WebGLTextures.js 36 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping } from '../../constants.js';
  5. import { MathUtils } from '../../math/MathUtils.js';
  6. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  7. var isWebGL2 = capabilities.isWebGL2;
  8. var maxTextures = capabilities.maxTextures;
  9. var maxCubemapSize = capabilities.maxCubemapSize;
  10. var maxTextureSize = capabilities.maxTextureSize;
  11. var maxSamples = capabilities.maxSamples;
  12. var _videoTextures = new WeakMap();
  13. var _canvas;
  14. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  15. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  16. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  17. var useOffscreenCanvas = false;
  18. try {
  19. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  20. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  21. } catch ( err ) {
  22. // Ignore any errors
  23. }
  24. function createCanvas( width, height ) {
  25. // Use OffscreenCanvas when available. Specially needed in web workers
  26. return useOffscreenCanvas ?
  27. new OffscreenCanvas( width, height ) :
  28. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  29. }
  30. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  31. var scale = 1;
  32. // handle case if texture exceeds max size
  33. if ( image.width > maxSize || image.height > maxSize ) {
  34. scale = maxSize / Math.max( image.width, image.height );
  35. }
  36. // only perform resize if necessary
  37. if ( scale < 1 || needsPowerOfTwo === true ) {
  38. // only perform resize for certain image types
  39. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  40. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  41. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  42. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  43. var width = floor( scale * image.width );
  44. var height = floor( scale * image.height );
  45. if ( _canvas === undefined ) _canvas = createCanvas( width, height );
  46. // cube textures can't reuse the same canvas
  47. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  48. canvas.width = width;
  49. canvas.height = height;
  50. var context = canvas.getContext( '2d' );
  51. context.drawImage( image, 0, 0, width, height );
  52. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  53. return canvas;
  54. } else {
  55. if ( 'data' in image ) {
  56. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  57. }
  58. return image;
  59. }
  60. }
  61. return image;
  62. }
  63. function isPowerOfTwo( image ) {
  64. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  65. }
  66. function textureNeedsPowerOfTwo( texture ) {
  67. if ( isWebGL2 ) return false;
  68. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  69. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  70. }
  71. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  72. return texture.generateMipmaps && supportsMips &&
  73. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  74. }
  75. function generateMipmap( target, texture, width, height ) {
  76. _gl.generateMipmap( target );
  77. var textureProperties = properties.get( texture );
  78. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  79. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  80. }
  81. function getInternalFormat( internalFormatName, glFormat, glType ) {
  82. if ( isWebGL2 === false ) return glFormat;
  83. if ( internalFormatName !== null ) {
  84. if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
  85. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  86. }
  87. var internalFormat = glFormat;
  88. if ( glFormat === _gl.RED ) {
  89. if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  90. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  91. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
  92. }
  93. if ( glFormat === _gl.RGB ) {
  94. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGB32F;
  95. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGB16F;
  96. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8;
  97. }
  98. if ( glFormat === _gl.RGBA ) {
  99. if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  100. if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  101. if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8;
  102. }
  103. if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  104. internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
  105. extensions.get( 'EXT_color_buffer_float' );
  106. }
  107. return internalFormat;
  108. }
  109. // Fallback filters for non-power-of-2 textures
  110. function filterFallback( f ) {
  111. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  112. return _gl.NEAREST;
  113. }
  114. return _gl.LINEAR;
  115. }
  116. //
  117. function onTextureDispose( event ) {
  118. var texture = event.target;
  119. texture.removeEventListener( 'dispose', onTextureDispose );
  120. deallocateTexture( texture );
  121. if ( texture.isVideoTexture ) {
  122. _videoTextures.delete( texture );
  123. }
  124. info.memory.textures --;
  125. }
  126. function onRenderTargetDispose( event ) {
  127. var renderTarget = event.target;
  128. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  129. deallocateRenderTarget( renderTarget );
  130. info.memory.textures --;
  131. }
  132. //
  133. function deallocateTexture( texture ) {
  134. var textureProperties = properties.get( texture );
  135. if ( textureProperties.__webglInit === undefined ) return;
  136. _gl.deleteTexture( textureProperties.__webglTexture );
  137. properties.remove( texture );
  138. }
  139. function deallocateRenderTarget( renderTarget ) {
  140. var renderTargetProperties = properties.get( renderTarget );
  141. var textureProperties = properties.get( renderTarget.texture );
  142. if ( ! renderTarget ) return;
  143. if ( textureProperties.__webglTexture !== undefined ) {
  144. _gl.deleteTexture( textureProperties.__webglTexture );
  145. }
  146. if ( renderTarget.depthTexture ) {
  147. renderTarget.depthTexture.dispose();
  148. }
  149. if ( renderTarget.isWebGLCubeRenderTarget ) {
  150. for ( var i = 0; i < 6; i ++ ) {
  151. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  152. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
  153. }
  154. } else {
  155. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  156. if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  157. if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
  158. if ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );
  159. if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
  160. }
  161. properties.remove( renderTarget.texture );
  162. properties.remove( renderTarget );
  163. }
  164. //
  165. var textureUnits = 0;
  166. function resetTextureUnits() {
  167. textureUnits = 0;
  168. }
  169. function allocateTextureUnit() {
  170. var textureUnit = textureUnits;
  171. if ( textureUnit >= maxTextures ) {
  172. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  173. }
  174. textureUnits += 1;
  175. return textureUnit;
  176. }
  177. //
  178. function setTexture2D( texture, slot ) {
  179. var textureProperties = properties.get( texture );
  180. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  181. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  182. var image = texture.image;
  183. if ( image === undefined ) {
  184. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  185. } else if ( image.complete === false ) {
  186. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  187. } else {
  188. uploadTexture( textureProperties, texture, slot );
  189. return;
  190. }
  191. }
  192. state.activeTexture( _gl.TEXTURE0 + slot );
  193. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  194. }
  195. function setTexture2DArray( texture, slot ) {
  196. var textureProperties = properties.get( texture );
  197. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  198. uploadTexture( textureProperties, texture, slot );
  199. return;
  200. }
  201. state.activeTexture( _gl.TEXTURE0 + slot );
  202. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  203. }
  204. function setTexture3D( texture, slot ) {
  205. var textureProperties = properties.get( texture );
  206. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  207. uploadTexture( textureProperties, texture, slot );
  208. return;
  209. }
  210. state.activeTexture( _gl.TEXTURE0 + slot );
  211. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  212. }
  213. function setTextureCube( texture, slot ) {
  214. if ( texture.image.length !== 6 ) return;
  215. var textureProperties = properties.get( texture );
  216. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  217. initTexture( textureProperties, texture );
  218. state.activeTexture( _gl.TEXTURE0 + slot );
  219. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  220. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  221. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  222. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  223. var cubeImage = [];
  224. for ( var i = 0; i < 6; i ++ ) {
  225. if ( ! isCompressed && ! isDataTexture ) {
  226. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  227. } else {
  228. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  229. }
  230. }
  231. var image = cubeImage[ 0 ],
  232. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  233. glFormat = utils.convert( texture.format ),
  234. glType = utils.convert( texture.type ),
  235. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  236. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  237. var mipmaps;
  238. if ( isCompressed ) {
  239. for ( var i = 0; i < 6; i ++ ) {
  240. mipmaps = cubeImage[ i ].mipmaps;
  241. for ( var j = 0; j < mipmaps.length; j ++ ) {
  242. var mipmap = mipmaps[ j ];
  243. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  244. if ( glFormat !== null ) {
  245. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  246. } else {
  247. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  248. }
  249. } else {
  250. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  251. }
  252. }
  253. }
  254. textureProperties.__maxMipLevel = mipmaps.length - 1;
  255. } else {
  256. mipmaps = texture.mipmaps;
  257. for ( var i = 0; i < 6; i ++ ) {
  258. if ( isDataTexture ) {
  259. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  260. for ( var j = 0; j < mipmaps.length; j ++ ) {
  261. var mipmap = mipmaps[ j ];
  262. var mipmapImage = mipmap.image[ i ].image;
  263. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  264. }
  265. } else {
  266. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  267. for ( var j = 0; j < mipmaps.length; j ++ ) {
  268. var mipmap = mipmaps[ j ];
  269. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  270. }
  271. }
  272. }
  273. textureProperties.__maxMipLevel = mipmaps.length;
  274. }
  275. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  276. // We assume images for cube map have the same size.
  277. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  278. }
  279. textureProperties.__version = texture.version;
  280. if ( texture.onUpdate ) texture.onUpdate( texture );
  281. } else {
  282. state.activeTexture( _gl.TEXTURE0 + slot );
  283. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  284. }
  285. }
  286. function setTextureCubeDynamic( texture, slot ) {
  287. state.activeTexture( _gl.TEXTURE0 + slot );
  288. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  289. }
  290. var wrappingToGL = {
  291. [ RepeatWrapping ]: _gl.REPEAT,
  292. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  293. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  294. };
  295. var filterToGL = {
  296. [ NearestFilter ]: _gl.NEAREST,
  297. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  298. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  299. [ LinearFilter ]: _gl.LINEAR,
  300. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  301. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  302. };
  303. function setTextureParameters( textureType, texture, supportsMips ) {
  304. if ( supportsMips ) {
  305. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  306. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  307. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  308. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  309. }
  310. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  311. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  312. } else {
  313. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  314. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  315. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  316. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  317. }
  318. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  319. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  320. }
  321. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  322. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  323. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  324. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  325. }
  326. }
  327. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  328. if ( extension ) {
  329. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  330. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  331. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  332. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  333. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  334. }
  335. }
  336. }
  337. function initTexture( textureProperties, texture ) {
  338. if ( textureProperties.__webglInit === undefined ) {
  339. textureProperties.__webglInit = true;
  340. texture.addEventListener( 'dispose', onTextureDispose );
  341. textureProperties.__webglTexture = _gl.createTexture();
  342. info.memory.textures ++;
  343. }
  344. }
  345. function uploadTexture( textureProperties, texture, slot ) {
  346. var textureType = _gl.TEXTURE_2D;
  347. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  348. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  349. initTexture( textureProperties, texture );
  350. state.activeTexture( _gl.TEXTURE0 + slot );
  351. state.bindTexture( textureType, textureProperties.__webglTexture );
  352. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  353. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  354. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  355. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  356. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  357. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  358. glFormat = utils.convert( texture.format ),
  359. glType = utils.convert( texture.type ),
  360. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  361. setTextureParameters( textureType, texture, supportsMips );
  362. var mipmap, mipmaps = texture.mipmaps;
  363. if ( texture.isDepthTexture ) {
  364. // populate depth texture with dummy data
  365. glInternalFormat = _gl.DEPTH_COMPONENT;
  366. if ( isWebGL2 ) {
  367. if ( texture.type === FloatType ) {
  368. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  369. } else if ( texture.type === UnsignedIntType ) {
  370. glInternalFormat = _gl.DEPTH_COMPONENT24;
  371. } else if ( texture.type === UnsignedInt248Type ) {
  372. glInternalFormat = _gl.DEPTH24_STENCIL8;
  373. } else {
  374. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  375. }
  376. } else {
  377. if ( texture.type === FloatType ) {
  378. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  379. }
  380. }
  381. // validation checks for WebGL 1
  382. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  383. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  384. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  385. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  386. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  387. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  388. texture.type = UnsignedShortType;
  389. glType = utils.convert( texture.type );
  390. }
  391. }
  392. if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  393. // Depth stencil textures need the DEPTH_STENCIL internal format
  394. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  395. glInternalFormat = _gl.DEPTH_STENCIL;
  396. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  397. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  398. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  399. if ( texture.type !== UnsignedInt248Type ) {
  400. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  401. texture.type = UnsignedInt248Type;
  402. glType = utils.convert( texture.type );
  403. }
  404. }
  405. //
  406. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  407. } else if ( texture.isDataTexture ) {
  408. // use manually created mipmaps if available
  409. // if there are no manual mipmaps
  410. // set 0 level mipmap and then use GL to generate other mipmap levels
  411. if ( mipmaps.length > 0 && supportsMips ) {
  412. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  413. mipmap = mipmaps[ i ];
  414. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  415. }
  416. texture.generateMipmaps = false;
  417. textureProperties.__maxMipLevel = mipmaps.length - 1;
  418. } else {
  419. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  420. textureProperties.__maxMipLevel = 0;
  421. }
  422. } else if ( texture.isCompressedTexture ) {
  423. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  424. mipmap = mipmaps[ i ];
  425. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  426. if ( glFormat !== null ) {
  427. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  428. } else {
  429. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  430. }
  431. } else {
  432. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  433. }
  434. }
  435. textureProperties.__maxMipLevel = mipmaps.length - 1;
  436. } else if ( texture.isDataTexture2DArray ) {
  437. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  438. textureProperties.__maxMipLevel = 0;
  439. } else if ( texture.isDataTexture3D ) {
  440. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  441. textureProperties.__maxMipLevel = 0;
  442. } else {
  443. // regular Texture (image, video, canvas)
  444. // use manually created mipmaps if available
  445. // if there are no manual mipmaps
  446. // set 0 level mipmap and then use GL to generate other mipmap levels
  447. if ( mipmaps.length > 0 && supportsMips ) {
  448. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  449. mipmap = mipmaps[ i ];
  450. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  451. }
  452. texture.generateMipmaps = false;
  453. textureProperties.__maxMipLevel = mipmaps.length - 1;
  454. } else {
  455. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  456. textureProperties.__maxMipLevel = 0;
  457. }
  458. }
  459. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  460. generateMipmap( textureType, texture, image.width, image.height );
  461. }
  462. textureProperties.__version = texture.version;
  463. if ( texture.onUpdate ) texture.onUpdate( texture );
  464. }
  465. // Render targets
  466. // Setup storage for target texture and bind it to correct framebuffer
  467. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  468. var glFormat = utils.convert( renderTarget.texture.format );
  469. var glType = utils.convert( renderTarget.texture.type );
  470. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  471. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  472. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  473. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  474. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  475. }
  476. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  477. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  478. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  479. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  480. var glInternalFormat = _gl.DEPTH_COMPONENT16;
  481. if ( isMultisample ) {
  482. var depthTexture = renderTarget.depthTexture;
  483. if ( depthTexture && depthTexture.isDepthTexture ) {
  484. if ( depthTexture.type === FloatType ) {
  485. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  486. } else if ( depthTexture.type === UnsignedIntType ) {
  487. glInternalFormat = _gl.DEPTH_COMPONENT24;
  488. }
  489. }
  490. var samples = getRenderTargetSamples( renderTarget );
  491. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  492. } else {
  493. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  494. }
  495. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  496. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  497. if ( isMultisample ) {
  498. var samples = getRenderTargetSamples( renderTarget );
  499. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  500. } else {
  501. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  502. }
  503. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  504. } else {
  505. var glFormat = utils.convert( renderTarget.texture.format );
  506. var glType = utils.convert( renderTarget.texture.type );
  507. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  508. if ( isMultisample ) {
  509. var samples = getRenderTargetSamples( renderTarget );
  510. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  511. } else {
  512. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  513. }
  514. }
  515. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  516. }
  517. // Setup resources for a Depth Texture for a FBO (needs an extension)
  518. function setupDepthTexture( framebuffer, renderTarget ) {
  519. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  520. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  521. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  522. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  523. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  524. }
  525. // upload an empty depth texture with framebuffer size
  526. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  527. renderTarget.depthTexture.image.width !== renderTarget.width ||
  528. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  529. renderTarget.depthTexture.image.width = renderTarget.width;
  530. renderTarget.depthTexture.image.height = renderTarget.height;
  531. renderTarget.depthTexture.needsUpdate = true;
  532. }
  533. setTexture2D( renderTarget.depthTexture, 0 );
  534. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  535. if ( renderTarget.depthTexture.format === DepthFormat ) {
  536. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  537. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  538. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  539. } else {
  540. throw new Error( 'Unknown depthTexture format' );
  541. }
  542. }
  543. // Setup GL resources for a non-texture depth buffer
  544. function setupDepthRenderbuffer( renderTarget ) {
  545. var renderTargetProperties = properties.get( renderTarget );
  546. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  547. if ( renderTarget.depthTexture ) {
  548. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  549. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  550. } else {
  551. if ( isCube ) {
  552. renderTargetProperties.__webglDepthbuffer = [];
  553. for ( var i = 0; i < 6; i ++ ) {
  554. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  555. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  556. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  557. }
  558. } else {
  559. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  560. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  561. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  562. }
  563. }
  564. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  565. }
  566. // Set up GL resources for the render target
  567. function setupRenderTarget( renderTarget ) {
  568. var renderTargetProperties = properties.get( renderTarget );
  569. var textureProperties = properties.get( renderTarget.texture );
  570. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  571. textureProperties.__webglTexture = _gl.createTexture();
  572. info.memory.textures ++;
  573. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  574. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  575. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  576. // Handles WebGL2 RGBFormat fallback - #18858
  577. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  578. renderTarget.texture.format = RGBAFormat;
  579. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  580. }
  581. // Setup framebuffer
  582. if ( isCube ) {
  583. renderTargetProperties.__webglFramebuffer = [];
  584. for ( var i = 0; i < 6; i ++ ) {
  585. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  586. }
  587. } else {
  588. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  589. if ( isMultisample ) {
  590. if ( isWebGL2 ) {
  591. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  592. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  593. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  594. var glFormat = utils.convert( renderTarget.texture.format );
  595. var glType = utils.convert( renderTarget.texture.type );
  596. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  597. var samples = getRenderTargetSamples( renderTarget );
  598. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  599. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  600. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  601. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  602. if ( renderTarget.depthBuffer ) {
  603. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  604. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  605. }
  606. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  607. } else {
  608. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  609. }
  610. }
  611. }
  612. // Setup color buffer
  613. if ( isCube ) {
  614. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  615. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, supportsMips );
  616. for ( var i = 0; i < 6; i ++ ) {
  617. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  618. }
  619. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  620. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  621. }
  622. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  623. } else {
  624. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  625. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
  626. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  627. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  628. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  629. }
  630. state.bindTexture( _gl.TEXTURE_2D, null );
  631. }
  632. // Setup depth and stencil buffers
  633. if ( renderTarget.depthBuffer ) {
  634. setupDepthRenderbuffer( renderTarget );
  635. }
  636. }
  637. function updateRenderTargetMipmap( renderTarget ) {
  638. var texture = renderTarget.texture;
  639. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  640. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  641. var target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  642. var webglTexture = properties.get( texture ).__webglTexture;
  643. state.bindTexture( target, webglTexture );
  644. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  645. state.bindTexture( target, null );
  646. }
  647. }
  648. function updateMultisampleRenderTarget( renderTarget ) {
  649. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  650. if ( isWebGL2 ) {
  651. var renderTargetProperties = properties.get( renderTarget );
  652. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  653. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  654. var width = renderTarget.width;
  655. var height = renderTarget.height;
  656. var mask = _gl.COLOR_BUFFER_BIT;
  657. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  658. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  659. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  660. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  661. } else {
  662. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  663. }
  664. }
  665. }
  666. function getRenderTargetSamples( renderTarget ) {
  667. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  668. Math.min( maxSamples, renderTarget.samples ) : 0;
  669. }
  670. function updateVideoTexture( texture ) {
  671. var frame = info.render.frame;
  672. // Check the last frame we updated the VideoTexture
  673. if ( _videoTextures.get( texture ) !== frame ) {
  674. _videoTextures.set( texture, frame );
  675. texture.update();
  676. }
  677. }
  678. // backwards compatibility
  679. var warnedTexture2D = false;
  680. var warnedTextureCube = false;
  681. function safeSetTexture2D( texture, slot ) {
  682. if ( texture && texture.isWebGLRenderTarget ) {
  683. if ( warnedTexture2D === false ) {
  684. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  685. warnedTexture2D = true;
  686. }
  687. texture = texture.texture;
  688. }
  689. setTexture2D( texture, slot );
  690. }
  691. function safeSetTextureCube( texture, slot ) {
  692. if ( texture && texture.isWebGLCubeRenderTarget ) {
  693. if ( warnedTextureCube === false ) {
  694. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  695. warnedTextureCube = true;
  696. }
  697. texture = texture.texture;
  698. }
  699. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  700. // TODO: unify these code paths
  701. if ( ( texture && texture.isCubeTexture ) ||
  702. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  703. // CompressedTexture can have Array in image :/
  704. // this function alone should take care of cube textures
  705. setTextureCube( texture, slot );
  706. } else {
  707. // assumed: texture property of THREE.WebGLCubeRenderTarget
  708. setTextureCubeDynamic( texture, slot );
  709. }
  710. }
  711. //
  712. this.allocateTextureUnit = allocateTextureUnit;
  713. this.resetTextureUnits = resetTextureUnits;
  714. this.setTexture2D = setTexture2D;
  715. this.setTexture2DArray = setTexture2DArray;
  716. this.setTexture3D = setTexture3D;
  717. this.setTextureCube = setTextureCube;
  718. this.setTextureCubeDynamic = setTextureCubeDynamic;
  719. this.setupRenderTarget = setupRenderTarget;
  720. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  721. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  722. this.safeSetTexture2D = safeSetTexture2D;
  723. this.safeSetTextureCube = safeSetTextureCube;
  724. }
  725. export { WebGLTextures };