WebGLTextures.js 35 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. }
  158. properties.remove( renderTarget.texture );
  159. properties.remove( renderTarget );
  160. }
  161. //
  162. var textureUnits = 0;
  163. function resetTextureUnits() {
  164. textureUnits = 0;
  165. }
  166. function allocateTextureUnit() {
  167. var textureUnit = textureUnits;
  168. if ( textureUnit >= maxTextures ) {
  169. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  170. }
  171. textureUnits += 1;
  172. return textureUnit;
  173. }
  174. //
  175. function setTexture2D( texture, slot ) {
  176. var textureProperties = properties.get( texture );
  177. if ( texture.isVideoTexture ) updateVideoTexture( texture );
  178. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  179. var image = texture.image;
  180. if ( image === undefined ) {
  181. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  182. } else if ( image.complete === false ) {
  183. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  184. } else {
  185. uploadTexture( textureProperties, texture, slot );
  186. return;
  187. }
  188. }
  189. state.activeTexture( _gl.TEXTURE0 + slot );
  190. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  191. }
  192. function setTexture2DArray( texture, slot ) {
  193. var textureProperties = properties.get( texture );
  194. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  195. uploadTexture( textureProperties, texture, slot );
  196. return;
  197. }
  198. state.activeTexture( _gl.TEXTURE0 + slot );
  199. state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture );
  200. }
  201. function setTexture3D( texture, slot ) {
  202. var textureProperties = properties.get( texture );
  203. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  204. uploadTexture( textureProperties, texture, slot );
  205. return;
  206. }
  207. state.activeTexture( _gl.TEXTURE0 + slot );
  208. state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture );
  209. }
  210. function setTextureCube( texture, slot ) {
  211. if ( texture.image.length !== 6 ) return;
  212. var textureProperties = properties.get( texture );
  213. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  214. initTexture( textureProperties, texture );
  215. state.activeTexture( _gl.TEXTURE0 + slot );
  216. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  217. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  218. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  219. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  220. var cubeImage = [];
  221. for ( var i = 0; i < 6; i ++ ) {
  222. if ( ! isCompressed && ! isDataTexture ) {
  223. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  224. } else {
  225. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  226. }
  227. }
  228. var image = cubeImage[ 0 ],
  229. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  230. glFormat = utils.convert( texture.format ),
  231. glType = utils.convert( texture.type ),
  232. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  233. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );
  234. var mipmaps;
  235. if ( isCompressed ) {
  236. for ( var i = 0; i < 6; i ++ ) {
  237. mipmaps = cubeImage[ i ].mipmaps;
  238. for ( var j = 0; j < mipmaps.length; j ++ ) {
  239. var mipmap = mipmaps[ j ];
  240. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  241. if ( glFormat !== null ) {
  242. state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  243. } else {
  244. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  245. }
  246. } else {
  247. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  248. }
  249. }
  250. }
  251. textureProperties.__maxMipLevel = mipmaps.length - 1;
  252. } else {
  253. mipmaps = texture.mipmaps;
  254. for ( var i = 0; i < 6; i ++ ) {
  255. if ( isDataTexture ) {
  256. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  257. for ( var j = 0; j < mipmaps.length; j ++ ) {
  258. var mipmap = mipmaps[ j ];
  259. var mipmapImage = mipmap.image[ i ].image;
  260. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  261. }
  262. } else {
  263. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  264. for ( var j = 0; j < mipmaps.length; j ++ ) {
  265. var mipmap = mipmaps[ j ];
  266. state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  267. }
  268. }
  269. }
  270. textureProperties.__maxMipLevel = mipmaps.length;
  271. }
  272. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  273. // We assume images for cube map have the same size.
  274. generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height );
  275. }
  276. textureProperties.__version = texture.version;
  277. if ( texture.onUpdate ) texture.onUpdate( texture );
  278. } else {
  279. state.activeTexture( _gl.TEXTURE0 + slot );
  280. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  281. }
  282. }
  283. function setTextureCubeDynamic( texture, slot ) {
  284. state.activeTexture( _gl.TEXTURE0 + slot );
  285. state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );
  286. }
  287. var wrappingToGL = {
  288. [ RepeatWrapping ]: _gl.REPEAT,
  289. [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  290. [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  291. };
  292. var filterToGL = {
  293. [ NearestFilter ]: _gl.NEAREST,
  294. [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  295. [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
  296. [ LinearFilter ]: _gl.LINEAR,
  297. [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  298. [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  299. };
  300. function setTextureParameters( textureType, texture, supportsMips ) {
  301. if ( supportsMips ) {
  302. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  303. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
  304. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  305. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
  306. }
  307. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  308. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
  309. } else {
  310. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  311. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  312. if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
  313. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );
  314. }
  315. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  316. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  317. }
  318. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  319. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  320. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  321. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  322. }
  323. }
  324. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  325. if ( extension ) {
  326. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
  327. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
  328. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  329. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  330. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  331. }
  332. }
  333. }
  334. function initTexture( textureProperties, texture ) {
  335. if ( textureProperties.__webglInit === undefined ) {
  336. textureProperties.__webglInit = true;
  337. texture.addEventListener( 'dispose', onTextureDispose );
  338. textureProperties.__webglTexture = _gl.createTexture();
  339. info.memory.textures ++;
  340. }
  341. }
  342. function uploadTexture( textureProperties, texture, slot ) {
  343. var textureType = _gl.TEXTURE_2D;
  344. if ( texture.isDataTexture2DArray ) textureType = _gl.TEXTURE_2D_ARRAY;
  345. if ( texture.isDataTexture3D ) textureType = _gl.TEXTURE_3D;
  346. initTexture( textureProperties, texture );
  347. state.activeTexture( _gl.TEXTURE0 + slot );
  348. state.bindTexture( textureType, textureProperties.__webglTexture );
  349. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  350. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  351. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  352. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  353. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  354. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  355. glFormat = utils.convert( texture.format ),
  356. glType = utils.convert( texture.type ),
  357. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  358. setTextureParameters( textureType, texture, supportsMips );
  359. var mipmap, mipmaps = texture.mipmaps;
  360. if ( texture.isDepthTexture ) {
  361. // populate depth texture with dummy data
  362. glInternalFormat = _gl.DEPTH_COMPONENT;
  363. if ( texture.type === FloatType ) {
  364. if ( isWebGL2 === false ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
  365. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  366. } else if ( isWebGL2 ) {
  367. // WebGL 2.0 requires signed internalformat for glTexImage2D
  368. glInternalFormat = _gl.DEPTH_COMPONENT16;
  369. }
  370. if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {
  371. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  372. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  373. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  374. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  375. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  376. texture.type = UnsignedShortType;
  377. glType = utils.convert( texture.type );
  378. }
  379. }
  380. // Depth stencil textures need the DEPTH_STENCIL internal format
  381. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  382. if ( texture.format === DepthStencilFormat ) {
  383. glInternalFormat = _gl.DEPTH_STENCIL;
  384. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  385. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  386. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  387. if ( texture.type !== UnsignedInt248Type ) {
  388. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  389. texture.type = UnsignedInt248Type;
  390. glType = utils.convert( texture.type );
  391. }
  392. }
  393. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  394. } else if ( texture.isDataTexture ) {
  395. // use manually created mipmaps if available
  396. // if there are no manual mipmaps
  397. // set 0 level mipmap and then use GL to generate other mipmap levels
  398. if ( mipmaps.length > 0 && supportsMips ) {
  399. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  400. mipmap = mipmaps[ i ];
  401. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  402. }
  403. texture.generateMipmaps = false;
  404. textureProperties.__maxMipLevel = mipmaps.length - 1;
  405. } else {
  406. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  407. textureProperties.__maxMipLevel = 0;
  408. }
  409. } else if ( texture.isCompressedTexture ) {
  410. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  411. mipmap = mipmaps[ i ];
  412. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  413. if ( glFormat !== null ) {
  414. state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  415. } else {
  416. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  417. }
  418. } else {
  419. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  420. }
  421. }
  422. textureProperties.__maxMipLevel = mipmaps.length - 1;
  423. } else if ( texture.isDataTexture2DArray ) {
  424. state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  425. textureProperties.__maxMipLevel = 0;
  426. } else if ( texture.isDataTexture3D ) {
  427. state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  428. textureProperties.__maxMipLevel = 0;
  429. } else {
  430. // regular Texture (image, video, canvas)
  431. // use manually created mipmaps if available
  432. // if there are no manual mipmaps
  433. // set 0 level mipmap and then use GL to generate other mipmap levels
  434. if ( mipmaps.length > 0 && supportsMips ) {
  435. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  436. mipmap = mipmaps[ i ];
  437. state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
  438. }
  439. texture.generateMipmaps = false;
  440. textureProperties.__maxMipLevel = mipmaps.length - 1;
  441. } else {
  442. state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
  443. textureProperties.__maxMipLevel = 0;
  444. }
  445. }
  446. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  447. generateMipmap( textureType, texture, image.width, image.height );
  448. }
  449. textureProperties.__version = texture.version;
  450. if ( texture.onUpdate ) texture.onUpdate( texture );
  451. }
  452. // Render targets
  453. // Setup storage for target texture and bind it to correct framebuffer
  454. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  455. var glFormat = utils.convert( renderTarget.texture.format );
  456. var glType = utils.convert( renderTarget.texture.type );
  457. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  458. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  459. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  460. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  461. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  462. }
  463. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  464. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  465. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  466. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  467. if ( isMultisample ) {
  468. var samples = getRenderTargetSamples( renderTarget );
  469. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  470. } else {
  471. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  472. }
  473. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  474. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  475. if ( isMultisample ) {
  476. var samples = getRenderTargetSamples( renderTarget );
  477. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );
  478. } else {
  479. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  480. }
  481. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  482. } else {
  483. var glFormat = utils.convert( renderTarget.texture.format );
  484. var glType = utils.convert( renderTarget.texture.type );
  485. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  486. if ( isMultisample ) {
  487. var samples = getRenderTargetSamples( renderTarget );
  488. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  489. } else {
  490. _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
  491. }
  492. }
  493. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  494. }
  495. // Setup resources for a Depth Texture for a FBO (needs an extension)
  496. function setupDepthTexture( framebuffer, renderTarget ) {
  497. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  498. if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
  499. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  500. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  501. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  502. }
  503. // upload an empty depth texture with framebuffer size
  504. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  505. renderTarget.depthTexture.image.width !== renderTarget.width ||
  506. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  507. renderTarget.depthTexture.image.width = renderTarget.width;
  508. renderTarget.depthTexture.image.height = renderTarget.height;
  509. renderTarget.depthTexture.needsUpdate = true;
  510. }
  511. setTexture2D( renderTarget.depthTexture, 0 );
  512. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  513. if ( renderTarget.depthTexture.format === DepthFormat ) {
  514. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  515. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  516. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
  517. } else {
  518. throw new Error( 'Unknown depthTexture format' );
  519. }
  520. }
  521. // Setup GL resources for a non-texture depth buffer
  522. function setupDepthRenderbuffer( renderTarget ) {
  523. var renderTargetProperties = properties.get( renderTarget );
  524. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  525. if ( renderTarget.depthTexture ) {
  526. if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
  527. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  528. } else {
  529. if ( isCube ) {
  530. renderTargetProperties.__webglDepthbuffer = [];
  531. for ( var i = 0; i < 6; i ++ ) {
  532. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  533. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  534. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  535. }
  536. } else {
  537. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  538. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  539. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  540. }
  541. }
  542. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  543. }
  544. // Set up GL resources for the render target
  545. function setupRenderTarget( renderTarget ) {
  546. var renderTargetProperties = properties.get( renderTarget );
  547. var textureProperties = properties.get( renderTarget.texture );
  548. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  549. textureProperties.__webglTexture = _gl.createTexture();
  550. info.memory.textures ++;
  551. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  552. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  553. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  554. // Handles WebGL2 RGBFormat fallback - #18858
  555. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  556. renderTarget.texture.format = RGBAFormat;
  557. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  558. }
  559. // Setup framebuffer
  560. if ( isCube ) {
  561. renderTargetProperties.__webglFramebuffer = [];
  562. for ( var i = 0; i < 6; i ++ ) {
  563. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  564. }
  565. } else {
  566. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  567. if ( isMultisample ) {
  568. if ( isWebGL2 ) {
  569. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  570. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  571. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  572. var glFormat = utils.convert( renderTarget.texture.format );
  573. var glType = utils.convert( renderTarget.texture.type );
  574. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  575. var samples = getRenderTargetSamples( renderTarget );
  576. _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  577. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  578. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer );
  579. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  580. if ( renderTarget.depthBuffer ) {
  581. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  582. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  583. }
  584. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  585. } else {
  586. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  587. }
  588. }
  589. }
  590. // Setup color buffer
  591. if ( isCube ) {
  592. state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  593. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, supportsMips );
  594. for ( var i = 0; i < 6; i ++ ) {
  595. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  596. }
  597. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  598. generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height );
  599. }
  600. state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  601. } else {
  602. state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
  603. setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
  604. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );
  605. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  606. generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height );
  607. }
  608. state.bindTexture( _gl.TEXTURE_2D, null );
  609. }
  610. // Setup depth and stencil buffers
  611. if ( renderTarget.depthBuffer ) {
  612. setupDepthRenderbuffer( renderTarget );
  613. }
  614. }
  615. function updateRenderTargetMipmap( renderTarget ) {
  616. var texture = renderTarget.texture;
  617. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  618. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  619. var target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  620. var webglTexture = properties.get( texture ).__webglTexture;
  621. state.bindTexture( target, webglTexture );
  622. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  623. state.bindTexture( target, null );
  624. }
  625. }
  626. function updateMultisampleRenderTarget( renderTarget ) {
  627. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  628. if ( isWebGL2 ) {
  629. var renderTargetProperties = properties.get( renderTarget );
  630. _gl.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  631. _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  632. var width = renderTarget.width;
  633. var height = renderTarget.height;
  634. var mask = _gl.COLOR_BUFFER_BIT;
  635. if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  636. if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
  637. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
  638. _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  639. } else {
  640. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  641. }
  642. }
  643. }
  644. function getRenderTargetSamples( renderTarget ) {
  645. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  646. Math.min( maxSamples, renderTarget.samples ) : 0;
  647. }
  648. function updateVideoTexture( texture ) {
  649. var frame = info.render.frame;
  650. // Check the last frame we updated the VideoTexture
  651. if ( _videoTextures.get( texture ) !== frame ) {
  652. _videoTextures.set( texture, frame );
  653. texture.update();
  654. }
  655. }
  656. // backwards compatibility
  657. var warnedTexture2D = false;
  658. var warnedTextureCube = false;
  659. function safeSetTexture2D( texture, slot ) {
  660. if ( texture && texture.isWebGLRenderTarget ) {
  661. if ( warnedTexture2D === false ) {
  662. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  663. warnedTexture2D = true;
  664. }
  665. texture = texture.texture;
  666. }
  667. setTexture2D( texture, slot );
  668. }
  669. function safeSetTextureCube( texture, slot ) {
  670. if ( texture && texture.isWebGLCubeRenderTarget ) {
  671. if ( warnedTextureCube === false ) {
  672. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  673. warnedTextureCube = true;
  674. }
  675. texture = texture.texture;
  676. }
  677. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  678. // TODO: unify these code paths
  679. if ( ( texture && texture.isCubeTexture ) ||
  680. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  681. // CompressedTexture can have Array in image :/
  682. // this function alone should take care of cube textures
  683. setTextureCube( texture, slot );
  684. } else {
  685. // assumed: texture property of THREE.WebGLCubeRenderTarget
  686. setTextureCubeDynamic( texture, slot );
  687. }
  688. }
  689. //
  690. this.allocateTextureUnit = allocateTextureUnit;
  691. this.resetTextureUnits = resetTextureUnits;
  692. this.setTexture2D = setTexture2D;
  693. this.setTexture2DArray = setTexture2DArray;
  694. this.setTexture3D = setTexture3D;
  695. this.setTextureCube = setTextureCube;
  696. this.setTextureCubeDynamic = setTextureCubeDynamic;
  697. this.setupRenderTarget = setupRenderTarget;
  698. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  699. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  700. this.safeSetTexture2D = safeSetTexture2D;
  701. this.safeSetTextureCube = safeSetTextureCube;
  702. }
  703. export { WebGLTextures };