import { LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, FloatType, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, SRGBColorSpace, NeverCompare, AlwaysCompare, LessCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare } from 'three'; let initialized = false, wrappingToGL, filterToGL, compareToGL; class WebGLTextureUtils { constructor( backend ) { this.backend = backend; this.gl = backend.gl; this.extensions = backend.extensions; this.defaultTextures = {}; if ( initialized === false ) { this._init( this.gl ); initialized = true; } } _init( gl ) { // Store only WebGL constants here. wrappingToGL = { [ RepeatWrapping ]: gl.REPEAT, [ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE, [ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT }; filterToGL = { [ NearestFilter ]: gl.NEAREST, [ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST, [ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR, [ LinearFilter ]: gl.LINEAR, [ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST, [ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR }; compareToGL = { [ NeverCompare ]: gl.NEVER, [ AlwaysCompare ]: gl.ALWAYS, [ LessCompare ]: gl.LESS, [ LessEqualCompare ]: gl.LEQUAL, [ EqualCompare ]: gl.EQUAL, [ GreaterEqualCompare ]: gl.GEQUAL, [ GreaterCompare ]: gl.GREATER, [ NotEqualCompare ]: gl.NOTEQUAL }; } filterFallback( f ) { const { gl } = this; if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { return gl.NEAREST; } return gl.LINEAR; } getGLTextureType( texture ) { const { gl } = this; let glTextureType; if ( texture.isCubeTexture === true ) { glTextureType = gl.TEXTURE_CUBE_MAP; } else if ( texture.isDataArrayTexture === true ) { glTextureType = gl.TEXTURE_2D_ARRAY; } else { glTextureType = gl.TEXTURE_2D; } return glTextureType; } getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { const { gl, extensions } = this; if ( internalFormatName !== null ) { if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ]; console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); } let internalFormat = glFormat; if ( glFormat === gl.RED ) { if ( glType === gl.FLOAT ) internalFormat = gl.R32F; if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F; if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8; } if ( glFormat === gl.RED_INTEGER ) { if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI; if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI; if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI; if ( glType === gl.BYTE ) internalFormat = gl.R8I; if ( glType === gl.SHORT ) internalFormat = gl.R16I; if ( glType === gl.INT ) internalFormat = gl.R32I; } if ( glFormat === gl.RG ) { if ( glType === gl.FLOAT ) internalFormat = gl.RG32F; if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F; if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8; } if ( glFormat === gl.RGB ) { if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F; if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F; if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8; if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565; if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1; if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4; if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5; } if ( glFormat === gl.RGBA ) { if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F; if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F; if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? gl.SRGB8_ALPHA8 : gl.RGBA8; if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4; if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1; } if ( glFormat === gl.DEPTH_COMPONENT ) { if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH24_STENCIL8; if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F; } if ( glFormat === gl.DEPTH_STENCIL ) { if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8; } if ( internalFormat === gl.R16F || internalFormat === gl.R32F || internalFormat === gl.RG16F || internalFormat === gl.RG32F || internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) { extensions.get( 'EXT_color_buffer_float' ); } return internalFormat; } setTextureParameters( textureType, texture ) { const { gl, extensions, backend } = this; const { currentAnisotropy } = backend.get( texture ); gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) { gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); } gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); // follow WebGPU backend mapping for texture filtering const minFilter = ! texture.isVideoTexture && texture.minFilter === LinearFilter ? LinearMipmapLinearFilter : texture.minFilter; gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] ); if ( texture.compareFunction ) { gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE ); gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); } if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { if ( texture.magFilter === NearestFilter ) return; if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 if ( texture.anisotropy > 1 || currentAnisotropy !== texture.anisotropy ) { const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) ); backend.get( texture ).currentAnisotropy = texture.anisotropy; } } } createDefaultTexture( texture ) { const { gl, backend, defaultTextures } = this; const glTextureType = this.getGLTextureType( texture ); let textureGPU = defaultTextures[ glTextureType ]; if ( textureGPU === undefined ) { textureGPU = gl.createTexture(); backend.state.bindTexture( glTextureType, textureGPU ); gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); // gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); defaultTextures[ glTextureType ] = textureGPU; } backend.set( texture, { textureGPU, glTextureType, isDefault: true } ); } createTexture( texture, options ) { const { gl, backend } = this; const { levels, width, height, depth } = options; const glFormat = backend.utils.convert( texture.format, texture.colorSpace ); const glType = backend.utils.convert( texture.type ); const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture ); const textureGPU = gl.createTexture(); const glTextureType = this.getGLTextureType( texture ); backend.state.bindTexture( glTextureType, textureGPU ); gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE ); this.setTextureParameters( glTextureType, texture ); if ( texture.isDataArrayTexture ) { gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth ); } else if ( ! texture.isVideoTexture ) { gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height ); } backend.set( texture, { textureGPU, glTextureType, glFormat, glType, glInternalFormat } ); } copyBufferToTexture( buffer, texture ) { const { gl, backend } = this; const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture ); const { width, height } = texture.source.data; gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer ); backend.state.bindTexture( glTextureType, textureGPU ); gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false ); gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false ); gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 ); gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null ); backend.state.unbindTexture(); // debug // const framebuffer = gl.createFramebuffer(); // gl.bindFramebuffer( gl.FRAMEBUFFER, framebuffer ); // gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 ); // const readout = new Float32Array( width * height * 4 ); // const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ); // const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ); // gl.readPixels( 0, 0, width, height, altFormat, altType, readout ); // gl.bindFramebuffer( gl.FRAMEBUFFER, null ); // console.log( readout ); } updateTexture( texture, options ) { const { gl } = this; const { width, height } = options; const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture ); if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) ) return; const getImage = ( source ) => { if ( source.isDataTexture ) { return source.image.data; } else if ( source instanceof ImageBitmap || source instanceof OffscreenCanvas || source instanceof HTMLImageElement || source instanceof HTMLCanvasElement ) { return source; } return source.data; }; this.backend.state.bindTexture( glTextureType, textureGPU ); if ( texture.isCompressedTexture ) { const mipmaps = texture.mipmaps; for ( let i = 0; i < mipmaps.length; i ++ ) { const mipmap = mipmaps[ i ]; if ( texture.isCompressedArrayTexture ) { const image = options.image; if ( texture.format !== gl.RGBA ) { if ( glFormat !== null ) { gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); } else { console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); } } else { gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); } } else { if ( glFormat !== null ) { gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); } else { console.warn( 'Unsupported compressed texture format' ); } } } } else if ( texture.isCubeTexture ) { const images = options.images; for ( let i = 0; i < 6; i ++ ) { const image = getImage( images[ i ] ); gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image ); } } else if ( texture.isDataArrayTexture ) { const image = options.image; gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); } else if ( texture.isVideoTexture ) { texture.update(); gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image ); } else { const image = getImage( options.image ); gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image ); } } generateMipmaps( texture ) { const { gl, backend } = this; const { textureGPU, glTextureType } = backend.get( texture ); backend.state.bindTexture( glTextureType, textureGPU ); gl.generateMipmap( glTextureType ); } deallocateRenderBuffers( renderTarget ) { const { gl, backend } = this; // remove framebuffer reference if ( renderTarget ) { const renderContextData = backend.get( renderTarget ); renderContextData.renderBufferStorageSetup = undefined; if ( renderContextData.framebuffer ) { gl.deleteFramebuffer( renderContextData.framebuffer ); renderContextData.framebuffer = undefined; } if ( renderContextData.depthRenderbuffer ) { gl.deleteRenderbuffer( renderContextData.depthRenderbuffer ); renderContextData.depthRenderbuffer = undefined; } if ( renderContextData.stencilRenderbuffer ) { gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer ); renderContextData.stencilRenderbuffer = undefined; } if ( renderContextData.msaaFrameBuffer ) { gl.deleteFramebuffer( renderContextData.msaaFrameBuffer ); renderContextData.msaaFrameBuffer = undefined; } if ( renderContextData.msaaRenderbuffers ) { for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) { gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] ); } renderContextData.msaaRenderbuffers = undefined; } } } destroyTexture( texture ) { const { gl, backend } = this; const { textureGPU, renderTarget } = backend.get( texture ); this.deallocateRenderBuffers( renderTarget ); gl.deleteTexture( textureGPU ); backend.delete( texture ); } copyTextureToTexture( position, srcTexture, dstTexture, level = 0 ) { const { gl, backend } = this; const { state } = this.backend; const width = srcTexture.image.width; const height = srcTexture.image.height; const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture ); state.bindTexture( glTextureType, dstTextureGPU ); // As another texture upload may have changed pixelStorei // parameters, make sure they are correct for the dstTexture gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); if ( srcTexture.isDataTexture ) { gl.texSubImage2D( gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); } else { if ( srcTexture.isCompressedTexture ) { gl.compressedTexSubImage2D( gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); } else { gl.texSubImage2D( gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image ); } } // Generate mipmaps only when copying level 0 if ( level === 0 && dstTexture.generateMipmaps ) gl.generateMipmap( gl.TEXTURE_2D ); state.unbindTexture(); } copyFramebufferToTexture( texture, renderContext ) { const { gl } = this; const { state } = this.backend; const { textureGPU } = this.backend.get( texture ); const width = texture.image.width; const height = texture.image.height; const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 ); if ( requireDrawFrameBuffer ) { let mask; let attachment; if ( texture.isDepthTexture === true ) { mask = gl.DEPTH_BUFFER_BIT; attachment = gl.DEPTH_ATTACHMENT; if ( renderContext.stencil ) { mask |= gl.STENCIL_BUFFER_BIT; } } else { mask = gl.COLOR_BUFFER_BIT; attachment = gl.COLOR_ATTACHMENT0; } const fb = gl.createFramebuffer(); state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb ); gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 ); gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST ); gl.deleteFramebuffer( fb ); } else { state.bindTexture( gl.TEXTURE_2D, textureGPU ); gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height ); state.unbindTexture(); } if ( texture.generateMipmaps ) this.generateMipmaps( texture ); this.backend._setFramebuffer( renderContext ); } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer setupRenderBufferStorage( renderbuffer, renderContext ) { const { gl } = this; const renderTarget = renderContext.renderTarget; const { samples, depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget; gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer ); if ( depthBuffer && ! stencilBuffer ) { let glInternalFormat = gl.DEPTH_COMPONENT24; if ( samples > 0 ) { if ( depthTexture && depthTexture.isDepthTexture ) { if ( depthTexture.type === gl.FLOAT ) { glInternalFormat = gl.DEPTH_COMPONENT32F; } } gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height ); } else { gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height ); } gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer ); } else if ( depthBuffer && stencilBuffer ) { if ( samples > 0 ) { gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height ); } else { gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height ); } gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer ); } } async copyTextureToBuffer( texture, x, y, width, height ) { const { backend, gl } = this; const { textureGPU, glFormat, glType } = this.backend.get( texture ); const fb = gl.createFramebuffer(); gl.bindFramebuffer( gl.READ_FRAMEBUFFER, fb ); gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 ); const typedArrayType = this._getTypedArrayType( glType ); const bytesPerTexel = this._getBytesPerTexel( glFormat ); const elementCount = width * height; const byteLength = elementCount * bytesPerTexel; const buffer = gl.createBuffer(); gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer ); gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ ); gl.readPixels( x, y, width, height, glFormat, glType, 0 ); gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null ); await backend.utils._clientWaitAsync(); const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT ); gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer ); gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer ); gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null ); gl.deleteFramebuffer( fb ); return dstBuffer; } _getTypedArrayType( glType ) { const { gl } = this; if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array; if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array; if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array; if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array; if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array; if ( glType === gl.UNSIGNED_INT ) return Uint32Array; if ( glType === gl.FLOAT ) return Float32Array; throw new Error( `Unsupported WebGL type: ${glType}` ); } _getBytesPerTexel( glFormat ) { const { gl } = this; if ( glFormat === gl.RGBA ) return 4; if ( glFormat === gl.RGB ) return 3; if ( glFormat === gl.ALPHA ) return 1; } } export default WebGLTextureUtils;