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- import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, FloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, SRGBColorSpace, NeverCompare, AlwaysCompare, LessCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare } from '../../../constants.js';
- let initialized = false, wrappingToGL, filterToGL, compareToGL;
- /**
- * A WebGL 2 backend utility module for managing textures.
- *
- * @private
- */
- class WebGLTextureUtils {
- /**
- * Constructs a new utility object.
- *
- * @param {WebGLBackend} backend - The WebGL 2 backend.
- */
- constructor( backend ) {
- /**
- * A reference to the WebGL 2 backend.
- *
- * @type {WebGLBackend}
- */
- this.backend = backend;
- /**
- * A reference to the rendering context.
- *
- * @type {WebGL2RenderingContext}
- */
- this.gl = backend.gl;
- /**
- * A reference to a backend module holding extension-related
- * utility functions.
- *
- * @type {WebGLExtensions}
- */
- this.extensions = backend.extensions;
- /**
- * A dictionary for managing default textures. The key
- * is the binding point (target), the value the WEbGL texture object.
- *
- * @type {Object<GLenum,WebGLTexture>}
- */
- this.defaultTextures = {};
- if ( initialized === false ) {
- this._init();
- initialized = true;
- }
- }
- /**
- * Inits the state of the utility.
- *
- * @private
- */
- _init() {
- const gl = this.gl;
- // Store only WebGL constants here.
- wrappingToGL = {
- [ RepeatWrapping ]: gl.REPEAT,
- [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
- [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
- };
- filterToGL = {
- [ NearestFilter ]: gl.NEAREST,
- [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
- [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,
- [ LinearFilter ]: gl.LINEAR,
- [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
- [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
- };
- compareToGL = {
- [ NeverCompare ]: gl.NEVER,
- [ AlwaysCompare ]: gl.ALWAYS,
- [ LessCompare ]: gl.LESS,
- [ LessEqualCompare ]: gl.LEQUAL,
- [ EqualCompare ]: gl.EQUAL,
- [ GreaterEqualCompare ]: gl.GEQUAL,
- [ GreaterCompare ]: gl.GREATER,
- [ NotEqualCompare ]: gl.NOTEQUAL
- };
- }
- /**
- * Returns the native texture type for the given texture.
- *
- * @param {Texture} texture - The texture.
- * @return {GLenum} The native texture type.
- */
- getGLTextureType( texture ) {
- const { gl } = this;
- let glTextureType;
- if ( texture.isCubeTexture === true ) {
- glTextureType = gl.TEXTURE_CUBE_MAP;
- } else if ( texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
- glTextureType = gl.TEXTURE_2D_ARRAY;
- } else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642
- glTextureType = gl.TEXTURE_3D;
- } else {
- glTextureType = gl.TEXTURE_2D;
- }
- return glTextureType;
- }
- /**
- * Returns the native texture type for the given texture.
- *
- * @param {?string} internalFormatName - The internal format name. When `null`, the internal format is derived from the subsequent parameters.
- * @param {GLenum} glFormat - The WebGL format.
- * @param {GLenum} glType - The WebGL type.
- * @param {string} colorSpace - The texture's color space.
- * @param {boolean} [forceLinearTransfer=false] - Whether to force a linear transfer or not.
- * @return {GLenum} The internal format.
- */
- getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
- const { gl, extensions } = this;
- if ( internalFormatName !== null ) {
- if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];
- console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
- }
- let internalFormat = glFormat;
- if ( glFormat === gl.RED ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.R8I;
- if ( glType === gl.SHORT ) internalFormat = gl.R16I;
- if ( glType === gl.INT ) internalFormat = gl.R32I;
- }
- if ( glFormat === gl.RED_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.R8I;
- if ( glType === gl.SHORT ) internalFormat = gl.R16I;
- if ( glType === gl.INT ) internalFormat = gl.R32I;
- }
- if ( glFormat === gl.RG ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
- if ( glType === gl.INT ) internalFormat = gl.RG32I;
- }
- if ( glFormat === gl.RG_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
- if ( glType === gl.INT ) internalFormat = gl.RG32I;
- }
- if ( glFormat === gl.RGB ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
- if ( glType === gl.INT ) internalFormat = gl.RGB32I;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8 : gl.RGB8;
- if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
- if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
- }
- if ( glFormat === gl.RGB_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
- if ( glType === gl.INT ) internalFormat = gl.RGB32I;
- }
- if ( glFormat === gl.RGBA ) {
- if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
- if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
- if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
- }
- if ( glFormat === gl.RGBA_INTEGER ) {
- if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
- if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
- if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
- if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
- }
- if ( glFormat === gl.DEPTH_COMPONENT ) {
- if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.DEPTH_COMPONENT16;
- if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH_COMPONENT24;
- if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;
- }
- if ( glFormat === gl.DEPTH_STENCIL ) {
- if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;
- }
- if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
- internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
- internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {
- extensions.get( 'EXT_color_buffer_float' );
- }
- return internalFormat;
- }
- /**
- * Sets the texture parameters for the given texture.
- *
- * @param {GLenum} textureType - The texture type.
- * @param {Texture} texture - The texture.
- */
- setTextureParameters( textureType, texture ) {
- const { gl, extensions, backend } = this;
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
- gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE );
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
- if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {
- gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
- }
- gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
- const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;
- // follow WebGPU backend mapping for texture filtering
- const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;
- gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );
- if ( texture.compareFunction ) {
- gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
- gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
- }
- if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
- if ( texture.magFilter === NearestFilter ) return;
- if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
- if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
- if ( texture.anisotropy > 1 ) {
- const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
- gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );
- }
- }
- }
- /**
- * Creates a default texture for the given texture that can be used
- * as a placeholder until the actual texture is ready for usage.
- *
- * @param {Texture} texture - The texture to create a default texture for.
- */
- createDefaultTexture( texture ) {
- const { gl, backend, defaultTextures } = this;
- const glTextureType = this.getGLTextureType( texture );
- let textureGPU = defaultTextures[ glTextureType ];
- if ( textureGPU === undefined ) {
- textureGPU = gl.createTexture();
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
- gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
- defaultTextures[ glTextureType ] = textureGPU;
- }
- backend.set( texture, {
- textureGPU,
- glTextureType,
- isDefault: true
- } );
- }
- /**
- * Defines a texture on the GPU for the given texture object.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- * @return {undefined}
- */
- createTexture( texture, options ) {
- const { gl, backend } = this;
- const { levels, width, height, depth } = options;
- const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
- const glType = backend.utils.convert( texture.type );
- const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
- const textureGPU = gl.createTexture();
- const glTextureType = this.getGLTextureType( texture );
- backend.state.bindTexture( glTextureType, textureGPU );
- this.setTextureParameters( glTextureType, texture );
- if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
- gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );
- } else if ( texture.isData3DTexture ) {
- gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );
- } else if ( ! texture.isVideoTexture ) {
- gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );
- }
- backend.set( texture, {
- textureGPU,
- glTextureType,
- glFormat,
- glType,
- glInternalFormat
- } );
- }
- /**
- * Uploads texture buffer data to the GPU memory.
- *
- * @param {WebGLBuffer} buffer - The buffer data.
- * @param {Texture} texture - The texture,
- */
- copyBufferToTexture( buffer, texture ) {
- const { gl, backend } = this;
- const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );
- const { width, height } = texture.source.data;
- gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
- gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );
- gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );
- backend.state.unbindTexture();
- // debug
- // const framebuffer = gl.createFramebuffer();
- // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
- // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );
- // const readout = new Float32Array( width * height * 4 );
- // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
- // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );
- // gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
- // gl.bindFramebuffer( gl.FRAMEBUFFER, null );
- // console.log( readout );
- }
- /**
- * Uploads the updated texture data to the GPU.
- *
- * @param {Texture} texture - The texture.
- * @param {Object} [options={}] - Optional configuration parameter.
- */
- updateTexture( texture, options ) {
- const { gl } = this;
- const { width, height } = options;
- const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );
- if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
- return;
- const getImage = ( source ) => {
- if ( source.isDataTexture ) {
- return source.image.data;
- } else if ( ( typeof HTMLImageElement !== 'undefined' && source instanceof HTMLImageElement ) ||
- ( typeof HTMLCanvasElement !== 'undefined' && source instanceof HTMLCanvasElement ) ||
- ( typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap ) ||
- source instanceof OffscreenCanvas ) {
- return source;
- }
- return source.data;
- };
- this.backend.state.bindTexture( glTextureType, textureGPU );
- this.setTextureParameters( glTextureType, texture );
- if ( texture.isCompressedTexture ) {
- const mipmaps = texture.mipmaps;
- const image = options.image;
- for ( let i = 0; i < mipmaps.length; i ++ ) {
- const mipmap = mipmaps[ i ];
- if ( texture.isCompressedArrayTexture ) {
- if ( texture.format !== gl.RGBA ) {
- if ( glFormat !== null ) {
- gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );
- } else {
- console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
- }
- } else {
- gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
- }
- } else {
- if ( glFormat !== null ) {
- gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
- } else {
- console.warn( 'Unsupported compressed texture format' );
- }
- }
- }
- } else if ( texture.isCubeTexture ) {
- const images = options.images;
- for ( let i = 0; i < 6; i ++ ) {
- const image = getImage( images[ i ] );
- gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );
- }
- } else if ( texture.isDataArrayTexture ) {
- const image = options.image;
- gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
- } else if ( texture.isData3DTexture ) {
- const image = options.image;
- gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
- } else if ( texture.isVideoTexture ) {
- texture.update();
- gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );
- } else {
- const image = getImage( options.image );
- gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );
- }
- }
- /**
- * Generates mipmaps for the given texture.
- *
- * @param {Texture} texture - The texture.
- */
- generateMipmaps( texture ) {
- const { gl, backend } = this;
- const { textureGPU, glTextureType } = backend.get( texture );
- backend.state.bindTexture( glTextureType, textureGPU );
- gl.generateMipmap( glTextureType );
- }
- /**
- * Deallocates the render buffers of the given render target.
- *
- * @param {RenderTarget} renderTarget - The render target.
- */
- deallocateRenderBuffers( renderTarget ) {
- const { gl, backend } = this;
- // remove framebuffer reference
- if ( renderTarget ) {
- const renderContextData = backend.get( renderTarget );
- renderContextData.renderBufferStorageSetup = undefined;
- if ( renderContextData.framebuffers ) {
- for ( const cacheKey in renderContextData.framebuffers ) {
- gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );
- }
- delete renderContextData.framebuffers;
- }
- if ( renderContextData.depthRenderbuffer ) {
- gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
- delete renderContextData.depthRenderbuffer;
- }
- if ( renderContextData.stencilRenderbuffer ) {
- gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
- delete renderContextData.stencilRenderbuffer;
- }
- if ( renderContextData.msaaFrameBuffer ) {
- gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
- delete renderContextData.msaaFrameBuffer;
- }
- if ( renderContextData.msaaRenderbuffers ) {
- for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {
- gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );
- }
- delete renderContextData.msaaRenderbuffers;
- }
- }
- }
- /**
- * Destroys the GPU data for the given texture object.
- *
- * @param {Texture} texture - The texture.
- */
- destroyTexture( texture ) {
- const { gl, backend } = this;
- const { textureGPU, renderTarget } = backend.get( texture );
- this.deallocateRenderBuffers( renderTarget );
- gl.deleteTexture( textureGPU );
- backend.delete( texture );
- }
- /**
- * Copies data of the given source texture to the given destination texture.
- *
- * @param {Texture} srcTexture - The source texture.
- * @param {Texture} dstTexture - The destination texture.
- * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
- * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
- * @param {number} [srcLevel=0] - The source mip level to copy from.
- * @param {number} [dstLevel=0] - The destination mip level to copy to.
- */
- copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
- const { gl, backend } = this;
- const { state } = this.backend;
- const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );
- state.bindTexture( glTextureType, dstTextureGPU );
- // gather the necessary dimensions to copy
- let width, height, depth, minX, minY, minZ;
- let dstX, dstY, dstZ;
- const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;
- if ( srcRegion !== null ) {
- width = srcRegion.max.x - srcRegion.min.x;
- height = srcRegion.max.y - srcRegion.min.y;
- depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
- minX = srcRegion.min.x;
- minY = srcRegion.min.y;
- minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
- } else {
- const levelScale = Math.pow( 2, - srcLevel );
- width = Math.floor( image.width * levelScale );
- height = Math.floor( image.height * levelScale );
- if ( srcTexture.isDataArrayTexture ) {
- depth = image.depth;
- } else if ( srcTexture.isData3DTexture ) {
- depth = Math.floor( image.depth * levelScale );
- } else {
- depth = 1;
- }
- minX = 0;
- minY = 0;
- minZ = 0;
- }
- if ( dstPosition !== null ) {
- dstX = dstPosition.x;
- dstY = dstPosition.y;
- dstZ = dstPosition.z;
- } else {
- dstX = 0;
- dstY = 0;
- dstZ = 0;
- }
- gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
- gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
- gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
- // used for copying data from cpu
- const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
- const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
- const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
- const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
- const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );
- gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
- gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
- gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
- gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
- gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, minZ );
- // set up the src texture
- const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
- if ( srcTexture.isRenderTargetTexture || srcTexture.isDepthTexture ) {
- const srcTextureData = backend.get( srcTexture );
- const dstTextureData = backend.get( dstTexture );
- const srcRenderContextData = backend.get( srcTextureData.renderTarget );
- const dstRenderContextData = backend.get( dstTextureData.renderTarget );
- const srcFramebuffer = srcRenderContextData.framebuffers[ srcTextureData.cacheKey ];
- const dstFramebuffer = dstRenderContextData.framebuffers[ dstTextureData.cacheKey ];
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffer );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, dstFramebuffer );
- let mask = gl.COLOR_BUFFER_BIT;
- if ( srcTexture.isDepthTexture ) mask = gl.DEPTH_BUFFER_BIT;
- gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, mask, gl.NEAREST );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );
- } else {
- if ( isDst3D ) {
- // copy data into the 3d texture
- if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
- gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
- } else if ( dstTexture.isCompressedArrayTexture ) {
- gl.compressedTexSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
- } else {
- gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
- }
- } else {
- // copy data into the 2d texture
- if ( srcTexture.isDataTexture ) {
- gl.texSubImage2D( glTextureType, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );
- } else if ( srcTexture.isCompressedTexture ) {
- gl.compressedTexSubImage2D( glTextureType, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );
- } else {
- gl.texSubImage2D( glTextureType, dstLevel, dstX, dstY, width, height, glFormat, glType, image );
- }
- }
- }
- // reset values
- gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
- gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
- gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
- gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
- gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
- // Generate mipmaps only when copying level 0
- if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
- gl.generateMipmap( glTextureType );
- }
- state.unbindTexture();
- }
- /**
- * Copies the current bound framebuffer to the given texture.
- *
- * @param {Texture} texture - The destination texture.
- * @param {RenderContext} renderContext - The render context.
- * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
- */
- copyFramebufferToTexture( texture, renderContext, rectangle ) {
- const { gl } = this;
- const { state } = this.backend;
- const { textureGPU } = this.backend.get( texture );
- const { x, y, z: width, w: height } = rectangle;
- const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );
- const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.getDrawingBufferSize().y;
- if ( requireDrawFrameBuffer ) {
- const partial = ( x !== 0 || y !== 0 );
- let mask;
- let attachment;
- if ( texture.isDepthTexture === true ) {
- mask = gl.DEPTH_BUFFER_BIT;
- attachment = gl.DEPTH_ATTACHMENT;
- if ( renderContext.stencil ) {
- mask |= gl.STENCIL_BUFFER_BIT;
- }
- } else {
- mask = gl.COLOR_BUFFER_BIT;
- attachment = gl.COLOR_ATTACHMENT0;
- }
- if ( partial ) {
- const renderTargetContextData = this.backend.get( renderContext.renderTarget );
- const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
- const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
- const flippedY = srcHeight - y - height;
- gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );
- state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
- state.bindTexture( gl.TEXTURE_2D, textureGPU );
- gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );
- state.unbindTexture();
- } else {
- const fb = gl.createFramebuffer();
- state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
- gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
- gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );
- gl.deleteFramebuffer( fb );
- }
- } else {
- state.bindTexture( gl.TEXTURE_2D, textureGPU );
- gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );
- state.unbindTexture();
- }
- if ( texture.generateMipmaps ) this.generateMipmaps( texture );
- this.backend._setFramebuffer( renderContext );
- }
- /**
- * SetupS storage for internal depth/stencil buffers and bind to correct framebuffer.
- *
- * @param {WebGLRenderbuffer} renderbuffer - The render buffer.
- * @param {RenderContext} renderContext - The render context.
- * @param {number} samples - The MSAA sample count.
- * @param {boolean} [useMultisampledRTT=false] - Whether to use WEBGL_multisampled_render_to_texture or not.
- */
- setupRenderBufferStorage( renderbuffer, renderContext, samples, useMultisampledRTT = false ) {
- const { gl } = this;
- const renderTarget = renderContext.renderTarget;
- const { depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;
- gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
- if ( depthBuffer && ! stencilBuffer ) {
- let glInternalFormat = gl.DEPTH_COMPONENT24;
- if ( useMultisampledRTT === true ) {
- const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
- multisampledRTTExt.renderbufferStorageMultisampleEXT( gl.RENDERBUFFER, renderTarget.samples, glInternalFormat, width, height );
- } else if ( samples > 0 ) {
- if ( depthTexture && depthTexture.isDepthTexture ) {
- if ( depthTexture.type === gl.FLOAT ) {
- glInternalFormat = gl.DEPTH_COMPONENT32F;
- }
- }
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );
- } else {
- gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );
- }
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
- } else if ( depthBuffer && stencilBuffer ) {
- if ( samples > 0 ) {
- gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );
- } else {
- gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );
- }
- gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );
- }
- }
- /**
- * Returns texture data as a typed array.
- *
- * @async
- * @param {Texture} texture - The texture to copy.
- * @param {number} x - The x coordinate of the copy origin.
- * @param {number} y - The y coordinate of the copy origin.
- * @param {number} width - The width of the copy.
- * @param {number} height - The height of the copy.
- * @param {number} faceIndex - The face index.
- * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
- */
- async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {
- const { backend, gl } = this;
- const { textureGPU, glFormat, glType } = this.backend.get( texture );
- const fb = gl.createFramebuffer();
- gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );
- const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;
- gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );
- const typedArrayType = this._getTypedArrayType( glType );
- const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );
- const elementCount = width * height;
- const byteLength = elementCount * bytesPerTexel;
- const buffer = gl.createBuffer();
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
- gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
- gl.readPixels( x, y, width, height, glFormat, glType, 0 );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
- await backend.utils._clientWaitAsync();
- const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
- gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
- gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );
- gl.deleteFramebuffer( fb );
- return dstBuffer;
- }
- /**
- * Returns the corresponding typed array type for the given WebGL data type.
- *
- * @private
- * @param {GLenum} glType - The WebGL data type.
- * @return {TypedArray.constructor} The typed array type.
- */
- _getTypedArrayType( glType ) {
- const { gl } = this;
- if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
- if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
- if ( glType === gl.UNSIGNED_INT ) return Uint32Array;
- if ( glType === gl.HALF_FLOAT ) return Uint16Array;
- if ( glType === gl.FLOAT ) return Float32Array;
- throw new Error( `Unsupported WebGL type: ${glType}` );
- }
- /**
- * Returns the bytes-per-texel value for the given WebGL data type and texture format.
- *
- * @private
- * @param {GLenum} glType - The WebGL data type.
- * @param {GLenum} glFormat - The WebGL texture format.
- * @return {number} The bytes-per-texel.
- */
- _getBytesPerTexel( glType, glFormat ) {
- const { gl } = this;
- let bytesPerComponent = 0;
- if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;
- if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
- glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
- glType === gl.UNSIGNED_SHORT_5_6_5 ||
- glType === gl.UNSIGNED_SHORT ||
- glType === gl.HALF_FLOAT ) bytesPerComponent = 2;
- if ( glType === gl.UNSIGNED_INT ||
- glType === gl.FLOAT ) bytesPerComponent = 4;
- if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
- if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
- if ( glFormat === gl.ALPHA ) return bytesPerComponent;
- }
- }
- export default WebGLTextureUtils;
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