WebGLTextures.js 33 KB

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