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@cesium/engine

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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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import BoxGeometry from "../Core/BoxGeometry.js"; import Cartesian3 from "../Core/Cartesian3.js"; import Check from "../Core/Check.js"; import Frozen from "../Core/Frozen.js"; import defined from "../Core/defined.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import GeometryPipeline from "../Core/GeometryPipeline.js"; import CesiumMath from "../Core/Math.js"; import PixelFormat from "../Core/PixelFormat.js"; import VertexFormat from "../Core/VertexFormat.js"; import BufferUsage from "./BufferUsage.js"; import ContextLimits from "./ContextLimits.js"; import CubeMapFace from "./CubeMapFace.js"; import Framebuffer from "./Framebuffer.js"; import MipmapHint from "./MipmapHint.js"; import PixelDatatype from "./PixelDatatype.js"; import Sampler from "./Sampler.js"; import TextureMagnificationFilter from "./TextureMagnificationFilter.js"; import TextureMinificationFilter from "./TextureMinificationFilter.js"; import VertexArray from "./VertexArray.js"; /** * @typedef CubeMap.BufferSource * * @property {TypedArray} arrayBufferView A view of a binary data buffer containing pixel values. * @property {number} width The width of one face of the cube map, in pixels. Must be equal to height. * @property {number} height The height of one face of the cube map, in pixels. Must be equal to width. * * @private */ /** * @typedef CubeMap.Source * * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} positiveX * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} negativeX * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} positiveY * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} negativeY * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} positiveZ * @property {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} negativeZ */ /** * @typedef CubeMap.ConstructorOptions * * @property {Context} context * @property {CubeMap.Source} [source] The source for texel values to be loaded into the texture. * @property {PixelFormat} [pixelFormat=PixelFormat.RGBA] The format of each pixel, i.e., the number of components it has and what they represent. * @property {PixelDatatype} [pixelDatatype=PixelDatatype.UNSIGNED_BYTE] The data type of each pixel. * @property {boolean} [flipY=true] If true, the source values will be read as if the y-axis is inverted (y=0 at the top). * @property {boolean} [skipColorSpaceConversion=false] If true, color space conversions will be skipped when reading the texel values. * @property {Sampler} [sampler] Information about how to sample the cubemap texture. * @property {number} [width] The pixel width of the texture. If not supplied, must be available from the source. Must be equal to height. * @property {number} [height] The pixel height of the texture. If not supplied, must be available from the source. Must be equal to width. * @property {boolean} [preMultiplyAlpha] If true, the alpha channel will be multiplied into the other channels. * * @private */ /** * A wrapper for a {@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLTexture|WebGLTexture} * used as a cube map, to abstract away the verbose GL calls associated with setting up a texture. * * @alias CubeMap * @constructor * * @param {CubeMap.ConstructorOptions} options An object describing initialization options. * @private */ function CubeMap(options) { options = options ?? Frozen.EMPTY_OBJECT; //>>includeStart('debug', pragmas.debug); Check.defined("options.context", options.context); //>>includeEnd('debug'); const { context, source, pixelFormat = PixelFormat.RGBA, pixelDatatype = PixelDatatype.UNSIGNED_BYTE, flipY = true, skipColorSpaceConversion = false, sampler = new Sampler(), } = options; // Use premultiplied alpha for opaque textures should perform better on Chrome: // http://media.tojicode.com/webglCamp4/#20 const preMultiplyAlpha = options.preMultiplyAlpha || pixelFormat === PixelFormat.RGB || pixelFormat === PixelFormat.LUMINANCE; let { width, height } = options; if (defined(source)) { //>>includeStart('debug', pragmas.debug); if ( !Object.values(CubeMap.FaceName).every((faceName) => defined(source[faceName]), ) ) { throw new DeveloperError( `options.source requires faces ${Object.values(CubeMap.FaceName).join( ", ", )}.`, ); } //>>includeEnd('debug'); ({ width, height } = source.positiveX); //>>includeStart('debug', pragmas.debug); for (const faceName of CubeMap.faceNames()) { const face = source[faceName]; if (Number(face.width) !== width || Number(face.height) !== height) { throw new DeveloperError( "Each face in options.source must have the same width and height.", ); } } //>>includeEnd('debug'); } const size = width; //>>includeStart('debug', pragmas.debug); if (!defined(width) || !defined(height)) { throw new DeveloperError( "options requires a source field to create an initialized cube map or width and height fields to create a blank cube map.", ); } if (width !== height) { throw new DeveloperError("Width must equal height."); } if (size <= 0) { throw new DeveloperError("Width and height must be greater than zero."); } if (size > ContextLimits.maximumCubeMapSize) { throw new DeveloperError( `Width and height must be less than or equal to the maximum cube map size (${ContextLimits.maximumCubeMapSize}). Check maximumCubeMapSize.`, ); } if (!PixelFormat.validate(pixelFormat)) { throw new DeveloperError("Invalid options.pixelFormat."); } if (PixelFormat.isDepthFormat(pixelFormat)) { throw new DeveloperError( "options.pixelFormat cannot be DEPTH_COMPONENT or DEPTH_STENCIL.", ); } if (!PixelDatatype.validate(pixelDatatype)) { throw new DeveloperError("Invalid options.pixelDatatype."); } if (pixelDatatype === PixelDatatype.FLOAT && !context.floatingPointTexture) { throw new DeveloperError( "When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension.", ); } if ( pixelDatatype === PixelDatatype.HALF_FLOAT && !context.halfFloatingPointTexture ) { throw new DeveloperError( "When options.pixelDatatype is HALF_FLOAT, this WebGL implementation must support the OES_texture_half_float extension.", ); } //>>includeEnd('debug'); const sizeInBytes = PixelFormat.textureSizeInBytes(pixelFormat, pixelDatatype, size, size) * 6; const internalFormat = PixelFormat.toInternalFormat( pixelFormat, pixelDatatype, context, ); const gl = context._gl; const textureTarget = gl.TEXTURE_CUBE_MAP; const texture = gl.createTexture(); this._context = context; this._textureFilterAnisotropic = context._textureFilterAnisotropic; this._textureTarget = textureTarget; this._texture = texture; this._pixelFormat = pixelFormat; this._pixelDatatype = pixelDatatype; this._size = size; this._hasMipmap = false; this._sizeInBytes = sizeInBytes; this._preMultiplyAlpha = preMultiplyAlpha; this._flipY = flipY; const initialized = defined(source); function constructFace(targetFace) { return new CubeMapFace( context, texture, textureTarget, targetFace, internalFormat, pixelFormat, pixelDatatype, size, preMultiplyAlpha, flipY, initialized, ); } this._positiveX = constructFace(gl.TEXTURE_CUBE_MAP_POSITIVE_X); this._negativeX = constructFace(gl.TEXTURE_CUBE_MAP_NEGATIVE_X); this._positiveY = constructFace(gl.TEXTURE_CUBE_MAP_POSITIVE_Y); this._negativeY = constructFace(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y); this._positiveZ = constructFace(gl.TEXTURE_CUBE_MAP_POSITIVE_Z); this._negativeZ = constructFace(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z); this._sampler = sampler; setupSampler(this, sampler); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(textureTarget, texture); if (skipColorSpaceConversion) { gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE); } else { gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL, ); } for (const faceName of CubeMap.faceNames()) { loadFace(this[faceName], source?.[faceName], 0); } gl.bindTexture(textureTarget, null); } /** * Copy an existing texture to a cubemap face. * @param {FrameState} frameState The current rendering frameState * @param {Texture} texture Texture being copied * @param {CubeMap.FaceName} face The face to which to copy * @param {number} [mipLevel=0] The mip level at which to copy */ CubeMap.prototype.copyFace = function (frameState, texture, face, mipLevel) { const context = frameState.context; const framebuffer = new Framebuffer({ context: context, colorTextures: [texture], destroyAttachments: false, }); framebuffer._bind(); this[face].copyMipmapFromFramebuffer( 0, 0, texture.width, texture.height, mipLevel ?? 0, ); framebuffer._unBind(); framebuffer.destroy(); }; /** * An enum defining the names of the faces of a cube map. * @alias {CubeMap.FaceName} * @enum {string} * @private */ CubeMap.FaceName = Object.freeze({ POSITIVEX: "positiveX", NEGATIVEX: "negativeX", POSITIVEY: "positiveY", NEGATIVEY: "negativeY", POSITIVEZ: "positiveZ", NEGATIVEZ: "negativeZ", }); function* makeFaceNamesIterator() { yield CubeMap.FaceName.POSITIVEX; yield CubeMap.FaceName.NEGATIVEX; yield CubeMap.FaceName.POSITIVEY; yield CubeMap.FaceName.NEGATIVEY; yield CubeMap.FaceName.POSITIVEZ; yield CubeMap.FaceName.NEGATIVEZ; } /** * Creates an iterator for looping over the cubemap faces. * @type {Iterable<CubeMap.FaceName>} * @private */ CubeMap.faceNames = function () { return makeFaceNamesIterator(); }; /** * Load texel data into one face of a cube map. * @param {CubeMapFace} cubeMapFace The face to which texel values will be loaded. * @param {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|CubeMap.BufferSource} [source] The source for texel values to be loaded into the texture. * @param {number} [mipLevel=0] The mip level to which the texel values will be loaded. * @private */ function loadFace(cubeMapFace, source, mipLevel) { mipLevel = mipLevel ?? 0; const targetFace = cubeMapFace._targetFace; const size = Math.max(Math.floor(cubeMapFace._size / 2 ** mipLevel), 1); const pixelFormat = cubeMapFace._pixelFormat; const pixelDatatype = cubeMapFace._pixelDatatype; const internalFormat = cubeMapFace._internalFormat; const flipY = cubeMapFace._flipY; const preMultiplyAlpha = cubeMapFace._preMultiplyAlpha; const context = cubeMapFace._context; const gl = context._gl; if (!defined(source)) { gl.texImage2D( targetFace, mipLevel, internalFormat, size, size, 0, pixelFormat, PixelDatatype.toWebGLConstant(pixelDatatype, context), null, ); return; } let { arrayBufferView } = source; let unpackAlignment = 4; if (defined(arrayBufferView)) { unpackAlignment = PixelFormat.alignmentInBytes( pixelFormat, pixelDatatype, size, ); } gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment); if (defined(arrayBufferView)) { gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); if (flipY) { arrayBufferView = PixelFormat.flipY( arrayBufferView, pixelFormat, pixelDatatype, size, size, ); } gl.texImage2D( targetFace, mipLevel, internalFormat, size, size, 0, pixelFormat, PixelDatatype.toWebGLConstant(pixelDatatype, context), arrayBufferView, ); } else { // Only valid for DOM-Element uploads gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, preMultiplyAlpha); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY); gl.texImage2D( targetFace, mipLevel, internalFormat, pixelFormat, PixelDatatype.toWebGLConstant(pixelDatatype, context), source, ); } } CubeMap.loadFace = loadFace; Object.defineProperties(CubeMap.prototype, { positiveX: { get: function () { return this._positiveX; }, }, negativeX: { get: function () { return this._negativeX; }, }, positiveY: { get: function () { return this._positiveY; }, }, negativeY: { get: function () { return this._negativeY; }, }, positiveZ: { get: function () { return this._positiveZ; }, }, negativeZ: { get: function () { return this._negativeZ; }, }, sampler: { get: function () { return this._sampler; }, set: function (sampler) { setupSampler(this, sampler); this._sampler = sampler; }, }, pixelFormat: { get: function () { return this._pixelFormat; }, }, pixelDatatype: { get: function () { return this._pixelDatatype; }, }, width: { get: function () { return this._size; }, }, height: { get: function () { return this._size; }, }, sizeInBytes: { get: function () { if (this._hasMipmap) { return Math.floor((this._sizeInBytes * 4) / 3); } return this._sizeInBytes; }, }, preMultiplyAlpha: { get: function () { return this._preMultiplyAlpha; }, }, flipY: { get: function () { return this._flipY; }, }, _target: { get: function () { return this._textureTarget; }, }, }); /** * Get a vector representing the cubemap face direction * @param {CubeMap.FaceName} face The relevant face * @param {Cartesian3} [result] The object onto which to store the result. * @returns {Cartesian3} The vector representing the cubemap face direction */ CubeMap.getDirection = function (face, result) { switch (face) { case CubeMap.FaceName.POSITIVEX: return Cartesian3.clone(Cartesian3.UNIT_X, result); case CubeMap.FaceName.NEGATIVEX: return Cartesian3.negate(Cartesian3.UNIT_X, result); case CubeMap.FaceName.POSITIVEY: return Cartesian3.clone(Cartesian3.UNIT_Y, result); case CubeMap.FaceName.NEGATIVEY: return Cartesian3.negate(Cartesian3.UNIT_Y, result); case CubeMap.FaceName.POSITIVEZ: return Cartesian3.clone(Cartesian3.UNIT_Z, result); case CubeMap.FaceName.NEGATIVEZ: return Cartesian3.negate(Cartesian3.UNIT_Z, result); } }; /** * Set up a sampler for use with a cube map. * @param {CubeMap} cubeMap The cube map containing the texture to be sampled by this sampler. * @param {Sampler} sampler Information about how to sample the cubemap texture. * @private */ function setupSampler(cubeMap, sampler) { let { minificationFilter, magnificationFilter } = sampler; const mipmap = [ TextureMinificationFilter.NEAREST_MIPMAP_NEAREST, TextureMinificationFilter.NEAREST_MIPMAP_LINEAR, TextureMinificationFilter.LINEAR_MIPMAP_NEAREST, TextureMinificationFilter.LINEAR_MIPMAP_LINEAR, ].includes(minificationFilter); const context = cubeMap._context; const pixelDatatype = cubeMap._pixelDatatype; // float textures only support nearest filtering unless the linear extensions are supported if ( (pixelDatatype === PixelDatatype.FLOAT && !context.textureFloatLinear) || (pixelDatatype === PixelDatatype.HALF_FLOAT && !context.textureHalfFloatLinear) ) { // override the sampler's settings minificationFilter = mipmap ? TextureMinificationFilter.NEAREST_MIPMAP_NEAREST : TextureMinificationFilter.NEAREST; magnificationFilter = TextureMagnificationFilter.NEAREST; } const gl = context._gl; const target = cubeMap._textureTarget; gl.activeTexture(gl.TEXTURE0); gl.bindTexture(target, cubeMap._texture); gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, minificationFilter); gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, magnificationFilter); gl.texParameteri(target, gl.TEXTURE_WRAP_S, sampler.wrapS); gl.texParameteri(target, gl.TEXTURE_WRAP_T, sampler.wrapT); if (defined(cubeMap._textureFilterAnisotropic)) { gl.texParameteri( target, cubeMap._textureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, sampler.maximumAnisotropy, ); } gl.bindTexture(target, null); } /** * Load a complete mipmap chain for each cubemap face. * * @param {CubeMap.Source[]} source The source data for each mip level, beginning at level 1. * @param {boolean} [skipColorSpaceConversion=false] If true, color space conversions will be skipped when reading the texel values. * * @private */ CubeMap.prototype.loadMipmaps = function (source, skipColorSpaceConversion) { //>>includeStart('debug', pragmas.debug); Check.defined("source", source); if (!Array.isArray(source)) { throw new DeveloperError(`source must be an array`); } const mipCount = Math.log2(this._size); if (source.length !== mipCount) { throw new DeveloperError(`all mip levels must be defined`); } //>>includeEnd('debug'); skipColorSpaceConversion = skipColorSpaceConversion ?? false; const gl = this._context._gl; const texture = this._texture; const textureTarget = this._textureTarget; gl.activeTexture(gl.TEXTURE0); gl.bindTexture(textureTarget, texture); if (skipColorSpaceConversion) { gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE); } else { gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL, ); } for (let i = 0; i < source.length; i++) { const mipSource = source[i]; // mipLevel 0 was the base layer, already loaded when the CubeMap was constructed. const mipLevel = i + 1; for (const faceName of CubeMap.faceNames()) { loadFace(this[faceName], mipSource[faceName], mipLevel); } } gl.bindTexture(textureTarget, null); this._hasMipmap = true; }; /** * Generates a complete mipmap chain for each cubemap face. * * @param {MipmapHint} [hint=MipmapHint.DONT_CARE] A performance vs. quality hint. * * @exception {DeveloperError} hint is invalid. * @exception {DeveloperError} This CubeMap's width must be a power of two to call generateMipmap(). * @exception {DeveloperError} This CubeMap's height must be a power of two to call generateMipmap(). * @exception {DeveloperError} This CubeMap was destroyed, i.e., destroy() was called. * * @example * // Generate mipmaps, and then set the sampler so mipmaps are used for * // minification when the cube map is sampled. * cubeMap.generateMipmap(); * cubeMap.sampler = new Sampler({ * minificationFilter : Cesium.TextureMinificationFilter.NEAREST_MIPMAP_LINEAR * }); */ CubeMap.prototype.generateMipmap = function (hint) { hint = hint ?? MipmapHint.DONT_CARE; //>>includeStart('debug', pragmas.debug); if (this._size > 1 && !CesiumMath.isPowerOfTwo(this._size)) { throw new DeveloperError( "width and height must be a power of two to call generateMipmap().", ); } if (!MipmapHint.validate(hint)) { throw new DeveloperError("hint is invalid."); } //>>includeEnd('debug'); this._hasMipmap = true; const gl = this._context._gl; const target = this._textureTarget; gl.hint(gl.GENERATE_MIPMAP_HINT, hint); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(target, this._texture); gl.generateMipmap(target); gl.bindTexture(target, null); }; /** * Create a vertex array that can be used for cubemap shaders. * @param {Context} context The rendering context * @returns {VertexArray} The created vertex array */ CubeMap.createVertexArray = function (context) { const geometry = BoxGeometry.createGeometry( BoxGeometry.fromDimensions({ dimensions: new Cartesian3(2.0, 2.0, 2.0), vertexFormat: VertexFormat.POSITION_ONLY, }), ); const attributeLocations = (this._attributeLocations = GeometryPipeline.createAttributeLocations(geometry)); return VertexArray.fromGeometry({ context: context, geometry: geometry, attributeLocations: attributeLocations, bufferUsage: BufferUsage.STATIC_DRAW, }); }; CubeMap.prototype.isDestroyed = function () { return false; }; CubeMap.prototype.destroy = function () { this._context._gl.deleteTexture(this._texture); this._positiveX = destroyObject(this._positiveX); this._negativeX = destroyObject(this._negativeX); this._positiveY = destroyObject(this._positiveY); this._negativeY = destroyObject(this._negativeY); this._positiveZ = destroyObject(this._positiveZ); this._negativeZ = destroyObject(this._negativeZ); return destroyObject(this); }; export default CubeMap;