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@pixi/core

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"use strict"; var constants = require("@pixi/constants"), extensions = require("@pixi/extensions"), utils = require("@pixi/utils"), BaseTexture = require("./BaseTexture.js"), GLTexture = require("./GLTexture.js"), mapInternalFormatToSamplerType = require("./utils/mapInternalFormatToSamplerType.js"), mapTypeAndFormatToInternalFormat = require("./utils/mapTypeAndFormatToInternalFormat.js"); class TextureSystem { /** * @param renderer - The renderer this system works for. */ constructor(renderer) { this.renderer = renderer, this.boundTextures = [], this.currentLocation = -1, this.managedTextures = [], this._unknownBoundTextures = !1, this.unknownTexture = new BaseTexture.BaseTexture(), this.hasIntegerTextures = !1; } /** Sets up the renderer context and necessary buffers. */ contextChange() { const gl = this.gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID, this.webGLVersion = this.renderer.context.webGLVersion, this.internalFormats = mapTypeAndFormatToInternalFormat.mapTypeAndFormatToInternalFormat(gl), this.samplerTypes = mapInternalFormatToSamplerType.mapInternalFormatToSamplerType(gl); const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); this.boundTextures.length = maxTextures; for (let i = 0; i < maxTextures; i++) this.boundTextures[i] = null; this.emptyTextures = {}; const emptyTexture2D = new GLTexture.GLTexture(gl.createTexture()); gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture), gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)), this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D, this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture.GLTexture(gl.createTexture()), gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); for (let i = 0; i < 6; i++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR), gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); for (let i = 0; i < this.boundTextures.length; i++) this.bind(null, i); } /** * Bind a texture to a specific location * * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` * @param texture - Texture to bind * @param [location=0] - Location to bind at */ bind(texture, location = 0) { const { gl } = this; if (texture = texture?.castToBaseTexture(), texture?.valid && !texture.parentTextureArray) { texture.touched = this.renderer.textureGC.count; const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); this.boundTextures[location] !== texture && (this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), gl.bindTexture(texture.target, glTexture.texture)), glTexture.dirtyId !== texture.dirtyId ? (this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), this.updateTexture(texture)) : glTexture.dirtyStyleId !== texture.dirtyStyleId && this.updateTextureStyle(texture), this.boundTextures[location] = texture; } else this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture), this.boundTextures[location] = null; } /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */ reset() { this._unknownBoundTextures = !0, this.hasIntegerTextures = !1, this.currentLocation = -1; for (let i = 0; i < this.boundTextures.length; i++) this.boundTextures[i] = this.unknownTexture; } /** * Unbind a texture. * @param texture - Texture to bind */ unbind(texture) { const { gl, boundTextures } = this; if (this._unknownBoundTextures) { this._unknownBoundTextures = !1; for (let i = 0; i < boundTextures.length; i++) boundTextures[i] === this.unknownTexture && this.bind(null, i); } for (let i = 0; i < boundTextures.length; i++) boundTextures[i] === texture && (this.currentLocation !== i && (gl.activeTexture(gl.TEXTURE0 + i), this.currentLocation = i), gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture), boundTextures[i] = null); } /** * Ensures that current boundTextures all have FLOAT sampler type, * see {@link PIXI.SAMPLER_TYPES} for explanation. * @param maxTextures - number of locations to check */ ensureSamplerType(maxTextures) { const { boundTextures, hasIntegerTextures, CONTEXT_UID } = this; if (hasIntegerTextures) for (let i = maxTextures - 1; i >= 0; --i) { const tex = boundTextures[i]; tex && tex._glTextures[CONTEXT_UID].samplerType !== constants.SAMPLER_TYPES.FLOAT && this.renderer.texture.unbind(tex); } } /** * Initialize a texture * @private * @param texture - Texture to initialize */ initTexture(texture) { const glTexture = new GLTexture.GLTexture(this.gl.createTexture()); return glTexture.dirtyId = -1, texture._glTextures[this.CONTEXT_UID] = glTexture, this.managedTextures.push(texture), texture.on("dispose", this.destroyTexture, this), glTexture; } initTextureType(texture, glTexture) { glTexture.internalFormat = this.internalFormats[texture.type]?.[texture.format] ?? texture.format, glTexture.samplerType = this.samplerTypes[glTexture.internalFormat] ?? constants.SAMPLER_TYPES.FLOAT, this.webGLVersion === 2 && texture.type === constants.TYPES.HALF_FLOAT ? glTexture.type = this.gl.HALF_FLOAT : glTexture.type = texture.type; } /** * Update a texture * @private * @param {PIXI.BaseTexture} texture - Texture to initialize */ updateTexture(texture) { const glTexture = texture._glTextures[this.CONTEXT_UID]; if (!glTexture) return; const renderer = this.renderer; if (this.initTextureType(texture, glTexture), texture.resource?.upload(renderer, texture, glTexture)) glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT && (this.hasIntegerTextures = !0); else { const width = texture.realWidth, height = texture.realHeight, gl = renderer.gl; (glTexture.width !== width || glTexture.height !== height || glTexture.dirtyId < 0) && (glTexture.width = width, glTexture.height = height, gl.texImage2D( texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null )); } texture.dirtyStyleId !== glTexture.dirtyStyleId && this.updateTextureStyle(texture), glTexture.dirtyId = texture.dirtyId; } /** * Deletes the texture from WebGL * @private * @param texture - the texture to destroy * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager. */ destroyTexture(texture, skipRemove) { const { gl } = this; if (texture = texture.castToBaseTexture(), texture._glTextures[this.CONTEXT_UID] && (this.unbind(texture), gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture), texture.off("dispose", this.destroyTexture, this), delete texture._glTextures[this.CONTEXT_UID], !skipRemove)) { const i = this.managedTextures.indexOf(texture); i !== -1 && utils.removeItems(this.managedTextures, i, 1); } } /** * Update texture style such as mipmap flag * @private * @param {PIXI.BaseTexture} texture - Texture to update */ updateTextureStyle(texture) { const glTexture = texture._glTextures[this.CONTEXT_UID]; glTexture && ((texture.mipmap === constants.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo ? glTexture.mipmap = !1 : glTexture.mipmap = texture.mipmap >= 1, this.webGLVersion !== 2 && !texture.isPowerOfTwo ? glTexture.wrapMode = constants.WRAP_MODES.CLAMP : glTexture.wrapMode = texture.wrapMode, texture.resource?.style(this.renderer, texture, glTexture) || this.setStyle(texture, glTexture), glTexture.dirtyStyleId = texture.dirtyStyleId); } /** * Set style for texture * @private * @param texture - Texture to update * @param glTexture */ setStyle(texture, glTexture) { const gl = this.gl; if (glTexture.mipmap && texture.mipmap !== constants.MIPMAP_MODES.ON_MANUAL && gl.generateMipmap(texture.target), gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode), gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode), glTexture.mipmap) { gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === constants.SCALE_MODES.LINEAR) { const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); } } else gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); } destroy() { this.renderer = null; } } TextureSystem.extension = { type: extensions.ExtensionType.RendererSystem, name: "texture" }; extensions.extensions.add(TextureSystem); exports.TextureSystem = TextureSystem; //# sourceMappingURL=TextureSystem.js.map