@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
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;