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Made 2d textures reusable in WebGLRenderer.

2d texture encapsulates bitmap, wrapping and minifying/magnification parameters.

Which reminds me, maybe also minifying/magnification options should be parameters in Texture object.

Though as defaults are "best" (LINEAR / LINEAR_MIPMAP_LINEAR = trilinear filtering), this would make sense just for special use cases like when trying to achieve "retro" look (like in Minecraft, http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ ;).
alteredq 14 years ago
parent
commit
e1f885fbf0
3 changed files with 8 additions and 8 deletions
  1. 2 2
      build/Three.js
  2. 2 2
      build/ThreeDebug.js
  3. 4 4
      src/renderers/WebGLRenderer.js

+ 2 - 2
build/Three.js

@@ -151,8 +151,8 @@ l.push(t,t+1,t+2);l.push(t,t+2,t+3);R.push(t,t+1);R.push(t,t+2);R.push(t,t+3);R.
 b.bufferData(b.ARRAY_BUFFER,new Float32Array($),b.STATIC_DRAW);q.__webGLFaceBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,q.__webGLFaceBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(l),b.STATIC_DRAW);q.__webGLLineBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,q.__webGLLineBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(R),b.STATIC_DRAW);q.__webGLFaceCount=l.length;q.__webGLLineCount=R.length}};this.renderBuffer=function(e,g){var k,i,n,j,z,C,v,L,
 r,q;if(e instanceof THREE.MeshPhongMaterial||e instanceof THREE.MeshLambertMaterial||e instanceof THREE.MeshBasicMaterial){k=e.color;i=e.opacity;j=e.wireframe;z=e.wireframe_linewidth;v=e.map;L=e.env_map;C=e.combine==THREE.Mix;n=e.reflectivity;q=e.env_map&&e.env_map.mapping==THREE.RefractionMap;r=e.refraction_ratio;b.uniform4f(d.mColor,k.r*i,k.g*i,k.b*i,i);b.uniform1i(d.mixEnvMap,C);b.uniform1f(d.mReflectivity,n);b.uniform1i(d.useRefract,q);b.uniform1f(d.mRefractionRatio,r)}if(e instanceof THREE.MeshNormalMaterial){i=
 e.opacity;b.uniform1f(d.mOpacity,i);b.uniform1i(d.material,4)}else if(e instanceof THREE.MeshDepthMaterial){i=e.opacity;j=e.wireframe;z=e.wireframe_linewidth;b.uniform1f(d.mOpacity,i);b.uniform1f(d.m2Near,e.__2near);b.uniform1f(d.mFarPlusNear,e.__farPlusNear);b.uniform1f(d.mFarMinusNear,e.__farMinusNear);b.uniform1i(d.material,3)}else if(e instanceof THREE.MeshPhongMaterial){k=e.ambient;n=e.specular;C=e.shininess;b.uniform4f(d.mAmbient,k.r,k.g,k.b,i);b.uniform4f(d.mSpecular,n.r,n.g,n.b,i);b.uniform1f(d.mShininess,
-C);b.uniform1i(d.material,2)}else if(e instanceof THREE.MeshLambertMaterial)b.uniform1i(d.material,1);else if(e instanceof THREE.MeshBasicMaterial)b.uniform1i(d.material,0);else if(e instanceof THREE.MeshCubeMaterial){b.uniform1i(d.material,5);L=e.env_map}if(v){if(!e.__webGLTexture&&e.map.image.loaded){e.__webGLTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.__webGLTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.map.image);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,
-f(e.map.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,f(e.map.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,e.__webGLTexture);b.uniform1i(d.tMap,0);b.uniform1i(d.enableMap,1)}else b.uniform1i(d.enableMap,0);if(L){if(e.env_map&&e.env_map instanceof THREE.TextureCube&&e.env_map.image.length==
+C);b.uniform1i(d.material,2)}else if(e instanceof THREE.MeshLambertMaterial)b.uniform1i(d.material,1);else if(e instanceof THREE.MeshBasicMaterial)b.uniform1i(d.material,0);else if(e instanceof THREE.MeshCubeMaterial){b.uniform1i(d.material,5);L=e.env_map}if(v){if(!e.map.__webGLTexture&&e.map.image.loaded){e.map.__webGLTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.map.__webGLTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.map.image);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,
+f(e.map.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,f(e.map.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,e.map.__webGLTexture);b.uniform1i(d.tMap,0);b.uniform1i(d.enableMap,1)}else b.uniform1i(d.enableMap,0);if(L){if(e.env_map&&e.env_map instanceof THREE.TextureCube&&e.env_map.image.length==
 6){if(!e.env_map.image.__webGLTextureCube&&!e.env_map.image.__cubeMapInitialized&&e.env_map.image.loadCount==6){e.env_map.image.__webGLTextureCube=b.createTexture();b.bindTexture(b.TEXTURE_CUBE_MAP,e.env_map.image.__webGLTextureCube);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);
 for(i=0;i<6;++i)b.texImage2D(b.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.env_map.image[i]);b.generateMipmap(b.TEXTURE_CUBE_MAP);b.bindTexture(b.TEXTURE_CUBE_MAP,null);e.env_map.image.__cubeMapInitialized=true}b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_CUBE_MAP,e.env_map.image.__webGLTextureCube);b.uniform1i(d.tCube,1)}b.uniform1i(d.enableCubeMap,1)}else b.uniform1i(d.enableCubeMap,0);b.bindBuffer(b.ARRAY_BUFFER,g.__webGLVertexBuffer);b.vertexAttribPointer(d.position,
 3,b.FLOAT,false,0,0);b.bindBuffer(b.ARRAY_BUFFER,g.__webGLNormalBuffer);b.vertexAttribPointer(d.normal,3,b.FLOAT,false,0,0);if(v){b.bindBuffer(b.ARRAY_BUFFER,g.__webGLUVBuffer);b.enableVertexAttribArray(d.uv);b.vertexAttribPointer(d.uv,2,b.FLOAT,false,0,0)}else b.disableVertexAttribArray(d.uv);if(j){b.lineWidth(z);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g.__webGLLineBuffer);b.drawElements(b.LINES,g.__webGLLineCount,b.UNSIGNED_SHORT,0)}else{b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g.__webGLFaceBuffer);b.drawElements(b.TRIANGLES,

+ 2 - 2
build/ThreeDebug.js

@@ -151,8 +151,8 @@ l.push(t,t+1,t+2);l.push(t,t+2,t+3);R.push(t,t+1);R.push(t,t+2);R.push(t,t+3);R.
 b.bufferData(b.ARRAY_BUFFER,new Float32Array($),b.STATIC_DRAW);q.__webGLFaceBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,q.__webGLFaceBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(l),b.STATIC_DRAW);q.__webGLLineBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,q.__webGLLineBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(R),b.STATIC_DRAW);q.__webGLFaceCount=l.length;q.__webGLLineCount=R.length}};this.renderBuffer=function(e,g){var k,i,n,j,A,C,v,L,
 r,q;if(e instanceof THREE.MeshPhongMaterial||e instanceof THREE.MeshLambertMaterial||e instanceof THREE.MeshBasicMaterial){k=e.color;i=e.opacity;j=e.wireframe;A=e.wireframe_linewidth;v=e.map;L=e.env_map;C=e.combine==THREE.Mix;n=e.reflectivity;q=e.env_map&&e.env_map.mapping==THREE.RefractionMap;r=e.refraction_ratio;b.uniform4f(d.mColor,k.r*i,k.g*i,k.b*i,i);b.uniform1i(d.mixEnvMap,C);b.uniform1f(d.mReflectivity,n);b.uniform1i(d.useRefract,q);b.uniform1f(d.mRefractionRatio,r)}if(e instanceof THREE.MeshNormalMaterial){i=
 e.opacity;b.uniform1f(d.mOpacity,i);b.uniform1i(d.material,4)}else if(e instanceof THREE.MeshDepthMaterial){i=e.opacity;j=e.wireframe;A=e.wireframe_linewidth;b.uniform1f(d.mOpacity,i);b.uniform1f(d.m2Near,e.__2near);b.uniform1f(d.mFarPlusNear,e.__farPlusNear);b.uniform1f(d.mFarMinusNear,e.__farMinusNear);b.uniform1i(d.material,3)}else if(e instanceof THREE.MeshPhongMaterial){k=e.ambient;n=e.specular;C=e.shininess;b.uniform4f(d.mAmbient,k.r,k.g,k.b,i);b.uniform4f(d.mSpecular,n.r,n.g,n.b,i);b.uniform1f(d.mShininess,
-C);b.uniform1i(d.material,2)}else if(e instanceof THREE.MeshLambertMaterial)b.uniform1i(d.material,1);else if(e instanceof THREE.MeshBasicMaterial)b.uniform1i(d.material,0);else if(e instanceof THREE.MeshCubeMaterial){b.uniform1i(d.material,5);L=e.env_map}if(v){if(!e.__webGLTexture&&e.map.image.loaded){e.__webGLTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.__webGLTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.map.image);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,
-f(e.map.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,f(e.map.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,e.__webGLTexture);b.uniform1i(d.tMap,0);b.uniform1i(d.enableMap,1)}else b.uniform1i(d.enableMap,0);if(L){if(e.env_map&&e.env_map instanceof THREE.TextureCube&&e.env_map.image.length==
+C);b.uniform1i(d.material,2)}else if(e instanceof THREE.MeshLambertMaterial)b.uniform1i(d.material,1);else if(e instanceof THREE.MeshBasicMaterial)b.uniform1i(d.material,0);else if(e instanceof THREE.MeshCubeMaterial){b.uniform1i(d.material,5);L=e.env_map}if(v){if(!e.map.__webGLTexture&&e.map.image.loaded){e.map.__webGLTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,e.map.__webGLTexture);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.map.image);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,
+f(e.map.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,f(e.map.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,e.map.__webGLTexture);b.uniform1i(d.tMap,0);b.uniform1i(d.enableMap,1)}else b.uniform1i(d.enableMap,0);if(L){if(e.env_map&&e.env_map instanceof THREE.TextureCube&&e.env_map.image.length==
 6){if(!e.env_map.image.__webGLTextureCube&&!e.env_map.image.__cubeMapInitialized&&e.env_map.image.loadCount==6){e.env_map.image.__webGLTextureCube=b.createTexture();b.bindTexture(b.TEXTURE_CUBE_MAP,e.env_map.image.__webGLTextureCube);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);
 for(i=0;i<6;++i)b.texImage2D(b.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,e.env_map.image[i]);b.generateMipmap(b.TEXTURE_CUBE_MAP);b.bindTexture(b.TEXTURE_CUBE_MAP,null);e.env_map.image.__cubeMapInitialized=true}b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_CUBE_MAP,e.env_map.image.__webGLTextureCube);b.uniform1i(d.tCube,1)}b.uniform1i(d.enableCubeMap,1)}else b.uniform1i(d.enableCubeMap,0);b.bindBuffer(b.ARRAY_BUFFER,g.__webGLVertexBuffer);b.vertexAttribPointer(d.position,
 3,b.FLOAT,false,0,0);b.bindBuffer(b.ARRAY_BUFFER,g.__webGLNormalBuffer);b.vertexAttribPointer(d.normal,3,b.FLOAT,false,0,0);if(v){b.bindBuffer(b.ARRAY_BUFFER,g.__webGLUVBuffer);b.enableVertexAttribArray(d.uv);b.vertexAttribPointer(d.uv,2,b.FLOAT,false,0,0)}else b.disableVertexAttribArray(d.uv);if(j){b.lineWidth(A);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g.__webGLLineBuffer);b.drawElements(b.LINES,g.__webGLLineCount,b.UNSIGNED_SHORT,0)}else{b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,g.__webGLFaceBuffer);b.drawElements(b.TRIANGLES,

+ 4 - 4
src/renderers/WebGLRenderer.js

@@ -478,10 +478,10 @@ THREE.WebGLRenderer = function ( scene ) {
 		
 		if ( mMap ) {
 
-			if ( !material.__webGLTexture && material.map.image.loaded ) {
+			if ( !material.map.__webGLTexture && material.map.image.loaded ) {
 
-				material.__webGLTexture = _gl.createTexture();
-				_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
+				material.map.__webGLTexture = _gl.createTexture();
+				_gl.bindTexture( _gl.TEXTURE_2D, material.map.__webGLTexture );
 				_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, material.map.image );
 				
 				_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( material.map.wrap_s ) );
@@ -495,7 +495,7 @@ THREE.WebGLRenderer = function ( scene ) {
 			}
 
 			_gl.activeTexture( _gl.TEXTURE0 );
-			_gl.bindTexture( _gl.TEXTURE_2D, material.__webGLTexture );
+			_gl.bindTexture( _gl.TEXTURE_2D, material.map.__webGLTexture );
 			_gl.uniform1i( _program.tMap,  0 );
 
 			_gl.uniform1i( _program.enableMap, 1 );