WebGLTextures.js 36 KB

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  1. import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping } from '../../constants.js';
  2. import { MathUtils } from '../../math/MathUtils.js';
  3. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  4. const isWebGL2 = capabilities.isWebGL2;
  5. const maxTextures = capabilities.maxTextures;
  6. const maxCubemapSize = capabilities.maxCubemapSize;
  7. const maxTextureSize = capabilities.maxTextureSize;
  8. const maxSamples = capabilities.maxSamples;
  9. const _videoTextures = new WeakMap();
  10. let _canvas;
  11. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  13. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  14. let useOffscreenCanvas = false;
  15. try {
  16. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  17. && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;
  18. } catch ( err ) {
  19. // Ignore any errors
  20. }
  21. function createCanvas( width, height ) {
  22. // Use OffscreenCanvas when available. Specially needed in web workers
  23. return useOffscreenCanvas ?
  24. new OffscreenCanvas( width, height ) :
  25. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  26. }
  27. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  28. let scale = 1;
  29. // handle case if texture exceeds max size
  30. if ( image.width > maxSize || image.height > maxSize ) {
  31. scale = maxSize / Math.max( image.width, image.height );
  32. }
  33. // only perform resize if necessary
  34. if ( scale < 1 || needsPowerOfTwo === true ) {
  35. // only perform resize for certain image types
  36. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  37. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  38. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  39. const floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  40. const width = floor( scale * image.width );
  41. const height = floor( scale * image.height );
  42. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  43. // cube textures can't reuse the same canvas
  44. const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  45. canvas.width = width;
  46. canvas.height = height;
  47. const context = canvas.getContext( '2d' );
  48. context.drawImage( image, 0, 0, width, height );
  49. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  50. return canvas;
  51. } else {
  52. if ( 'data' in image ) {
  53. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  54. }
  55. return image;
  56. }
  57. }
  58. return image;
  59. }
  60. function isPowerOfTwo( image ) {
  61. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  62. }
  63. function textureNeedsPowerOfTwo( texture ) {
  64. if ( isWebGL2 ) return false;
  65. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  66. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  67. }
  68. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  69. return texture.generateMipmaps && supportsMips &&
  70. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  71. }
  72. function generateMipmap( target, texture, width, height ) {
  73. _gl.generateMipmap( target );
  74. const textureProperties = properties.get( texture );
  75. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  76. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  77. }
  78. function getInternalFormat( internalFormatName, glFormat, glType ) {
  79. if ( isWebGL2 === false ) return glFormat;
  80. if ( internalFormatName !== null ) {
  81. if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
  82. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  83. }
  84. let internalFormat = glFormat;
  85. if ( glFormat === _gl.RED ) {
  86. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  87. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  88. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  89. }
  90. if ( glFormat === _gl.RGB ) {
  91. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  92. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  93. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  94. }
  95. if ( glFormat === _gl.RGBA ) {
  96. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  97. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  98. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8;
  99. }
  100. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  101. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  102. extensions.get( 'EXT_color_buffer_float' );
  103. }
  104. return internalFormat;
  105. }
  106. // Fallback filters for non-power-of-2 textures
  107. function filterFallback( f ) {
  108. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  109. return _gl.NEAREST;
  110. }
  111. return _gl.LINEAR;
  112. }
  113. //
  114. function onTextureDispose( event ) {
  115. const texture = event.target;
  116. texture.removeEventListener( 'dispose', onTextureDispose );
  117. deallocateTexture( texture );
  118. if ( texture.isVideoTexture ) {
  119. _videoTextures.delete( texture );
  120. }
  121. info.memory.textures --;
  122. }
  123. function onRenderTargetDispose( event ) {
  124. const renderTarget = event.target;
  125. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  126. deallocateRenderTarget( renderTarget );
  127. info.memory.textures --;
  128. }
  129. //
  130. function deallocateTexture( texture ) {
  131. const textureProperties = properties.get( texture );
  132. if ( textureProperties.__webglInit === undefined ) return;
  133. _gl.deleteTexture( textureProperties.__webglTexture );
  134. properties.remove( texture );
  135. }
  136. function deallocateRenderTarget( renderTarget ) {
  137. const texture = renderTarget.texture;
  138. const renderTargetProperties = properties.get( renderTarget );
  139. const textureProperties = properties.get( texture );
  140. if ( ! renderTarget ) return;
  141. if ( textureProperties.__webglTexture !== undefined ) {
  142. _gl.deleteTexture( textureProperties.__webglTexture );
  143. }
  144. if ( renderTarget.depthTexture ) {
  145. renderTarget.depthTexture.dispose();
  146. }
  147. if ( renderTarget.isWebGLCubeRenderTarget ) {
  148. for ( let i = 0; i < 6; i ++ ) {
  149. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  150. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  151. }
  152. } else {
  153. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  154. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  155. if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
  156. if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
  157. if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
  158. }
  159. properties.remove( texture );
  160. properties.remove( renderTarget );
  161. }
  162. //
  163. let textureUnits = 0;
  164. function resetTextureUnits() {
  165. textureUnits = 0;
  166. }
  167. function allocateTextureUnit() {
  168. const textureUnit = textureUnits;
  169. if ( textureUnit >= maxTextures ) {
  170. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  171. }
  172. textureUnits += 1;
  173. return textureUnit;
  174. }
  175. //
  176. function setTexture2D( texture, slot ) {
  177. const textureProperties = properties.get( texture );
  178. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  179. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  180. const image = texture.image;
  181. if ( image === undefined ) {
  182. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  183. } else if ( image.complete === false ) {
  184. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  185. } else {
  186. uploadTexture( textureProperties, texture, slot );
  187. return;
  188. }
  189. }
  190. state.activeTexture( _gl.TEXTURE0 + slot );
  191. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  192. }
  193. function setTexture2DArray( texture, slot ) {
  194. const textureProperties = properties.get( texture );
  195. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  196. uploadTexture( textureProperties, texture, slot );
  197. return;
  198. }
  199. state.activeTexture( _gl.TEXTURE0 + slot );
  200. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  201. }
  202. function setTexture3D( texture, slot ) {
  203. const 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_3D, textureProperties.__webglTexture );
  210. }
  211. function setTextureCube( texture, slot ) {
  212. const textureProperties = properties.get( texture );
  213. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  214. uploadCubeTexture( textureProperties, texture, slot );
  215. return;
  216. }
  217. state.activeTexture( _gl.TEXTURE0 + slot );
  218. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  219. }
  220. const wrappingToGL = {
  221. [ RepeatWrapping ]: _gl.REPEAT,
  222. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  223. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  224. };
  225. const filterToGL = {
  226. [ NearestFilter ]: _gl.NEAREST,
  227. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  228. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  229. [ LinearFilter ]: _gl.LINEAR,
  230. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  231. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  232. };
  233. function setTextureParameters( textureType, texture, supportsMips ) {
  234. if ( supportsMips ) {
  235. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  236. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  237. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  238. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  239. }
  240. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  241. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  242. } else {
  243. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  244. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  245. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  246. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  247. }
  248. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  249. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  250. }
  251. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  252. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  253. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  254. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  255. }
  256. }
  257. if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
  258. const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  259. if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  260. if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only
  261. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  262. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  263. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  264. }
  265. }
  266. }
  267. function initTexture( textureProperties, texture ) {
  268. if ( textureProperties.__webglInit === undefined ) {
  269. textureProperties.__webglInit = true;
  270. texture.addEventListener( 'dispose', onTextureDispose );
  271. textureProperties.__webglTexture = _gl.createTexture();
  272. info.memory.textures ++;
  273. }
  274. }
  275. function uploadTexture( textureProperties, texture, slot ) {
  276. let textureType = _gl.TEXTURE_2D;
  277. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  278. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  279. initTexture( textureProperties, texture );
  280. state.activeTexture( _gl.TEXTURE0 + slot );
  281. state.bindTexture( textureType, textureProperties.__webglTexture );
  282. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  283. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  284. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  285. _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
  286. const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  287. const image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  288. const supportsMips = isPowerOfTwo( image ) || isWebGL2,
  289. glFormat = utils.convert( texture.format );
  290. let glType = utils.convert( texture.type ),
  291. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  292. setTextureParameters( textureType, texture, supportsMips );
  293. let mipmap;
  294. const mipmaps = texture.mipmaps;
  295. if ( texture.isDepthTexture ) {
  296. // populate depth texture with dummy data
  297. glInternalFormat = _gl.DEPTH_COMPONENT;
  298. if ( isWebGL2 ) {
  299. if ( texture.type === FloatType ) {
  300. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  301. } else if ( texture.type === UnsignedIntType ) {
  302. glInternalFormat = _gl.DEPTH_COMPONENT24;
  303. } else if ( texture.type === UnsignedInt248Type ) {
  304. glInternalFormat = _gl.DEPTH24_STENCIL8;
  305. } else {
  306. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  307. }
  308. } else {
  309. if ( texture.type === FloatType ) {
  310. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  311. }
  312. }
  313. // validation checks for WebGL 1
  314. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  315. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  316. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  317. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  318. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  319. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  320. texture.type = UnsignedShortType;
  321. glType = utils.convert( texture.type );
  322. }
  323. }
  324. if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  325. // Depth stencil textures need the DEPTH_STENCIL internal format
  326. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  327. glInternalFormat = _gl.DEPTH_STENCIL;
  328. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  329. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  330. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  331. if ( texture.type !== UnsignedInt248Type ) {
  332. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  333. texture.type = UnsignedInt248Type;
  334. glType = utils.convert( texture.type );
  335. }
  336. }
  337. //
  338. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  339. } else if ( texture.isDataTexture ) {
  340. // use manually created mipmaps if available
  341. // if there are no manual mipmaps
  342. // set 0 level mipmap and then use GL to generate other mipmap levels
  343. if ( mipmaps.length > 0 && supportsMips ) {
  344. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  345. mipmap = mipmaps[ i ];
  346. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  347. }
  348. texture.generateMipmaps = false;
  349. textureProperties.__maxMipLevel = mipmaps.length - 1;
  350. } else {
  351. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  352. textureProperties.__maxMipLevel = 0;
  353. }
  354. } else if ( texture.isCompressedTexture ) {
  355. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  356. mipmap = mipmaps[ i ];
  357. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  358. if ( glFormat !== null ) {
  359. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  360. } else {
  361. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  362. }
  363. } else {
  364. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  365. }
  366. }
  367. textureProperties.__maxMipLevel = mipmaps.length - 1;
  368. } else if ( texture.isDataTexture2DArray ) {
  369. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  370. textureProperties.__maxMipLevel = 0;
  371. } else if ( texture.isDataTexture3D ) {
  372. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  373. textureProperties.__maxMipLevel = 0;
  374. } else {
  375. // regular Texture (image, video, canvas)
  376. // use manually created mipmaps if available
  377. // if there are no manual mipmaps
  378. // set 0 level mipmap and then use GL to generate other mipmap levels
  379. if ( mipmaps.length > 0 && supportsMips ) {
  380. for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
  381. mipmap = mipmaps[ i ];
  382. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  383. }
  384. texture.generateMipmaps = false;
  385. textureProperties.__maxMipLevel = mipmaps.length - 1;
  386. } else {
  387. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  388. textureProperties.__maxMipLevel = 0;
  389. }
  390. }
  391. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  392. generateMipmap( textureType, texture, image.width, image.height );
  393. }
  394. textureProperties.__version = texture.version;
  395. if ( texture.onUpdate ) texture.onUpdate( texture );
  396. }
  397. function uploadCubeTexture( textureProperties, texture, slot ) {
  398. if ( texture.image.length !== 6 ) return;
  399. initTexture( textureProperties, texture );
  400. state.activeTexture( _gl.TEXTURE0 + slot );
  401. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  402. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  403. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  404. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  405. _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE );
  406. const isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  407. const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  408. const cubeImage = [];
  409. for ( let i = 0; i < 6; i ++ ) {
  410. if ( ! isCompressed && ! isDataTexture ) {
  411. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  412. } else {
  413. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  414. }
  415. }
  416. const image = cubeImage[ 0 ],
  417. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  418. glFormat = utils.convert( texture.format ),
  419. glType = utils.convert( texture.type ),
  420. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  421. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  422. let mipmaps;
  423. if ( isCompressed ) {
  424. for ( let i = 0; i < 6; i ++ ) {
  425. mipmaps = cubeImage[ i ].mipmaps;
  426. for ( let j = 0; j < mipmaps.length; j ++ ) {
  427. const mipmap = mipmaps[ j ];
  428. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  429. if ( glFormat !== null ) {
  430. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  431. } else {
  432. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  433. }
  434. } else {
  435. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  436. }
  437. }
  438. }
  439. textureProperties.__maxMipLevel = mipmaps.length - 1;
  440. } else {
  441. mipmaps = texture.mipmaps;
  442. for ( let i = 0; i < 6; i ++ ) {
  443. if ( isDataTexture ) {
  444. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  445. for ( let j = 0; j < mipmaps.length; j ++ ) {
  446. const mipmap = mipmaps[ j ];
  447. const mipmapImage = mipmap.image[ i ].image;
  448. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  449. }
  450. } else {
  451. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  452. for ( let j = 0; j < mipmaps.length; j ++ ) {
  453. const mipmap = mipmaps[ j ];
  454. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  455. }
  456. }
  457. }
  458. textureProperties.__maxMipLevel = mipmaps.length;
  459. }
  460. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  461. // We assume images for cube map have the same size.
  462. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  463. }
  464. textureProperties.__version = texture.version;
  465. if ( texture.onUpdate ) texture.onUpdate( texture );
  466. }
  467. // Render targets
  468. // Setup storage for target texture and bind it to correct framebuffer
  469. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  470. const texture = renderTarget.texture;
  471. const glFormat = utils.convert( texture.format );
  472. const glType = utils.convert( texture.type );
  473. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  474. if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {
  475. state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );
  476. } else {
  477. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  478. }
  479. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  480. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );
  481. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  482. }
  483. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  484. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  485. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  486. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  487. let glInternalFormat = _gl.DEPTH_COMPONENT16;
  488. if ( isMultisample ) {
  489. const depthTexture = renderTarget.depthTexture;
  490. if ( depthTexture && depthTexture.isDepthTexture ) {
  491. if ( depthTexture.type === FloatType ) {
  492. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  493. } else if ( depthTexture.type === UnsignedIntType ) {
  494. glInternalFormat = _gl.DEPTH_COMPONENT24;
  495. }
  496. }
  497. const 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. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  503. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  504. if ( isMultisample ) {
  505. const samples = getRenderTargetSamples( renderTarget );
  506. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  507. } else {
  508. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  509. }
  510. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  511. } else {
  512. const texture = renderTarget.texture;
  513. const glFormat = utils.convert( texture.format );
  514. const glType = utils.convert( texture.type );
  515. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  516. if ( isMultisample ) {
  517. const samples = getRenderTargetSamples( renderTarget );
  518. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  519. } else {
  520. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  521. }
  522. }
  523. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  524. }
  525. // Setup resources for a Depth Texture for a FBO (needs an extension)
  526. function setupDepthTexture( framebuffer, renderTarget ) {
  527. const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  528. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  529. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  530. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  531. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  532. }
  533. // upload an empty depth texture with framebuffer size
  534. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  535. renderTarget.depthTexture.image.width !== renderTarget.width ||
  536. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  537. renderTarget.depthTexture.image.width = renderTarget.width;
  538. renderTarget.depthTexture.image.height = renderTarget.height;
  539. renderTarget.depthTexture.needsUpdate = true;
  540. }
  541. setTexture2D( renderTarget.depthTexture, 0 );
  542. const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  543. if ( renderTarget.depthTexture.format === DepthFormat ) {
  544. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  545. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  546. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  547. } else {
  548. throw new Error( 'Unknown depthTexture format' );
  549. }
  550. }
  551. // Setup GL resources for a non-texture depth buffer
  552. function setupDepthRenderbuffer( renderTarget ) {
  553. const renderTargetProperties = properties.get( renderTarget );
  554. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  555. if ( renderTarget.depthTexture ) {
  556. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  557. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  558. } else {
  559. if ( isCube ) {
  560. renderTargetProperties.__webglDepthbuffer = [];
  561. for ( let i = 0; i < 6; i ++ ) {
  562. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  563. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  564. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  565. }
  566. } else {
  567. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  568. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  569. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  570. }
  571. }
  572. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  573. }
  574. // Set up GL resources for the render target
  575. function setupRenderTarget( renderTarget ) {
  576. const texture = renderTarget.texture;
  577. const renderTargetProperties = properties.get( renderTarget );
  578. const textureProperties = properties.get( texture );
  579. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  580. textureProperties.__webglTexture = _gl.createTexture();
  581. info.memory.textures ++;
  582. const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  583. const isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  584. const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
  585. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  586. // Handles WebGL2 RGBFormat fallback - #18858
  587. if ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {
  588. texture.format = RGBAFormat;
  589. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  590. }
  591. // Setup framebuffer
  592. if ( isCube ) {
  593. renderTargetProperties.__webglFramebuffer = [];
  594. for ( let i = 0; i < 6; i ++ ) {
  595. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  596. }
  597. } else {
  598. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  599. if ( isMultisample ) {
  600. if ( isWebGL2 ) {
  601. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  602. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  603. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  604. const glFormat = utils.convert( texture.format );
  605. const glType = utils.convert( texture.type );
  606. const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  607. const samples = getRenderTargetSamples( renderTarget );
  608. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  609. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  610. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  611. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  612. if ( renderTarget.depthBuffer ) {
  613. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  614. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  615. }
  616. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  617. } else {
  618. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  619. }
  620. }
  621. }
  622. // Setup color buffer
  623. if ( isCube ) {
  624. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  625. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  626. for ( let i = 0; i < 6; i ++ ) {
  627. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  628. }
  629. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  630. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, renderTarget.width, renderTarget.height );
  631. }
  632. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  633. } else {
  634. let glTextureType = _gl.TEXTURE_2D;
  635. if ( isRenderTarget3D ) {
  636. // Render targets containing layers, i.e: Texture 3D and 2d arrays
  637. if ( isWebGL2 ) {
  638. const isTexture3D = texture.isDataTexture3D;
  639. glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
  640. } else {
  641. console.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );
  642. }
  643. }
  644. state.bindTexture( glTextureType, textureProperties.__webglTexture );
  645. setTextureParameters( glTextureType, texture, supportsMips );
  646. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, glTextureType );
  647. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  648. generateMipmap( _gl.TEXTURE_2D, texture, renderTarget.width, renderTarget.height );
  649. }
  650. state.bindTexture( _gl.TEXTURE_2D, null );
  651. }
  652. // Setup depth and stencil buffers
  653. if ( renderTarget.depthBuffer ) {
  654. setupDepthRenderbuffer( renderTarget );
  655. }
  656. }
  657. function updateRenderTargetMipmap( renderTarget ) {
  658. const texture = renderTarget.texture;
  659. const supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  660. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  661. const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  662. const webglTexture = properties.get( texture ).__webglTexture;
  663. state.bindTexture( target, webglTexture );
  664. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  665. state.bindTexture( target, null );
  666. }
  667. }
  668. function updateMultisampleRenderTarget( renderTarget ) {
  669. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  670. if ( isWebGL2 ) {
  671. const renderTargetProperties = properties.get( renderTarget );
  672. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  673. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  674. const width = renderTarget.width;
  675. const height = renderTarget.height;
  676. let mask = _gl.COLOR_BUFFER_BIT;
  677. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  678. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  679. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  680. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  681. } else {
  682. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  683. }
  684. }
  685. }
  686. function getRenderTargetSamples( renderTarget ) {
  687. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  688. Math.min( maxSamples, renderTarget.samples ) : 0;
  689. }
  690. function updateVideoTexture( texture ) {
  691. const frame = info.render.frame;
  692. // Check the last frame we updated the VideoTexture
  693. if ( _videoTextures.get( texture ) !== frame ) {
  694. _videoTextures.set( texture, frame );
  695. texture.update();
  696. }
  697. }
  698. // backwards compatibility
  699. let warnedTexture2D = false;
  700. let warnedTextureCube = false;
  701. function safeSetTexture2D( texture, slot ) {
  702. if ( texture && texture.isWebGLRenderTarget ) {
  703. if ( warnedTexture2D === false ) {
  704. console.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.' );
  705. warnedTexture2D = true;
  706. }
  707. texture = texture.texture;
  708. }
  709. setTexture2D( texture, slot );
  710. }
  711. function safeSetTextureCube( texture, slot ) {
  712. if ( texture && texture.isWebGLCubeRenderTarget ) {
  713. if ( warnedTextureCube === false ) {
  714. console.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.' );
  715. warnedTextureCube = true;
  716. }
  717. texture = texture.texture;
  718. }
  719. setTextureCube( texture, slot );
  720. }
  721. //
  722. this.allocateTextureUnit = allocateTextureUnit;
  723. this.resetTextureUnits = resetTextureUnits;
  724. this.setTexture2D = setTexture2D;
  725. this.setTexture2DArray = setTexture2DArray;
  726. this.setTexture3D = setTexture3D;
  727. this.setTextureCube = setTextureCube;
  728. this.setupRenderTarget = setupRenderTarget;
  729. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  730. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  731. this.safeSetTexture2D = safeSetTexture2D;
  732. this.safeSetTextureCube = safeSetTextureCube;
  733. }
  734. export { WebGLTextures };