@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
122 lines (114 loc) • 3.76 kB
JavaScript
import WebGLConstants from "../Core/WebGLConstants.js";
/**
* The data type of a pixel.
*
* @enum {number}
* @see PostProcessStage
*/
const PixelDatatype = {
UNSIGNED_BYTE: WebGLConstants.UNSIGNED_BYTE,
UNSIGNED_SHORT: WebGLConstants.UNSIGNED_SHORT,
UNSIGNED_INT: WebGLConstants.UNSIGNED_INT,
FLOAT: WebGLConstants.FLOAT,
HALF_FLOAT: WebGLConstants.HALF_FLOAT_OES,
UNSIGNED_INT_24_8: WebGLConstants.UNSIGNED_INT_24_8,
UNSIGNED_SHORT_4_4_4_4: WebGLConstants.UNSIGNED_SHORT_4_4_4_4,
UNSIGNED_SHORT_5_5_5_1: WebGLConstants.UNSIGNED_SHORT_5_5_5_1,
UNSIGNED_SHORT_5_6_5: WebGLConstants.UNSIGNED_SHORT_5_6_5,
};
/**
@private
*/
PixelDatatype.toWebGLConstant = function (pixelDatatype, context) {
switch (pixelDatatype) {
case PixelDatatype.UNSIGNED_BYTE:
return WebGLConstants.UNSIGNED_BYTE;
case PixelDatatype.UNSIGNED_SHORT:
return WebGLConstants.UNSIGNED_SHORT;
case PixelDatatype.UNSIGNED_INT:
return WebGLConstants.UNSIGNED_INT;
case PixelDatatype.FLOAT:
return WebGLConstants.FLOAT;
case PixelDatatype.HALF_FLOAT:
return context.webgl2
? WebGLConstants.HALF_FLOAT
: WebGLConstants.HALF_FLOAT_OES;
case PixelDatatype.UNSIGNED_INT_24_8:
return WebGLConstants.UNSIGNED_INT_24_8;
case PixelDatatype.UNSIGNED_SHORT_4_4_4_4:
return WebGLConstants.UNSIGNED_SHORT_4_4_4_4;
case PixelDatatype.UNSIGNED_SHORT_5_5_5_1:
return WebGLConstants.UNSIGNED_SHORT_5_5_5_1;
case PixelDatatype.UNSIGNED_SHORT_5_6_5:
return PixelDatatype.UNSIGNED_SHORT_5_6_5;
}
};
/**
@private
*/
PixelDatatype.isPacked = function (pixelDatatype) {
return (
pixelDatatype === PixelDatatype.UNSIGNED_INT_24_8 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_4_4_4_4 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_5_5_1 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_6_5
);
};
/**
@private
*/
PixelDatatype.sizeInBytes = function (pixelDatatype) {
switch (pixelDatatype) {
case PixelDatatype.UNSIGNED_BYTE:
return 1;
case PixelDatatype.UNSIGNED_SHORT:
case PixelDatatype.UNSIGNED_SHORT_4_4_4_4:
case PixelDatatype.UNSIGNED_SHORT_5_5_5_1:
case PixelDatatype.UNSIGNED_SHORT_5_6_5:
case PixelDatatype.HALF_FLOAT:
return 2;
case PixelDatatype.UNSIGNED_INT:
case PixelDatatype.FLOAT:
case PixelDatatype.UNSIGNED_INT_24_8:
return 4;
}
};
/**
@private
*/
PixelDatatype.validate = function (pixelDatatype) {
return (
pixelDatatype === PixelDatatype.UNSIGNED_BYTE ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT ||
pixelDatatype === PixelDatatype.UNSIGNED_INT ||
pixelDatatype === PixelDatatype.FLOAT ||
pixelDatatype === PixelDatatype.HALF_FLOAT ||
pixelDatatype === PixelDatatype.UNSIGNED_INT_24_8 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_4_4_4_4 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_5_5_1 ||
pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_6_5
);
};
/**
* Determine which TypedArray class should be used for a given PixelDatatype.
*
* @param {PixelDatatype} pixelDatatype The pixel datatype.
* @returns {function} The constructor for the appropriate TypedArray class.
*
* @private
*/
PixelDatatype.getTypedArrayConstructor = function (pixelDatatype) {
const sizeInBytes = PixelDatatype.sizeInBytes(pixelDatatype);
if (sizeInBytes === Uint8Array.BYTES_PER_ELEMENT) {
return Uint8Array;
} else if (sizeInBytes === Uint16Array.BYTES_PER_ELEMENT) {
return Uint16Array;
} else if (
sizeInBytes === Float32Array.BYTES_PER_ELEMENT &&
pixelDatatype === PixelDatatype.FLOAT
) {
return Float32Array;
}
return Uint32Array;
};
export default Object.freeze(PixelDatatype);