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 { MathUtils } from '../../math/MathUtils.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 ? MathUtils.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 MathUtils.isPowerOfTwo( image.width ) && MathUtils.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( internalFormatName, glFormat, glType ) {
  82. if ( isWebGL2 === false ) return glFormat;
  83. if ( internalFormatName !== null ) {
  84. if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
  85. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  86. }
  87. var internalFormat = glFormat;
  88. if ( glFormat === _gl.RED ) {
  89. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  90. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  91. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  92. }
  93. if ( glFormat === _gl.RGB ) {
  94. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  95. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  96. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  97. }
  98. if ( glFormat === _gl.RGBA ) {
  99. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  100. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  101. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8;
  102. }
  103. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  104. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  105. extensions.get( 'EXT_color_buffer_float' );
  106. } else if ( internalFormat === _gl.RGB16F || internalFormat === _gl.RGB32F ) {
  107. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  108. }
  109. return internalFormat;
  110. }
  111. // Fallback filters for non-power-of-2 textures
  112. function filterFallback( f ) {
  113. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  114. return _gl.NEAREST;
  115. }
  116. return _gl.LINEAR;
  117. }
  118. //
  119. function onTextureDispose( event ) {
  120. var texture = event.target;
  121. texture.removeEventListener( 'dispose', onTextureDispose );
  122. deallocateTexture( texture );
  123. if ( texture.isVideoTexture ) {
  124. _videoTextures.delete( texture );
  125. }
  126. info.memory.textures --;
  127. }
  128. function onRenderTargetDispose( event ) {
  129. var renderTarget = event.target;
  130. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  131. deallocateRenderTarget( renderTarget );
  132. info.memory.textures --;
  133. }
  134. //
  135. function deallocateTexture( texture ) {
  136. var textureProperties = properties.get( texture );
  137. if ( textureProperties.__webglInit === undefined ) return;
  138. _gl.deleteTexture( textureProperties.__webglTexture );
  139. properties.remove( texture );
  140. }
  141. function deallocateRenderTarget( renderTarget ) {
  142. var renderTargetProperties = properties.get( renderTarget );
  143. var textureProperties = properties.get( renderTarget.texture );
  144. if ( ! renderTarget ) return;
  145. if ( textureProperties.__webglTexture !== undefined ) {
  146. _gl.deleteTexture( textureProperties.__webglTexture );
  147. }
  148. if ( renderTarget.depthTexture ) {
  149. renderTarget.depthTexture.dispose();
  150. }
  151. if ( renderTarget.isWebGLCubeRenderTarget ) {
  152. for ( var i = 0; i < 6; i ++ ) {
  153. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  154. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  155. }
  156. } else {
  157. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  158. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  159. }
  160. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  161. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  162. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  163. info.memory.textures -= 2;
  164. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  165. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  166. }
  167. }
  168. properties.remove( renderTarget.texture );
  169. properties.remove( renderTarget );
  170. }
  171. //
  172. var textureUnits = 0;
  173. function resetTextureUnits() {
  174. textureUnits = 0;
  175. }
  176. function allocateTextureUnit() {
  177. var textureUnit = textureUnits;
  178. if ( textureUnit >= maxTextures ) {
  179. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  180. }
  181. textureUnits += 1;
  182. return textureUnit;
  183. }
  184. //
  185. function setTexture2D( texture, slot ) {
  186. var textureProperties = properties.get( texture );
  187. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  188. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  189. var image = texture.image;
  190. if ( image === undefined ) {
  191. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  192. } else if ( image.complete === false ) {
  193. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  194. } else {
  195. uploadTexture( textureProperties, texture, slot );
  196. return;
  197. }
  198. }
  199. state.activeTexture( _gl.TEXTURE0 + slot );
  200. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  201. }
  202. function setTexture2DArray( texture, slot ) {
  203. var textureProperties = properties.get( texture );
  204. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  205. uploadTexture( textureProperties, texture, slot );
  206. return;
  207. }
  208. state.activeTexture( _gl.TEXTURE0 + slot );
  209. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  210. }
  211. function setTexture3D( texture, slot ) {
  212. var textureProperties = properties.get( texture );
  213. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  214. uploadTexture( textureProperties, texture, slot );
  215. return;
  216. }
  217. state.activeTexture( _gl.TEXTURE0 + slot );
  218. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  219. }
  220. function setTextureCube( texture, slot ) {
  221. if ( texture.image.length !== 6 ) return;
  222. var textureProperties = properties.get( texture );
  223. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  224. initTexture( textureProperties, texture );
  225. state.activeTexture( _gl.TEXTURE0 + slot );
  226. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  227. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  228. var isCompressed = ( texture && texture.isCompressedTexture );
  229. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  230. var cubeImage = [];
  231. for ( var i = 0; i < 6; i ++ ) {
  232. if ( ! isCompressed && ! isDataTexture ) {
  233. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  234. } else {
  235. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  236. }
  237. }
  238. var image = cubeImage[ 0 ],
  239. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  240. glFormat = utils.convert( texture.format ),
  241. glType = utils.convert( texture.type ),
  242. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  243. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  244. var mipmaps;
  245. if ( isCompressed ) {
  246. for ( var i = 0; i < 6; i ++ ) {
  247. mipmaps = cubeImage[ i ].mipmaps;
  248. for ( var j = 0; j < mipmaps.length; j ++ ) {
  249. var mipmap = mipmaps[ j ];
  250. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  251. if ( glFormat !== null ) {
  252. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  253. } else {
  254. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  255. }
  256. } else {
  257. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  258. }
  259. }
  260. }
  261. textureProperties.__maxMipLevel = mipmaps.length - 1;
  262. } else {
  263. mipmaps = texture.mipmaps;
  264. for ( var i = 0; i < 6; i ++ ) {
  265. if ( isDataTexture ) {
  266. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  267. for ( var j = 0; j < mipmaps.length; j ++ ) {
  268. var mipmap = mipmaps[ j ];
  269. var mipmapImage = mipmap.image[ i ].image;
  270. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  271. }
  272. } else {
  273. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  274. for ( var j = 0; j < mipmaps.length; j ++ ) {
  275. var mipmap = mipmaps[ j ];
  276. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  277. }
  278. }
  279. }
  280. textureProperties.__maxMipLevel = mipmaps.length;
  281. }
  282. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  283. // We assume images for cube map have the same size.
  284. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  285. }
  286. textureProperties.__version = texture.version;
  287. if ( texture.onUpdate ) texture.onUpdate( texture );
  288. } else {
  289. state.activeTexture( _gl.TEXTURE0 + slot );
  290. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  291. }
  292. }
  293. function setTextureCubeDynamic( texture, slot ) {
  294. state.activeTexture( _gl.TEXTURE0 + slot );
  295. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  296. }
  297. var wrappingToGL = {
  298. [ RepeatWrapping ]: _gl.REPEAT,
  299. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  300. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  301. };
  302. var filterToGL = {
  303. [ NearestFilter ]: _gl.NEAREST,
  304. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  305. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  306. [ LinearFilter ]: _gl.LINEAR,
  307. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  308. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  309. };
  310. function setTextureParameters( textureType, texture, supportsMips ) {
  311. if ( supportsMips ) {
  312. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  313. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  314. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  315. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  316. }
  317. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  318. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  319. } else {
  320. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  321. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  322. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  323. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  324. }
  325. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  326. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  327. }
  328. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  329. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  330. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  331. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  332. }
  333. }
  334. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  335. if ( extension ) {
  336. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  337. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  338. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  339. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  340. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  341. }
  342. }
  343. }
  344. function initTexture( textureProperties, texture ) {
  345. if ( textureProperties.__webglInit === undefined ) {
  346. textureProperties.__webglInit = true;
  347. texture.addEventListener( 'dispose', onTextureDispose );
  348. textureProperties.__webglTexture = _gl.createTexture();
  349. info.memory.textures ++;
  350. }
  351. }
  352. function uploadTexture( textureProperties, texture, slot ) {
  353. var textureType = _gl.TEXTURE_2D;
  354. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  355. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  356. initTexture( textureProperties, texture );
  357. state.activeTexture( _gl.TEXTURE0 + slot );
  358. state.bindTexture( textureType, textureProperties.__webglTexture );
  359. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  360. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  361. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  362. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  363. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  364. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  365. glFormat = utils.convert( texture.format ),
  366. glType = utils.convert( texture.type ),
  367. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  368. setTextureParameters( textureType, texture, supportsMips );
  369. var mipmap, mipmaps = texture.mipmaps;
  370. if ( texture.isDepthTexture ) {
  371. // populate depth texture with dummy data
  372. glInternalFormat = _gl.DEPTH_COMPONENT;
  373. if ( texture.type === FloatType ) {
  374. if ( isWebGL2 === false ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  375. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  376. } else if ( isWebGL2 ) {
  377. // WebGL 2.0 requires signed internalformat for glTexImage2D
  378. glInternalFormat = _gl.DEPTH_COMPONENT16;
  379. }
  380. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  381. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  382. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  383. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  384. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  385. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  386. texture.type = UnsignedShortType;
  387. glType = utils.convert( texture.type );
  388. }
  389. }
  390. // Depth stencil textures need the DEPTH_STENCIL internal format
  391. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  392. if ( texture.format === DepthStencilFormat ) {
  393. glInternalFormat = _gl.DEPTH_STENCIL;
  394. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  395. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  396. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  397. if ( texture.type !== UnsignedInt248Type ) {
  398. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  399. texture.type = UnsignedInt248Type;
  400. glType = utils.convert( texture.type );
  401. }
  402. }
  403. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  404. } else if ( texture.isDataTexture ) {
  405. // use manually created mipmaps if available
  406. // if there are no manual mipmaps
  407. // set 0 level mipmap and then use GL to generate other mipmap levels
  408. if ( mipmaps.length > 0 && supportsMips ) {
  409. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  410. mipmap = mipmaps[ i ];
  411. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  412. }
  413. texture.generateMipmaps = false;
  414. textureProperties.__maxMipLevel = mipmaps.length - 1;
  415. } else {
  416. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  417. textureProperties.__maxMipLevel = 0;
  418. }
  419. } else if ( texture.isCompressedTexture ) {
  420. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  421. mipmap = mipmaps[ i ];
  422. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  423. if ( glFormat !== null ) {
  424. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  425. } else {
  426. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  427. }
  428. } else {
  429. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  430. }
  431. }
  432. textureProperties.__maxMipLevel = mipmaps.length - 1;
  433. } else if ( texture.isDataTexture2DArray ) {
  434. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  435. textureProperties.__maxMipLevel = 0;
  436. } else if ( texture.isDataTexture3D ) {
  437. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  438. textureProperties.__maxMipLevel = 0;
  439. } else {
  440. // regular Texture (image, video, canvas)
  441. // use manually created mipmaps if available
  442. // if there are no manual mipmaps
  443. // set 0 level mipmap and then use GL to generate other mipmap levels
  444. if ( mipmaps.length > 0 && supportsMips ) {
  445. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  446. mipmap = mipmaps[ i ];
  447. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  448. }
  449. texture.generateMipmaps = false;
  450. textureProperties.__maxMipLevel = mipmaps.length - 1;
  451. } else {
  452. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  453. textureProperties.__maxMipLevel = 0;
  454. }
  455. }
  456. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  457. generateMipmap( textureType, texture, image.width, image.height );
  458. }
  459. textureProperties.__version = texture.version;
  460. if ( texture.onUpdate ) texture.onUpdate( texture );
  461. }
  462. // Render targets
  463. // Setup storage for target texture and bind it to correct framebuffer
  464. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  465. var glFormat = utils.convert( renderTarget.texture.format );
  466. var glType = utils.convert( renderTarget.texture.type );
  467. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  468. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  469. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  470. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  471. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  472. }
  473. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  474. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  475. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  476. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  477. if ( isMultisample ) {
  478. var samples = getRenderTargetSamples( renderTarget );
  479. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  480. } else {
  481. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  482. }
  483. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  484. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  485. if ( isMultisample ) {
  486. var samples = getRenderTargetSamples( renderTarget );
  487. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  488. } else {
  489. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  490. }
  491. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  492. } else {
  493. var glFormat = utils.convert( renderTarget.texture.format );
  494. var glType = utils.convert( renderTarget.texture.type );
  495. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  496. if ( isMultisample ) {
  497. var samples = getRenderTargetSamples( renderTarget );
  498. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  499. } else {
  500. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  501. }
  502. }
  503. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  504. }
  505. // Setup resources for a Depth Texture for a FBO (needs an extension)
  506. function setupDepthTexture( framebuffer, renderTarget ) {
  507. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  508. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  509. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  510. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  511. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  512. }
  513. // upload an empty depth texture with framebuffer size
  514. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  515. renderTarget.depthTexture.image.width !== renderTarget.width ||
  516. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  517. renderTarget.depthTexture.image.width = renderTarget.width;
  518. renderTarget.depthTexture.image.height = renderTarget.height;
  519. renderTarget.depthTexture.needsUpdate = true;
  520. }
  521. setTexture2D( renderTarget.depthTexture, 0 );
  522. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  523. if ( renderTarget.depthTexture.format === DepthFormat ) {
  524. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  525. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  526. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  527. } else {
  528. throw new Error( 'Unknown depthTexture format' );
  529. }
  530. }
  531. // Setup GL resources for a non-texture depth buffer
  532. function setupDepthRenderbuffer( renderTarget ) {
  533. var renderTargetProperties = properties.get( renderTarget );
  534. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  535. if ( renderTarget.depthTexture ) {
  536. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  537. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  538. } else {
  539. if ( isCube ) {
  540. renderTargetProperties.__webglDepthbuffer = [];
  541. for ( var i = 0; i < 6; i ++ ) {
  542. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  543. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  544. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  545. }
  546. } else {
  547. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  548. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  549. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  550. }
  551. }
  552. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  553. }
  554. // Set up GL resources for the render target
  555. function setupRenderTarget( renderTarget ) {
  556. var renderTargetProperties = properties.get( renderTarget );
  557. var textureProperties = properties.get( renderTarget.texture );
  558. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  559. textureProperties.__webglTexture = _gl.createTexture();
  560. info.memory.textures ++;
  561. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  562. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  563. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  564. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  565. // Setup framebuffer
  566. if ( isCube ) {
  567. renderTargetProperties.__webglFramebuffer = [];
  568. for ( var i = 0; i < 6; i ++ ) {
  569. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  570. }
  571. } else {
  572. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  573. if ( isMultisample ) {
  574. if ( isWebGL2 ) {
  575. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  576. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  577. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  578. var glFormat = utils.convert( renderTarget.texture.format );
  579. var glType = utils.convert( renderTarget.texture.type );
  580. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  581. var samples = getRenderTargetSamples( renderTarget );
  582. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  583. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  584. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  585. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  586. if ( renderTarget.depthBuffer ) {
  587. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  588. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  589. }
  590. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  591. } else {
  592. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  593. }
  594. } else if ( isMultiview ) {
  595. var width = renderTarget.width;
  596. var height = renderTarget.height;
  597. var numViews = renderTarget.numViews;
  598. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  599. var ext = extensions.get( 'OVR_multiview2' );
  600. info.memory.textures += 2;
  601. var colorTexture = _gl.createTexture();
  602. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, colorTexture );
  603. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  604. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  605. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.RGBA8, width, height, numViews, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  606. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, 0, numViews );
  607. var depthStencilTexture = _gl.createTexture();
  608. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, depthStencilTexture );
  609. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  610. _gl.texParameteri( _gl.TEXTURE_2D_ARRAY, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  611. _gl.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, _gl.DEPTH24_STENCIL8, width, height, numViews, 0, _gl.DEPTH_STENCIL, _gl.UNSIGNED_INT_24_8, null );
  612. ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0, 0, numViews );
  613. var viewFramebuffers = new Array( numViews );
  614. for ( var i = 0; i < numViews; ++ i ) {
  615. viewFramebuffers[ i ] = _gl.createFramebuffer();
  616. _gl.bindFramebuffer( _gl.FRAMEBUFFER, viewFramebuffers[ i ] );
  617. _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, i );
  618. }
  619. renderTargetProperties.__webglColorTexture = colorTexture;
  620. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  621. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  622. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  623. _gl.bindTexture( _gl.TEXTURE_2D_ARRAY, null );
  624. }
  625. }
  626. // Setup color buffer
  627. if ( isCube ) {
  628. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  629. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, supportsMips );
  630. for ( var i = 0; i < 6; i ++ ) {
  631. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  632. }
  633. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  634. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  635. }
  636. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  637. } else if ( ! isMultiview ) {
  638. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  639. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
  640. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  641. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  642. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  643. }
  644. state.bindTexture( _gl.TEXTURE_2D, null );
  645. }
  646. // Setup depth and stencil buffers
  647. if ( renderTarget.depthBuffer ) {
  648. setupDepthRenderbuffer( renderTarget );
  649. }
  650. }
  651. function updateRenderTargetMipmap( renderTarget ) {
  652. var texture = renderTarget.texture;
  653. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  654. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  655. var target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  656. var webglTexture = properties.get( texture ).__webglTexture;
  657. state.bindTexture( target, webglTexture );
  658. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  659. state.bindTexture( target, null );
  660. }
  661. }
  662. function updateMultisampleRenderTarget( renderTarget ) {
  663. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  664. if ( isWebGL2 ) {
  665. var renderTargetProperties = properties.get( renderTarget );
  666. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  667. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  668. var width = renderTarget.width;
  669. var height = renderTarget.height;
  670. var mask = _gl.COLOR_BUFFER_BIT;
  671. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  672. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  673. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  674. } else {
  675. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  676. }
  677. }
  678. }
  679. function getRenderTargetSamples( renderTarget ) {
  680. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  681. Math.min( maxSamples, renderTarget.samples ) : 0;
  682. }
  683. function updateVideoTexture( texture ) {
  684. var frame = info.render.frame;
  685. // Check the last frame we updated the VideoTexture
  686. if ( _videoTextures.get( texture ) !== frame ) {
  687. _videoTextures.set( texture, frame );
  688. texture.update();
  689. }
  690. }
  691. // backwards compatibility
  692. var warnedTexture2D = false;
  693. var warnedTextureCube = false;
  694. function safeSetTexture2D( texture, slot ) {
  695. if ( texture && texture.isWebGLRenderTarget ) {
  696. if ( warnedTexture2D === false ) {
  697. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  698. warnedTexture2D = true;
  699. }
  700. texture = texture.texture;
  701. }
  702. setTexture2D( texture, slot );
  703. }
  704. function safeSetTextureCube( texture, slot ) {
  705. if ( texture && texture.isWebGLCubeRenderTarget ) {
  706. if ( warnedTextureCube === false ) {
  707. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  708. warnedTextureCube = true;
  709. }
  710. texture = texture.texture;
  711. }
  712. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  713. // TODO: unify these code paths
  714. if ( ( texture && texture.isCubeTexture ) ||
  715. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  716. // CompressedTexture can have Array in image :/
  717. // this function alone should take care of cube textures
  718. setTextureCube( texture, slot );
  719. } else {
  720. // assumed: texture property of THREE.WebGLCubeRenderTarget
  721. setTextureCubeDynamic( texture, slot );
  722. }
  723. }
  724. //
  725. this.allocateTextureUnit = allocateTextureUnit;
  726. this.resetTextureUnits = resetTextureUnits;
  727. this.setTexture2D = setTexture2D;
  728. this.setTexture2DArray = setTexture2DArray;
  729. this.setTexture3D = setTexture3D;
  730. this.setTextureCube = setTextureCube;
  731. this.setTextureCubeDynamic = setTextureCubeDynamic;
  732. this.setupRenderTarget = setupRenderTarget;
  733. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  734. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  735. this.safeSetTexture2D = safeSetTexture2D;
  736. this.safeSetTextureCube = safeSetTextureCube;
  737. }
  738. export { WebGLTextures };
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