat = utils.convert( texture.format );
  512. const glType = utils.convert( texture.type );
  513. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
  514. if ( isMultisample ) {
  515. const samples = getRenderTargetSamples( renderTarget );
  516. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  517. } else {
  518. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  519. }
  520. }
  521. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  522. }
  523. // Setup resources for a Depth Texture for a FBO (needs an extension)
  524. function setupDepthTexture( framebuffer, renderTarget ) {
  525. const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  526. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  527. state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  528. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  529. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  530. }
  531. // upload an empty depth texture with framebuffer size
  532. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  533. renderTarget.depthTexture.image.width !== renderTarget.width ||
  534. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  535. renderTarget.depthTexture.image.width = renderTarget.width;
  536. renderTarget.depthTexture.image.height = renderTarget.height;
  537. renderTarget.depthTexture.needsUpdate = true;
  538. }
  539. setTexture2D( renderTarget.depthTexture, 0 );
  540. const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  541. if ( renderTarget.depthTexture.format === DepthFormat ) {
  542. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  543. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  544. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  545. } else {
  546. throw new Error( 'Unknown depthTexture format' );
  547. }
  548. }
  549. // Setup GL resources for a non-texture depth buffer
  550. function setupDepthRenderbuffer( renderTarget ) {
  551. const renderTargetProperties = properties.get( renderTarget );
  552. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  553. if ( renderTarget.depthTexture ) {
  554. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  555. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  556. } else {
  557. if ( isCube ) {
  558. renderTargetProperties.__webglDepthbuffer = [];
  559. for ( let i = 0; i < 6; i ++ ) {
  560. state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  561. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  562. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  563. }
  564. } else {
  565. state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  566. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  567. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  568. }
  569. }
  570. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  571. }
  572. // Set up GL resources for the render target
  573. function setupRenderTarget( renderTarget ) {
  574. const texture = renderTarget.texture;
  575. const renderTargetProperties = properties.get( renderTarget );
  576. const textureProperties = properties.get( texture );
  577. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  578. if ( renderTarget.isWebGLMultipleRenderTargets !== true ) {
  579. textureProperties.__webglTexture = _gl.createTexture();
  580. textureProperties.__version = texture.version;
  581. info.memory.textures ++;
  582. }
  583. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  584. const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );
  585. const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  586. const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
  587. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  588. // Handles WebGL2 RGBFormat fallback - #18858
  589. if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
  590. texture.format = RGBAFormat;
  591. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  592. }
  593. // Setup framebuffer
  594. if ( isCube ) {
  595. renderTargetProperties.__webglFramebuffer = [];
  596. for ( let i = 0; i < 6; i ++ ) {
  597. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  598. }
  599. } else {
  600. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  601. if ( isMultipleRenderTargets ) {
  602. if ( capabilities.drawBuffers ) {
  603. const textures = renderTarget.texture;
  604. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  605. const attachmentProperties = properties.get( textures[ i ] );
  606. if ( attachmentProperties.__webglTexture === undefined ) {
  607. attachmentProperties.__webglTexture = _gl.createTexture();
  608. info.memory.textures ++;
  609. }
  610. }
  611. } else {
  612. console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );
  613. }
  614. } else if ( isMultisample ) {
  615. if ( isWebGL2 ) {
  616. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  617. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  618. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  619. const glFormat = utils.convert( texture.format );
  620. const glType = utils.convert( texture.type );
  621. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );
  622. const samples = getRenderTargetSamples( renderTarget );
  623. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  624. state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  625. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  626. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  627. if ( renderTarget.depthBuffer ) {
  628. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  629. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  630. }
  631. state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  632. } else {
  633. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  634. }
  635. }
  636. }
  637. // Setup color buffer
  638. if ( isCube ) {
  639. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  640. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  641. for ( let i = 0; i < 6; i ++ ) {
  642. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  643. }
  644. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  645. generateMipmap( _gl.TEXTURE_CUBE_MAP );
  646. }
  647. state.unbindTexture();
  648. } else if ( isMultipleRenderTargets ) {
  649. const textures = renderTarget.texture;
  650. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  651. const attachment = textures[ i ];
  652. const attachmentProperties = properties.get( attachment );
  653. state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );
  654. setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );
  655. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D );
  656. if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {
  657. generateMipmap( _gl.TEXTURE_2D );
  658. }
  659. }
  660. state.unbindTexture();
  661. } else {
  662. let glTextureType = _gl.TEXTURE_2D;
  663. if ( isRenderTarget3D ) {
  664. // Render targets containing layers, i.e: Texture 3D and 2d arrays
  665. if ( isWebGL2 ) {
  666. const isTexture3D = texture.isDataTexture3D;
  667. glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
  668. } else {
  669. console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
  670. }
  671. }
  672. state.bindTexture( glTextureType, textureProperties.__webglTexture );
  673. setTextureParameters( glTextureType, texture, supportsMips );
  674. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType );
  675. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  676. generateMipmap( glTextureType );
  677. }
  678. state.unbindTexture();
  679. }
  680. // Setup depth and stencil buffers
  681. if ( renderTarget.depthBuffer ) {
  682. setupDepthRenderbuffer( renderTarget );
  683. }
  684. }
  685. function updateRenderTargetMipmap( renderTarget ) {
  686. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  687. const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];
  688. for ( let i = 0, il = textures.length; i < il; i ++ ) {
  689. const texture = textures[ i ];
  690. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  691. const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  692. const webglTexture = properties.get( texture ).__webglTexture;
  693. state.bindTexture( target, webglTexture );
  694. generateMipmap( target );
  695. state.unbindTexture();
  696. }
  697. }
  698. }
  699. function updateMultisampleRenderTarget( renderTarget ) {
  700. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  701. if ( isWebGL2 ) {
  702. const width = renderTarget.width;
  703. const height = renderTarget.height;
  704. let mask = _gl.COLOR_BUFFER_BIT;
  705. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  706. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  707. const renderTargetProperties = properties.get( renderTarget );
  708. state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  709. state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  710. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  711. state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
  712. state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  713. } else {
  714. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  715. }
  716. }
  717. }
  718. function getRenderTargetSamples( renderTarget ) {
  719. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  720. Math.min( maxSamples, renderTarget.samples ) : 0;
  721. }
  722. function updateVideoTexture( texture ) {
  723. const frame = info.render.frame;
  724. // Check the last frame we updated the VideoTexture
  725. if ( _videoTextures.get( texture ) !== frame ) {
  726. _videoTextures.set( texture, frame );
  727. texture.update();
  728. }
  729. }
  730. // backwards compatibility
  731. let warnedTexture2D = false;
  732. let warnedTextureCube = false;
  733. function safeSetTexture2D( texture, slot ) {
  734. if ( texture && texture.isWebGLRenderTarget ) {
  735. if ( warnedTexture2D === false ) {
  736. console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' );
  737. warnedTexture2D = true;
  738. }
  739. texture = texture.texture;
  740. }
  741. setTexture2D( texture, slot );
  742. }
  743. function safeSetTextureCube( texture, slot ) {
  744. if ( texture && texture.isWebGLCubeRenderTarget ) {
  745. if ( warnedTextureCube === false ) {
  746. console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' );
  747. warnedTextureCube = true;
  748. }
  749. texture = texture.texture;
  750. }
  751. setTextureCube( texture, slot );
  752. }
  753. //
  754. this.allocateTextureUnit = allocateTextureUnit;
  755. this.resetTextureUnits = resetTextureUnits;
  756. this.setTexture2D = setTexture2D;
  757. this.setTexture2DArray = setTexture2DArray;
  758. this.setTexture3D = setTexture3D;
  759. this.setTextureCube = setTextureCube;
  760. this.setupRenderTarget = setupRenderTarget;
  761. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  762. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  763. this.safeSetTexture2D = safeSetTexture2D;
  764. this.safeSetTextureCube = safeSetTextureCube;
  765. }
  766. export { WebGLTextures };
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