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texture.js
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989 lines (887 loc) · 36.4 KB
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import { math } from '../math/math.js';
import {
ADDRESS_REPEAT,
FILTER_LINEAR, FILTER_LINEAR_MIPMAP_LINEAR,
FUNC_LESS,
PIXELFORMAT_A8, PIXELFORMAT_L8, PIXELFORMAT_L8_A8, PIXELFORMAT_R5_G6_B5, PIXELFORMAT_R5_G5_B5_A1, PIXELFORMAT_R4_G4_B4_A4,
PIXELFORMAT_R8_G8_B8, PIXELFORMAT_R8_G8_B8_A8, PIXELFORMAT_DXT1, PIXELFORMAT_DXT3, PIXELFORMAT_DXT5,
PIXELFORMAT_RGB16F, PIXELFORMAT_RGBA16F, PIXELFORMAT_RGB32F, PIXELFORMAT_RGBA32F, PIXELFORMAT_R32F, PIXELFORMAT_DEPTH,
PIXELFORMAT_DEPTHSTENCIL, PIXELFORMAT_111110F, PIXELFORMAT_SRGB, PIXELFORMAT_SRGBA, PIXELFORMAT_ETC1,
PIXELFORMAT_ETC2_RGB, PIXELFORMAT_ETC2_RGBA, PIXELFORMAT_PVRTC_2BPP_RGB_1, PIXELFORMAT_PVRTC_2BPP_RGBA_1,
PIXELFORMAT_PVRTC_4BPP_RGB_1, PIXELFORMAT_PVRTC_4BPP_RGBA_1, PIXELFORMAT_ASTC_4x4, PIXELFORMAT_ATC_RGB,
PIXELFORMAT_ATC_RGBA,
TEXTURELOCK_WRITE,
TEXTUREPROJECTION_NONE, TEXTUREPROJECTION_CUBE,
TEXTURETYPE_DEFAULT, TEXTURETYPE_RGBM, TEXTURETYPE_SWIZZLEGGGR
} from './constants.js';
var _pixelSizeTable = null;
var _blockSizeTable = null;
/**
* @class
* @name Texture
* @classdesc A texture is a container for texel data that can be utilized in a fragment shader.
* Typically, the texel data represents an image that is mapped over geometry.
* @description Creates a new texture.
* @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this texture.
* @param {object} [options] - Object for passing optional arguments.
* @param {string} [options.name] - The name of the texture.
* @param {number} [options.width] - The width of the texture in pixels. Defaults to 4.
* @param {number} [options.height] - The height of the texture in pixels. Defaults to 4.
* @param {number} [options.depth] - The number of depth slices in a 3D texture (WebGL2 only). Defaults to 1 (single 2D image).
* @param {number} [options.format] - The pixel format of the texture. Can be:
* * {@link PIXELFORMAT_A8}
* * {@link PIXELFORMAT_L8}
* * {@link PIXELFORMAT_L8_A8}
* * {@link PIXELFORMAT_R5_G6_B5}
* * {@link PIXELFORMAT_R5_G5_B5_A1}
* * {@link PIXELFORMAT_R4_G4_B4_A4}
* * {@link PIXELFORMAT_R8_G8_B8}
* * {@link PIXELFORMAT_R8_G8_B8_A8}
* * {@link PIXELFORMAT_DXT1}
* * {@link PIXELFORMAT_DXT3}
* * {@link PIXELFORMAT_DXT5}
* * {@link PIXELFORMAT_RGB16F}
* * {@link PIXELFORMAT_RGBA16F}
* * {@link PIXELFORMAT_RGB32F}
* * {@link PIXELFORMAT_RGBA32F}
* * {@link PIXELFORMAT_ETC1}
* * {@link PIXELFORMAT_PVRTC_2BPP_RGB_1}
* * {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1}
* * {@link PIXELFORMAT_PVRTC_4BPP_RGB_1}
* * {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1}
* * {@link PIXELFORMAT_111110F}
* * {@link PIXELFORMAT_ASTC_4x4}>/li>
* * {@link PIXELFORMAT_ATC_RGB}
* * {@link PIXELFORMAT_ATC_RGBA}
* Defaults to {@link PIXELFORMAT_R8_G8_B8_A8}.
* @param {string} [options.projection] - The projection type of the texture, used when the texture represents an environment. Can be:
* * {@link TEXTUREPROJECTION_NONE}
* * {@link TEXTUREPROJECTION_CUBE}
* * {@link TEXTUREPROJECTION_EQUIRECT}
* * {@link TEXTUREPROJECTION_OCTAHEDRAL}
* Defaults to {@link TEXTUREPROJECTION_CUBE} if options.cubemap is specified, otherwise {@link TEXTUREPROJECTION_NONE}.
* @param {number} [options.minFilter] - The minification filter type to use. Defaults to {@link FILTER_LINEAR_MIPMAP_LINEAR}.
* @param {number} [options.magFilter] - The magnification filter type to use. Defaults to {@link FILTER_LINEAR}.
* @param {number} [options.anisotropy] - The level of anisotropic filtering to use. Defaults to 1.
* @param {number} [options.addressU] - The repeat mode to use in the U direction. Defaults to {@link ADDRESS_REPEAT}.
* @param {number} [options.addressV] - The repeat mode to use in the V direction. Defaults to {@link ADDRESS_REPEAT}.
* @param {number} [options.addressW] - The repeat mode to use in the W direction. Defaults to {@link ADDRESS_REPEAT}.
* @param {boolean} [options.mipmaps] - When enabled try to generate or use mipmaps for this texture. Default is true.
* @param {boolean} [options.cubemap] - Specifies whether the texture is to be a cubemap. Defaults to false.
* @param {boolean} [options.volume] - Specifies whether the texture is to be a 3D volume (WebGL2 only). Defaults to false.
* @param {string} [options.type] - Specifies the image type, see {@link TEXTURETYPE_DEFAULT}.
* @param {boolean} [options.fixCubemapSeams] - Specifies whether this cubemap texture requires special
* seam fixing shader code to look right. Defaults to false.
* @param {boolean} [options.flipY] - Specifies whether the texture should be flipped in the Y-direction. Only affects textures
* with a source that is an image, canvas or video element. Does not affect cubemaps, compressed textures or textures set from raw
* pixel data. Defaults to true.
* @param {boolean} [options.premultiplyAlpha] - If true, the alpha channel of the texture (if present) is multiplied into the color
* channels. Defaults to false.
* @param {boolean} [options.compareOnRead] - When enabled, and if texture format is {@link PIXELFORMAT_DEPTH} or {@link PIXELFORMAT_DEPTHSTENCIL},
* hardware PCF is enabled for this texture, and you can get filtered results of comparison using texture() in your shader (WebGL2 only).
* Defaults to false.
* @param {number} [options.compareFunc] - Comparison function when compareOnRead is enabled (WebGL2 only). Defaults to {@link FUNC_LESS}.
* Possible values:
* * {@link FUNC_LESS}
* * {@link FUNC_LESSEQUAL}
* * {@link FUNC_GREATER}
* * {@link FUNC_GREATEREQUAL}
* * {@link FUNC_EQUAL}
* * {@link FUNC_NOTEQUAL}
* @example
* // Create a 8x8x24-bit texture
* var texture = new pc.Texture(graphicsDevice, {
* width: 8,
* height: 8,
* format: pc.PIXELFORMAT_R8_G8_B8
* });
*
* // Fill the texture with a gradient
* var pixels = texture.lock();
* var count = 0;
* for (var i = 0; i < 8; i++) {
* for (var j = 0; j < 8; j++) {
* pixels[count++] = i * 32;
* pixels[count++] = j * 32;
* pixels[count++] = 255;
* }
* }
* texture.unlock();
* @property {string} name The name of the texture. Defaults to null.
*/
class Texture {
constructor(graphicsDevice, options) {
this.device = graphicsDevice;
this.name = null;
this._width = 4;
this._height = 4;
this._depth = 1;
this._format = PIXELFORMAT_R8_G8_B8_A8;
this.type = TEXTURETYPE_DEFAULT;
this.projection = TEXTUREPROJECTION_NONE;
this._cubemap = false;
this._volume = false;
this.fixCubemapSeams = false;
this._flipY = true;
this._premultiplyAlpha = false;
this._isRenderTarget = false;
this._mipmaps = true;
this._minFilter = FILTER_LINEAR_MIPMAP_LINEAR;
this._magFilter = FILTER_LINEAR;
this._anisotropy = 1;
this._addressU = ADDRESS_REPEAT;
this._addressV = ADDRESS_REPEAT;
this._addressW = ADDRESS_REPEAT;
this._compareOnRead = false;
this._compareFunc = FUNC_LESS;
// #if _PROFILER
this.profilerHint = 0;
// #endif
if (options !== undefined) {
if (options.name !== undefined) {
this.name = options.name;
}
this._width = (options.width !== undefined) ? options.width : this._width;
this._height = (options.height !== undefined) ? options.height : this._height;
this._format = (options.format !== undefined) ? options.format : this._format;
if (options.hasOwnProperty('type')) {
this.type = options.type;
} else if (options.hasOwnProperty('rgbm')) {
// #if _DEBUG
console.warn("DEPRECATED: options.rgbm is deprecated. Use options.type instead.");
// #endif
this.type = options.rgbm ? TEXTURETYPE_RGBM : TEXTURETYPE_DEFAULT;
} else if (options.hasOwnProperty('swizzleGGGR')) {
// #if _DEBUG
console.warn("DEPRECATED: options.swizzleGGGR is deprecated. Use options.type instead.");
// #endif
this.type = options.swizzleGGGR ? TEXTURETYPE_SWIZZLEGGGR : TEXTURETYPE_DEFAULT;
}
if (options.mipmaps !== undefined) {
this._mipmaps = options.mipmaps;
} else {
this._mipmaps = (options.autoMipmap !== undefined) ? options.autoMipmap : this._mipmaps;
}
this._levels = options.levels;
this._cubemap = (options.cubemap !== undefined) ? options.cubemap : this._cubemap;
this.fixCubemapSeams = (options.fixCubemapSeams !== undefined) ? options.fixCubemapSeams : this.fixCubemapSeams;
if (this._cubemap) {
this.projection = TEXTUREPROJECTION_CUBE;
} else if (options.projection && options.projection !== TEXTUREPROJECTION_CUBE) {
this.projection = options.projection;
}
this._minFilter = (options.minFilter !== undefined) ? options.minFilter : this._minFilter;
this._magFilter = (options.magFilter !== undefined) ? options.magFilter : this._magFilter;
this._anisotropy = (options.anisotropy !== undefined) ? options.anisotropy : this._anisotropy;
this._addressU = (options.addressU !== undefined) ? options.addressU : this._addressU;
this._addressV = (options.addressV !== undefined) ? options.addressV : this._addressV;
this._compareOnRead = (options.compareOnRead !== undefined) ? options.compareOnRead : this._compareOnRead;
this._compareFunc = (options._compareFunc !== undefined) ? options._compareFunc : this._compareFunc;
this._flipY = (options.flipY !== undefined) ? options.flipY : this._flipY;
this._premultiplyAlpha = (options.premultiplyAlpha !== undefined) ? options.premultiplyAlpha : this._premultiplyAlpha;
if (graphicsDevice.webgl2) {
this._depth = (options.depth !== undefined) ? options.depth : this._depth;
this._volume = (options.volume !== undefined) ? options.volume : this._volume;
this._addressW = (options.addressW !== undefined) ? options.addressW : this._addressW;
}
// #if _PROFILER
this.profilerHint = (options.profilerHint !== undefined) ? options.profilerHint : this.profilerHint;
// #endif
}
this._compressed = (this._format === PIXELFORMAT_DXT1 ||
this._format === PIXELFORMAT_DXT3 ||
this._format === PIXELFORMAT_DXT5 ||
this._format >= PIXELFORMAT_ETC1);
// Mip levels
this._invalid = false;
this._lockedLevel = -1;
if (!this._levels) {
this._levels = this._cubemap ? [[null, null, null, null, null, null]] : [null];
}
this.dirtyAll();
this._gpuSize = 0;
}
/**
* @name Texture#minFilter
* @type {number}
* @description The minification filter to be applied to the texture. Can be:
* * {@link FILTER_NEAREST}
* * {@link FILTER_LINEAR}
* * {@link FILTER_NEAREST_MIPMAP_NEAREST}
* * {@link FILTER_NEAREST_MIPMAP_LINEAR}
* * {@link FILTER_LINEAR_MIPMAP_NEAREST}
* * {@link FILTER_LINEAR_MIPMAP_LINEAR}
*/
get minFilter() {
return this._minFilter;
}
set minFilter(v) {
if (this._minFilter !== v) {
this._minFilter = v;
this._parameterFlags |= 1;
}
}
/**
* @name Texture#magFilter
* @type {number}
* @description The magnification filter to be applied to the texture. Can be:
* * {@link FILTER_NEAREST}
* * {@link FILTER_LINEAR}
*/
get magFilter() {
return this._magFilter;
}
set magFilter(v) {
if (this._magFilter !== v) {
this._magFilter = v;
this._parameterFlags |= 2;
}
}
/**
* @name Texture#addressU
* @type {number}
* @description The addressing mode to be applied to the texture horizontally. Can be:
* * {@link ADDRESS_REPEAT}
* * {@link ADDRESS_CLAMP_TO_EDGE}
* * {@link ADDRESS_MIRRORED_REPEAT}
*/
get addressU() {
return this._addressU;
}
set addressU(v) {
if (this._addressU !== v) {
this._addressU = v;
this._parameterFlags |= 4;
}
}
/**
* @name Texture#addressV
* @type {number}
* @description The addressing mode to be applied to the texture vertically. Can be:
* * {@link ADDRESS_REPEAT}
* * {@link ADDRESS_CLAMP_TO_EDGE}
* * {@link ADDRESS_MIRRORED_REPEAT}
*/
get addressV() {
return this._addressV;
}
set addressV(v) {
if (this._addressV !== v) {
this._addressV = v;
this._parameterFlags |= 8;
}
}
/**
* @name Texture#addressW
* @type {number}
* @description The addressing mode to be applied to the 3D texture depth (WebGL2 only). Can be:
* * {@link ADDRESS_REPEAT}
* * {@link ADDRESS_CLAMP_TO_EDGE}
* * {@link ADDRESS_MIRRORED_REPEAT}
*/
get addressW() {
return this._addressW;
}
set addressW(addressW) {
if (!this.device.webgl2) return;
if (!this._volume) {
// #if _DEBUG
console.warn("pc.Texture#addressW: Can't set W addressing mode for a non-3D texture.");
// #endif
return;
}
if (addressW !== this._addressW) {
this._addressW = addressW;
this._parameterFlags |= 16;
}
}
/**
* @name Texture#compareOnRead
* @type {boolean}
* @description When enabled, and if texture format is {@link PIXELFORMAT_DEPTH} or {@link PIXELFORMAT_DEPTHSTENCIL},
* hardware PCF is enabled for this texture, and you can get filtered results of comparison using texture() in your shader (WebGL2 only).
*/
get compareOnRead() {
return this._compareOnRead;
}
set compareOnRead(v) {
if (this._compareOnRead !== v) {
this._compareOnRead = v;
this._parameterFlags |= 32;
}
}
/**
* @name Texture#compareFunc
* @type {number}
* @description Comparison function when compareOnRead is enabled (WebGL2 only).
* Possible values:
* * {@link FUNC_LESS}
* * {@link FUNC_LESSEQUAL}
* * {@link FUNC_GREATER}
* * {@link FUNC_GREATEREQUAL}
* * {@link FUNC_EQUAL}
* * {@link FUNC_NOTEQUAL}
*/
get compareFunc() {
return this._compareFunc;
}
set compareFunc(v) {
if (this._compareFunc !== v) {
this._compareFunc = v;
this._parameterFlags |= 64;
}
}
/**
* @name Texture#anisotropy
* @type {number}
* @description Integer value specifying the level of anisotropic to apply to the texture
* ranging from 1 (no anisotropic filtering) to the {@link GraphicsDevice} property maxAnisotropy.
*/
get anisotropy() {
return this._anisotropy;
}
set anisotropy(v) {
if (this._anisotropy !== v) {
this._anisotropy = v;
this._parameterFlags |= 128;
}
}
/**
* @private
* @deprecated
* @name Texture#autoMipmap
* @type {boolean}
* @description Toggles automatic mipmap generation. Can't be used on non power of two textures.
*/
get autoMipmap() {
return this._mipmaps;
}
set autoMipmap(v) {
this._mipmaps = v;
}
/**
* @name Texture#mipmaps
* @type {boolean}
* @description Defines if texture should generate/upload mipmaps if possible.
*/
get mipmaps() {
return this._mipmaps;
}
set mipmaps(v) {
if (this._mipmaps !== v) {
this._mipmaps = v;
this._minFilterDirty = true;
if (v) this._needsMipmapsUpload = true;
}
}
/**
* @readonly
* @name Texture#width
* @type {number}
* @description The width of the texture in pixels.
*/
get width() {
return this._width;
}
/**
* @readonly
* @name Texture#height
* @type {number}
* @description The height of the texture in pixels.
*/
get height() {
return this._height;
}
/**
* @readonly
* @name Texture#depth
* @type {number}
* @description The number of depth slices in a 3D texture (WebGL2 only).
*/
get depth() {
return this._depth;
}
/**
* @readonly
* @name Texture#format
* @type {number}
* @description The pixel format of the texture. Can be:
* * {@link PIXELFORMAT_A8}
* * {@link PIXELFORMAT_L8}
* * {@link PIXELFORMAT_L8_A8}
* * {@link PIXELFORMAT_R5_G6_B5}
* * {@link PIXELFORMAT_R5_G5_B5_A1}
* * {@link PIXELFORMAT_R4_G4_B4_A4}
* * {@link PIXELFORMAT_R8_G8_B8}
* * {@link PIXELFORMAT_R8_G8_B8_A8}
* * {@link PIXELFORMAT_DXT1}
* * {@link PIXELFORMAT_DXT3}
* * {@link PIXELFORMAT_DXT5}
* * {@link PIXELFORMAT_RGB16F}
* * {@link PIXELFORMAT_RGBA16F}
* * {@link PIXELFORMAT_RGB32F}
* * {@link PIXELFORMAT_RGBA32F}
* * {@link PIXELFORMAT_ETC1}
* * {@link PIXELFORMAT_PVRTC_2BPP_RGB_1}
* * {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1}
* * {@link PIXELFORMAT_PVRTC_4BPP_RGB_1}
* * {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1}
* * {@link PIXELFORMAT_111110F}
* * {@link PIXELFORMAT_ASTC_4x4}>/li>
* * {@link PIXELFORMAT_ATC_RGB}
* * {@link PIXELFORMAT_ATC_RGBA}
*/
get format() {
return this._format;
}
/**
* @readonly
* @name Texture#cubemap
* @type {boolean}
* @description Returns true if this texture is a cube map and false otherwise.
*/
get cubemap() {
return this._cubemap;
}
get gpuSize() {
var mips = this.pot && this._mipmaps && !(this._compressed && this._levels.length === 1);
return Texture.calcGpuSize(this._width, this._height, this._depth, this._format, mips, this._cubemap);
}
/**
* @readonly
* @name Texture#volume
* @type {boolean}
* @description Returns true if this texture is a 3D volume and false otherwise.
*/
get volume() {
return this._volume;
}
/**
* @name Texture#flipY
* @type {boolean}
* @description Specifies whether the texture should be flipped in the Y-direction. Only affects textures
* with a source that is an image, canvas or video element. Does not affect cubemaps, compressed textures
* or textures set from raw pixel data. Defaults to true.
*/
get flipY() {
return this._flipY;
}
set flipY(flipY) {
if (this._flipY !== flipY) {
this._flipY = flipY;
this._needsUpload = true;
}
}
get premultiplyAlpha() {
return this._premultiplyAlpha;
}
set premultiplyAlpha(premultiplyAlpha) {
if (this._premultiplyAlpha !== premultiplyAlpha) {
this._premultiplyAlpha = premultiplyAlpha;
this._needsUpload = true;
}
}
/**
* @readonly
* @name Texture#pot
* @type {boolean}
* @description Returns true if all dimensions of the texture are power of two, and false otherwise.
*/
get pot() {
return math.powerOfTwo(this._width) && math.powerOfTwo(this._height);
}
// static functions
/**
* @private
* @function
* @name Texture.calcGpuSize
* @description Calculate the GPU memory required for a texture.
* @param {number} [width] - Texture's width.
* @param {number} [height] - Texture's height.
* @param {number} [depth] - Texture's depth.
* @param {number} [format] - Texture's pixel format PIXELFORMAT_***.
* @param {boolean} [mipmaps] - True if the texture includes mipmaps, false otherwise.
* @param {boolean} [cubemap] - True is the texture is a cubemap, false otherwise.
* @returns {number} The amount of GPU memory required for the texture, in bytes.
*/
static calcGpuSize(width, height, depth, format, mipmaps, cubemap) {
if (!_pixelSizeTable) {
_pixelSizeTable = [];
_pixelSizeTable[PIXELFORMAT_A8] = 1;
_pixelSizeTable[PIXELFORMAT_L8] = 1;
_pixelSizeTable[PIXELFORMAT_L8_A8] = 2;
_pixelSizeTable[PIXELFORMAT_R5_G6_B5] = 2;
_pixelSizeTable[PIXELFORMAT_R5_G5_B5_A1] = 2;
_pixelSizeTable[PIXELFORMAT_R4_G4_B4_A4] = 2;
_pixelSizeTable[PIXELFORMAT_R8_G8_B8] = 4;
_pixelSizeTable[PIXELFORMAT_R8_G8_B8_A8] = 4;
_pixelSizeTable[PIXELFORMAT_RGB16F] = 8;
_pixelSizeTable[PIXELFORMAT_RGBA16F] = 8;
_pixelSizeTable[PIXELFORMAT_RGB32F] = 16;
_pixelSizeTable[PIXELFORMAT_RGBA32F] = 16;
_pixelSizeTable[PIXELFORMAT_R32F] = 4;
_pixelSizeTable[PIXELFORMAT_DEPTH] = 4; // can be smaller using WebGL1 extension?
_pixelSizeTable[PIXELFORMAT_DEPTHSTENCIL] = 4;
_pixelSizeTable[PIXELFORMAT_111110F] = 4;
_pixelSizeTable[PIXELFORMAT_SRGB] = 4;
_pixelSizeTable[PIXELFORMAT_SRGBA] = 4;
}
if (!_blockSizeTable) {
_blockSizeTable = [];
_blockSizeTable[PIXELFORMAT_ETC1] = 8;
_blockSizeTable[PIXELFORMAT_ETC2_RGB] = 8;
_blockSizeTable[PIXELFORMAT_PVRTC_2BPP_RGB_1] = 8;
_blockSizeTable[PIXELFORMAT_PVRTC_2BPP_RGBA_1] = 8;
_blockSizeTable[PIXELFORMAT_PVRTC_4BPP_RGB_1] = 8;
_blockSizeTable[PIXELFORMAT_PVRTC_4BPP_RGBA_1] = 8;
_blockSizeTable[PIXELFORMAT_DXT1] = 8;
_blockSizeTable[PIXELFORMAT_ATC_RGB] = 8;
_blockSizeTable[PIXELFORMAT_ETC2_RGBA] = 16;
_blockSizeTable[PIXELFORMAT_DXT3] = 16;
_blockSizeTable[PIXELFORMAT_DXT5] = 16;
_blockSizeTable[PIXELFORMAT_ASTC_4x4] = 16;
_blockSizeTable[PIXELFORMAT_ATC_RGBA] = 16;
}
var pixelSize = _pixelSizeTable.hasOwnProperty(format) ? _pixelSizeTable[format] : 0;
var blockSize = _blockSizeTable.hasOwnProperty(format) ? _blockSizeTable[format] : 0;
var result = 0;
while (1) {
if (pixelSize > 0) {
// handle uncompressed formats
result += width * height * depth * pixelSize;
} else {
// handle block formats
var blockWidth = Math.floor((width + 3) / 4);
var blockHeight = Math.floor((height + 3) / 4);
var blockDepth = Math.floor((depth + 3) / 4);
if (format === PIXELFORMAT_PVRTC_2BPP_RGB_1 ||
format === PIXELFORMAT_PVRTC_2BPP_RGBA_1) {
blockWidth = Math.max(Math.floor(blockWidth / 2), 1);
}
result += blockWidth * blockHeight * blockDepth * blockSize;
}
// we're done if mipmaps aren't required or we've calculated the smallest mipmap level
if (!mipmaps || ((width === 1) && (height === 1) && (depth === 1))) {
break;
}
width = Math.max(Math.floor(width / 2), 1);
height = Math.max(Math.floor(height / 2), 1);
depth = Math.max(Math.floor(depth / 2), 1);
}
return result * (cubemap ? 6 : 1);
}
// Public methods
/**
* @function
* @name Texture#destroy
* @description Forcibly free up the underlying WebGL resource owned by the texture.
*/
destroy() {
if (this.device) {
this.device.destroyTexture(this);
}
this.device = null;
this._levels = this._cubemap ? [[null, null, null, null, null, null]] : [null];
}
// Force a full resubmission of the texture to WebGL (used on a context restore event)
dirtyAll() {
this._levelsUpdated = this._cubemap ? [[true, true, true, true, true, true]] : [true];
this._needsUpload = true;
this._needsMipmapsUpload = this._mipmaps;
this._mipmapsUploaded = false;
this._parameterFlags = 255; // 1 | 2 | 4 | 8 | 16 | 32 | 64 | 128
}
/**
* @function
* @name Texture#lock
* @description Locks a miplevel of the texture, returning a typed array to be filled with pixel data.
* @param {object} [options] - Optional options object. Valid properties are as follows:
* @param {number} [options.level] - The mip level to lock with 0 being the top level. Defaults to 0.
* @param {number} [options.face] - If the texture is a cubemap, this is the index of the face to lock.
* @param {number} [options.mode] - The lock mode. Can be:
* * {@link TEXTURELOCK_READ}
* * {@link TEXTURELOCK_WRITE}
* Defaults to {@link TEXTURELOCK_WRITE}.
* @returns {Uint8Array|Uint16Array|Float32Array} A typed array containing the pixel data of the locked mip level.
*/
lock(options = {}) {
// Initialize options to some sensible defaults
if (options.level === undefined) {
options.level = 0;
}
if (options.face === undefined) {
options.face = 0;
}
if (options.mode === undefined) {
options.mode = TEXTURELOCK_WRITE;
}
this._lockedLevel = options.level;
if (this._levels[options.level] === null) {
switch (this._format) {
case PIXELFORMAT_A8:
case PIXELFORMAT_L8:
this._levels[options.level] = new Uint8Array(this._width * this._height * this._depth);
break;
case PIXELFORMAT_L8_A8:
this._levels[options.level] = new Uint8Array(this._width * this._height * this._depth * 2);
break;
case PIXELFORMAT_R5_G6_B5:
case PIXELFORMAT_R5_G5_B5_A1:
case PIXELFORMAT_R4_G4_B4_A4:
this._levels[options.level] = new Uint16Array(this._width * this._height * this._depth);
break;
case PIXELFORMAT_R8_G8_B8:
this._levels[options.level] = new Uint8Array(this._width * this._height * this._depth * 3);
break;
case PIXELFORMAT_R8_G8_B8_A8:
this._levels[options.level] = new Uint8Array(this._width * this._height * this._depth * 4);
break;
case PIXELFORMAT_DXT1:
this._levels[options.level] = new Uint8Array(Math.floor((this._width + 3) / 4) * Math.floor((this._height + 3) / 4) * 8 * this._depth);
break;
case PIXELFORMAT_DXT3:
case PIXELFORMAT_DXT5:
this._levels[options.level] = new Uint8Array(Math.floor((this._width + 3) / 4) * Math.floor((this._height + 3) / 4) * 16 * this._depth);
break;
case PIXELFORMAT_RGB16F:
this._levels[options.level] = new Uint16Array(this._width * this._height * this._depth * 3);
break;
case PIXELFORMAT_RGB32F:
this._levels[options.level] = new Float32Array(this._width * this._height * this._depth * 3);
break;
case PIXELFORMAT_RGBA16F:
this._levels[options.level] = new Uint16Array(this._width * this._height * this._depth * 4);
break;
case PIXELFORMAT_RGBA32F:
this._levels[options.level] = new Float32Array(this._width * this._height * this._depth * 4);
break;
}
}
return this._levels[options.level];
}
/**
* @function
* @name Texture#setSource
* @description Set the pixel data of the texture from a canvas, image, video DOM element. If the
* texture is a cubemap, the supplied source must be an array of 6 canvases, images or videos.
* @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement|HTMLCanvasElement[]|HTMLImageElement[]|HTMLVideoElement[]} source - A canvas, image or video element,
* or an array of 6 canvas, image or video elements.
* @param {number} [mipLevel] - A non-negative integer specifying the image level of detail. Defaults to 0, which represents the base image source.
* A level value of N, that is greater than 0, represents the image source for the Nth mipmap reduction level.
*/
setSource(source, mipLevel = 0) {
var i;
var invalid = false;
var width, height;
if (this._cubemap) {
if (source[0]) {
// rely on first face sizes
width = source[0].width || 0;
height = source[0].height || 0;
for (i = 0; i < 6; i++) {
var face = source[i];
// cubemap becomes invalid if any condition is not satisfied
if (!face || // face is missing
face.width !== width || // face is different width
face.height !== height || // face is different height
!this.device._isBrowserInterface(face)) { // new image bitmap
invalid = true;
break;
}
}
} else {
// first face is missing
invalid = true;
}
if (!invalid) {
// mark levels as updated
for (i = 0; i < 6; i++) {
if (this._levels[mipLevel][i] !== source[i])
this._levelsUpdated[mipLevel][i] = true;
}
}
} else {
// check if source is valid type of element
if (!this.device._isBrowserInterface(source))
invalid = true;
if (!invalid) {
// mark level as updated
if (source !== this._levels[mipLevel])
this._levelsUpdated[mipLevel] = true;
width = source.width;
height = source.height;
}
}
if (invalid) {
// invalid texture
// default sizes
this._width = 4;
this._height = 4;
// remove levels
if (this._cubemap) {
for (i = 0; i < 6; i++) {
this._levels[mipLevel][i] = null;
this._levelsUpdated[mipLevel][i] = true;
}
} else {
this._levels[mipLevel] = null;
this._levelsUpdated[mipLevel] = true;
}
} else {
// valid texture
if (mipLevel === 0) {
this._width = width;
this._height = height;
}
this._levels[mipLevel] = source;
}
// valid or changed state of validity
if (this._invalid !== invalid || !invalid) {
this._invalid = invalid;
// reupload
this.upload();
}
}
/**
* @function
* @name Texture#getSource
* @description Get the pixel data of the texture. If this is a cubemap then an array of 6 images will be returned otherwise
* a single image.
* @param {number} [mipLevel] - A non-negative integer specifying the image level of detail. Defaults to 0, which represents the base image source.
* A level value of N, that is greater than 0, represents the image source for the Nth mipmap reduction level.
* @returns {HTMLImageElement} The source image of this texture. Can be null if source not assigned for specific image level.
*/
getSource(mipLevel = 0) {
return this._levels[mipLevel];
}
/**
* @function
* @name Texture#unlock
* @description Unlocks the currently locked mip level and uploads it to VRAM.
*/
unlock() {
// #if _DEBUG
if (this._lockedLevel === -1) {
console.log("pc.Texture#unlock: Attempting to unlock a texture that is not locked.");
}
// #endif
// Upload the new pixel data
this.upload();
this._lockedLevel = -1;
}
/**
* @function
* @name Texture#upload
* @description Forces a reupload of the textures pixel data to graphics memory. Ordinarily, this function
* is called by internally by {@link Texture#setSource} and {@link Texture#unlock}. However, it still needs to
* be called explicitly in the case where an HTMLVideoElement is set as the source of the texture. Normally,
* this is done once every frame before video textured geometry is rendered.
*/
upload() {
this._needsUpload = true;
this._needsMipmapsUpload = this._mipmaps;
}
getDds() {
// #if _DEBUG
if (this.format !== PIXELFORMAT_R8_G8_B8_A8)
console.error("This format is not implemented yet");
// #endif
var fsize = 128;
var i = 0;
var j;
var face;
while (this._levels[i]) {
var mipSize;
if (!this.cubemap) {
mipSize = this._levels[i].length;
if (!mipSize) {
// #if _DEBUG
console.error("No byte array for mip " + i);
// #endif
return;
}
fsize += mipSize;
} else {
for (face = 0; face < 6; face++) {
if (!this._levels[i][face]) {
// #if _DEBUG
console.error('No level data for mip ' + i + ', face ' + face);
// #endif
return;
}
mipSize = this._levels[i][face].length;
if (!mipSize) {
// #if _DEBUG
console.error("No byte array for mip " + i + ", face " + face);
// #endif
return;
}
fsize += mipSize;
}
}
fsize += this._levels[i].length;
i++;
}
var buff = new ArrayBuffer(fsize);
var header = new Uint32Array(buff, 0, 128 / 4);
var DDS_MAGIC = 542327876; // "DDS"
var DDS_HEADER_SIZE = 124;
var DDS_FLAGS_REQUIRED = 0x01 | 0x02 | 0x04 | 0x1000 | 0x80000; // caps | height | width | pixelformat | linearsize
var DDS_FLAGS_MIPMAP = 0x20000;
var DDS_PIXELFORMAT_SIZE = 32;
var DDS_PIXELFLAGS_RGBA8 = 0x01 | 0x40; // alpha | rgb
var DDS_CAPS_REQUIRED = 0x1000;
var DDS_CAPS_MIPMAP = 0x400000;
var DDS_CAPS_COMPLEX = 0x8;
var DDS_CAPS2_CUBEMAP = 0x200 | 0x400 | 0x800 | 0x1000 | 0x2000 | 0x4000 | 0x8000; // cubemap | all faces
var flags = DDS_FLAGS_REQUIRED;
if (this._levels.length > 1) flags |= DDS_FLAGS_MIPMAP;
var caps = DDS_CAPS_REQUIRED;
if (this._levels.length > 1) caps |= DDS_CAPS_MIPMAP;
if (this._levels.length > 1 || this.cubemap) caps |= DDS_CAPS_COMPLEX;
var caps2 = this.cubemap ? DDS_CAPS2_CUBEMAP : 0;
header[0] = DDS_MAGIC;
header[1] = DDS_HEADER_SIZE;
header[2] = flags;
header[3] = this.height;
header[4] = this.width;
header[5] = this.width * this.height * 4;
header[6] = 0; // depth
header[7] = this._levels.length;
for (i = 0; i < 11; i++) header[8 + i] = 0;
header[19] = DDS_PIXELFORMAT_SIZE;
header[20] = DDS_PIXELFLAGS_RGBA8;
header[21] = 0; // fourcc
header[22] = 32; // bpp
header[23] = 0x00FF0000; // R mask
header[24] = 0x0000FF00; // G mask
header[25] = 0x000000FF; // B mask
header[26] = 0xFF000000; // A mask
header[27] = caps;
header[28] = caps2;
header[29] = 0;
header[30] = 0;
header[31] = 0;
var offset = 128;
var level, mip;
if (!this.cubemap) {
for (i = 0; i < this._levels.length; i++) {
level = this._levels[i];
mip = new Uint8Array(buff, offset, level.length);
for (j = 0; j < level.length; j++) mip[j] = level[j];
offset += level.length;
}
} else {
for (face = 0; face < 6; face++) {
for (i = 0; i < this._levels.length; i++) {
level = this._levels[i][face];
mip = new Uint8Array(buff, offset, level.length);
for (j = 0; j < level.length; j++) mip[j] = level[j];
offset += level.length;
}
}
}
return buff;
}
}
export { Texture };