@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
579 lines (516 loc) • 18 kB
JavaScript
import Cartesian3 from "../Core/Cartesian3.js";
import Check from "../Core/Check.js";
import createGuid from "../Core/createGuid.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 PixelFormat from "../Core/PixelFormat.js";
import ContextLimits from "./ContextLimits.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";
/**
* @typedef {object} Texture3D.Source
* @property {number} width The width (in pixels) of the 3D texture source data.
* @property {number} height The height (in pixels) of the 3D texture source data.
* @property {number} depth The depth (in pixels) of the 3D texture source data.
* @property {TypedArray|DataView} arrayBufferView The source data for a 3D texture. The type of each element needs to match the pixelDatatype.
* @property {TypedArray|DataView} [mipLevels] An array of mip level data. Each element in the array should be a TypedArray or DataView that matches the pixelDatatype.
*/
/**
* @typedef {object} Texture3D.ConstructorOptions
*
* @property {Context} context
* @property {Texture3D.Source} [source] The source for texel values to be loaded into the 3D 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 3D texture.
* @property {number} [width] The width (in pixels) of the 3D texture. If not supplied, must be available from the source.
* @property {number} [height] The height (in pixels) of the 3D texture. If not supplied, must be available from the source.
* @property {number} [depth] The depth (in pixels) of the 3D texture. If not supplied, must be available from the source.
* @property {boolean} [preMultiplyAlpha] If true, the alpha channel will be multiplied into the other channels.
* @property {string} [id] A unique identifier for the 3D texture. If this is not given, then a GUID will be created.
*
* @private
*/
/**
* A wrapper for a {@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLTexture|WebGLTexture}
* to abstract away the verbose GL calls associated with setting up a texture3D.
*
* @alias Texture3D
* @constructor
*
* @param {Texture3D.ConstructorOptions} options
* @private
*/
function Texture3D(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;
if (!context.webgl2) {
throw new DeveloperError(
"WebGL1 does not support texture3D. Please use a WebGL2 context.",
);
}
let { width, height, depth } = options;
if (defined(source)) {
// Make sure we are using the element's intrinsic width and height where available
if (!defined(width)) {
width = source.width;
}
if (!defined(height)) {
height = source.height;
}
// depth is not used for 2D textures, but is required for 3D textures
if (!defined(depth)) {
depth = source.depth;
}
}
// 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;
const internalFormat = PixelFormat.toInternalFormat(
pixelFormat,
pixelDatatype,
context,
);
const isCompressed = PixelFormat.isCompressedFormat(internalFormat);
//>>includeStart('debug', pragmas.debug);
if (!defined(width) || !defined(height) || !defined(depth)) {
throw new DeveloperError(
"options requires a source field to create an initialized texture3D or width, height and depth fields to create a blank texture3D.",
);
}
Check.typeOf.number.greaterThan("width", width, 0);
if (width > ContextLimits.maximumTextureSize) {
throw new DeveloperError(
`Width must be less than or equal to the maximum texture3D size (${ContextLimits.maximumTextureSize}). Check maximumTextureSize.`,
);
}
Check.typeOf.number.greaterThan("height", height, 0);
if (height > ContextLimits.maximumTextureSize) {
throw new DeveloperError(
`Height must be less than or equal to the maximum texture3D size (${ContextLimits.maximumTextureSize}). Check maximumTextureSize.`,
);
}
Check.typeOf.number.greaterThan("depth", depth, 0);
if (depth > ContextLimits.maximumTextureSize) {
throw new DeveloperError(
`Depth must be less than or equal to the maximum texture3D size (${ContextLimits.maximumTextureSize}). Check maximumTextureSize.`,
);
}
if (!PixelFormat.validate(pixelFormat)) {
throw new DeveloperError("Invalid options.pixelFormat.");
}
if (!isCompressed && !PixelDatatype.validate(pixelDatatype)) {
throw new DeveloperError("Invalid options.pixelDatatype.");
}
if (
pixelFormat === PixelFormat.DEPTH_COMPONENT &&
pixelDatatype !== PixelDatatype.UNSIGNED_SHORT &&
pixelDatatype !== PixelDatatype.UNSIGNED_INT
) {
throw new DeveloperError(
"When options.pixelFormat is DEPTH_COMPONENT, options.pixelDatatype must be UNSIGNED_SHORT or UNSIGNED_INT.",
);
}
if (
pixelFormat === PixelFormat.DEPTH_STENCIL &&
pixelDatatype !== PixelDatatype.UNSIGNED_INT_24_8
) {
throw new DeveloperError(
"When options.pixelFormat is DEPTH_STENCIL, options.pixelDatatype must be UNSIGNED_INT_24_8.",
);
}
if (pixelDatatype === PixelDatatype.FLOAT && !context.floatingPointTexture) {
throw new DeveloperError(
"When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension. Check context.floatingPointTexture.",
);
}
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. Check context.halfFloatingPointTexture.",
);
}
if (PixelFormat.isDepthFormat(pixelFormat)) {
if (defined(source)) {
throw new DeveloperError(
"When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, source cannot be provided.",
);
}
if (!context.depthTexture) {
throw new DeveloperError(
"When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, this WebGL implementation must support WEBGL_depth_texture. Check context.depthTexture.",
);
}
}
if (isCompressed) {
throw new DeveloperError(
"Texture3D does not currently support compressed formats.",
);
}
//>>includeEnd('debug');
const gl = context._gl;
const sizeInBytes = PixelFormat.texture3DSizeInBytes(
pixelFormat,
pixelDatatype,
width,
height,
depth,
);
this._id = options.id ?? createGuid();
this._context = context;
this._textureFilterAnisotropic = context._textureFilterAnisotropic;
this._textureTarget = gl.TEXTURE_3D;
this._texture = gl.createTexture();
this._internalFormat = internalFormat;
this._pixelFormat = pixelFormat;
this._pixelDatatype = pixelDatatype;
this._width = width;
this._height = height;
this._depth = depth;
this._dimensions = new Cartesian3(width, height, depth);
this._hasMipmap = false;
this._sizeInBytes = sizeInBytes;
this._preMultiplyAlpha = preMultiplyAlpha;
this._flipY = flipY;
this._initialized = false;
this._sampler = undefined;
this._sampler = sampler;
setupSampler(this, sampler);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(this._textureTarget, this._texture);
if (defined(source)) {
if (skipColorSpaceConversion) {
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
} else {
gl.pixelStorei(
gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,
gl.BROWSER_DEFAULT_WEBGL,
);
}
if (!defined(source.arrayBufferView)) {
throw new DeveloperError(
"For Texture3D, options.source.arrayBufferView must be defined",
);
}
loadBufferSource(this, source);
this._initialized = true;
} else {
loadNull(this);
}
gl.bindTexture(this._textureTarget, null);
}
/**
* Load texel data from a buffer into a texture3D.
*
* @param {Texture3D} texture3D The texture3D to which texel values will be loaded.
* @param {Texture3D.Source} source The source for texel values to be loaded into the texture3D.
*
* @private
*/
function loadBufferSource(texture3D, source) {
const context = texture3D._context;
const gl = context._gl;
const textureTarget = texture3D._textureTarget;
const internalFormat = texture3D._internalFormat;
const { width, height, depth, pixelFormat, pixelDatatype, flipY } = texture3D;
const unpackAlignment = PixelFormat.alignmentInBytes(
pixelFormat,
pixelDatatype,
width,
);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, unpackAlignment);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
const { arrayBufferView } = source;
if (flipY) {
console.warn("texture3D.flipY is not supported.");
}
let levels = 1;
if (source.mipLevels && source.mipLevels.length) {
levels = source.mipLevels.length + 1;
}
gl.texStorage3D(textureTarget, levels, internalFormat, width, height, depth);
gl.texSubImage3D(
textureTarget,
0,
0,
0,
0,
width,
height,
depth,
pixelFormat,
PixelDatatype.toWebGLConstant(pixelDatatype, context),
arrayBufferView,
);
if (levels > 1) {
let mipWidth = width;
let mipHeight = height;
let mipDepth = depth;
for (let i = 0; i < source.mipLevels.length; ++i) {
mipWidth = nextMipSize(mipWidth);
mipHeight = nextMipSize(mipHeight);
mipDepth = nextMipSize(mipDepth);
gl.texSubImage3D(
textureTarget,
i + 1,
0,
0,
0,
mipWidth,
mipHeight,
mipDepth,
pixelFormat,
PixelDatatype.toWebGLConstant(pixelDatatype, context),
source.mipLevels[i],
);
}
}
}
/**
* Compute a dimension of the image for the next mip level.
*
* @param {number} currentSize The size of the current mip level.
* @returns {number} The size of the next mip level.
*
* @private
*/
function nextMipSize(currentSize) {
const nextSize = Math.floor(currentSize / 2) | 0;
return Math.max(nextSize, 1);
}
/**
* Allocate a texture3D in GPU memory, without providing any image data.
*
* @param {Texture3D} texture3D The texture3D to be initialized with null values.
*
* @private
*/
function loadNull(texture3D) {
const context = texture3D._context;
context._gl.texImage3D(
texture3D._textureTarget,
0,
texture3D._internalFormat,
texture3D._width,
texture3D._height,
texture3D._depth,
0,
texture3D._pixelFormat,
PixelDatatype.toWebGLConstant(texture3D._pixelDatatype, context),
null,
);
}
/**
* This function is identical to using the Texture3D constructor except that it can be
* replaced with a mock/spy in tests.
* @private
*/
Texture3D.create = function (options) {
return new Texture3D(options);
};
Object.defineProperties(Texture3D.prototype, {
/**
* A unique id for the texture3D
* @memberof Texture3D.prototype
* @type {string}
* @readonly
* @private
*/
id: {
get: function () {
return this._id;
},
},
/**
* The sampler to use when sampling this texture3D.
* Create a sampler by calling {@link Sampler}. If this
* parameter is not specified, a default sampler is used. The default sampler clamps texture3D
* coordinates in both directions, uses linear filtering for both magnification and minification,
* and uses a maximum anisotropy of 1.0.
* @memberof Texture3D.prototype
* @type {Sampler}
* @private
*/
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;
},
},
dimensions: {
get: function () {
return this._dimensions;
},
},
preMultiplyAlpha: {
get: function () {
return this._preMultiplyAlpha;
},
},
flipY: {
get: function () {
return this._flipY;
},
},
width: {
get: function () {
return this._width;
},
},
height: {
get: function () {
return this._height;
},
},
depth: {
get: function () {
return this._depth;
},
},
sizeInBytes: {
get: function () {
if (this._hasMipmap) {
return Math.floor((this._sizeInBytes * 8) / 7);
}
return this._sizeInBytes;
},
},
_target: {
get: function () {
return this._textureTarget;
},
},
});
/**
* Set up a sampler for use with a texture3D
* @param {Texture3D} texture3D The texture3D to be sampled by this sampler
* @param {Sampler} sampler Information about how to sample the texture3D
* @private
*/
function setupSampler(texture3D, 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 = texture3D._context;
const pixelFormat = texture3D._pixelFormat;
const pixelDatatype = texture3D._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;
}
// WebGL 2 depth texture3D only support nearest filtering. See section 3.8.13 OpenGL ES 3 spec
if (PixelFormat.isDepthFormat(pixelFormat)) {
minificationFilter = TextureMinificationFilter.NEAREST;
magnificationFilter = TextureMagnificationFilter.NEAREST;
}
const gl = context._gl;
const target = texture3D._textureTarget;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(target, texture3D._texture);
gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, minificationFilter);
gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, magnificationFilter);
gl.texParameteri(target, gl.TEXTURE_WRAP_R, sampler.wrapR);
gl.texParameteri(target, gl.TEXTURE_WRAP_S, sampler.wrapS);
gl.texParameteri(target, gl.TEXTURE_WRAP_T, sampler.wrapT);
if (defined(texture3D._textureFilterAnisotropic)) {
gl.texParameteri(
target,
texture3D._textureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,
sampler.maximumAnisotropy,
);
}
gl.bindTexture(target, null);
}
/**
* @param {MipmapHint} [hint=MipmapHint.DONT_CARE] optional.
* @private
* @exception {DeveloperError} Cannot call generateMipmap when the texture3D pixel format is DEPTH_COMPONENT or DEPTH_STENCIL.
* @exception {DeveloperError} Cannot call generateMipmap when the texture3D pixel format is a compressed format.
* @exception {DeveloperError} hint is invalid.
* @exception {DeveloperError} This texture3D's width must be a power of two to call generateMipmap() in a WebGL1 context.
* @exception {DeveloperError} This texture3D's height must be a power of two to call generateMipmap() in a WebGL1 context.
* @exception {DeveloperError} This texture3D was destroyed, i.e., destroy() was called.
*/
Texture3D.prototype.generateMipmap = function (hint) {
hint = hint ?? MipmapHint.DONT_CARE;
//>>includeStart('debug', pragmas.debug);
if (PixelFormat.isDepthFormat(this._pixelFormat)) {
throw new DeveloperError(
"Cannot call generateMipmap when the texture3D pixel format is DEPTH_COMPONENT or DEPTH_STENCIL.",
);
}
if (PixelFormat.isCompressedFormat(this._pixelFormat)) {
throw new DeveloperError(
"Cannot call generateMipmap with a compressed pixel format.",
);
}
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);
};
Texture3D.prototype.isDestroyed = function () {
return false;
};
Texture3D.prototype.destroy = function () {
this._context._gl.deleteTexture(this._texture);
return destroyObject(this);
};
export default Texture3D;