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playcanvas

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PlayCanvas WebGL game engine

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import { Debug } from '../../core/debug.js'; import { TRACEID_TEXTURE_ALLOC, TRACEID_VRAM_TEXTURE } from '../../core/constants.js'; import { math } from '../../core/math/math.js'; import { TEXTURELOCK_NONE, PIXELFORMAT_RGBA8, isCompressedPixelFormat, isIntegerPixelFormat, FILTER_NEAREST, FILTER_LINEAR_MIPMAP_LINEAR, FILTER_LINEAR, ADDRESS_REPEAT, FUNC_LESS, TEXTURETYPE_DEFAULT, TEXTUREPROJECTION_NONE, TEXTUREPROJECTION_CUBE, pixelFormatInfo, TEXHINT_SHADOWMAP, TEXHINT_ASSET, TEXHINT_LIGHTMAP, TEXPROPERTY_MIN_FILTER, TEXPROPERTY_MAG_FILTER, TEXPROPERTY_ADDRESS_U, TEXPROPERTY_ADDRESS_V, TEXPROPERTY_ADDRESS_W, TEXPROPERTY_COMPARE_ON_READ, TEXPROPERTY_COMPARE_FUNC, TEXPROPERTY_ANISOTROPY, isSrgbPixelFormat, pixelFormatLinearToGamma, pixelFormatGammaToLinear, TEXTURETYPE_RGBP, TEXTURETYPE_RGBE, TEXTURETYPE_RGBM, requiresManualGamma, TEXPROPERTY_ALL, TEXTURELOCK_WRITE, TEXTURELOCK_READ, getPixelFormatArrayType } from './constants.js'; import { TextureUtils } from './texture-utils.js'; /** * @import { GraphicsDevice } from './graphics-device.js' * @import { RenderTarget } from './render-target.js' */ let id = 0; /** * Represents a texture, which is typically an image composed of pixels (texels). Textures are * fundamental resources for rendering graphical objects. They are commonly used by * {@link Material}s and sampled in {@link Shader}s (usually fragment shaders) to define the visual * appearance of a 3D model's surface. Beyond storing color images, textures can hold various data * types like normal maps, environment maps (cubemaps), or custom data for shader computations. Key * properties control how the texture data is sampled, including filtering modes and coordinate * wrapping. * * Note on **HDR texture format** support: * 1. **As textures**: * - float (i.e. {@link PIXELFORMAT_RGBA32F}), half-float (i.e. {@link PIXELFORMAT_RGBA16F}) and * small-float ({@link PIXELFORMAT_111110F}) formats are always supported on both WebGL2 and WebGPU * with point sampling. * - half-float and small-float formats are always supported on WebGL2 and WebGPU with linear * sampling. * - float formats are supported on WebGL2 and WebGPU with linear sampling only if * {@link GraphicsDevice#textureFloatFilterable} is true. * * 2. **As renderable textures** that can be used as color buffers in a {@link RenderTarget}: * - on WebGPU, rendering to float and half-float formats is always supported. * - on WebGPU, rendering to small-float format is supported only if * {@link GraphicsDevice#textureRG11B10Renderable} is true. * - on WebGL2, rendering to these 3 formats formats is supported only if * {@link GraphicsDevice#textureFloatRenderable} is true. * - on WebGL2, if {@link GraphicsDevice#textureFloatRenderable} is false, but * {@link GraphicsDevice#textureHalfFloatRenderable} is true, rendering to half-float formats only * is supported. This is the case of many mobile iOS devices. * - you can determine available renderable HDR format using * {@link GraphicsDevice#getRenderableHdrFormat}. * @category Graphics */ class Texture { /** * Create a new Texture instance. * * @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this texture. * @param {object} [options] - Object for passing optional arguments. * @param {string} [options.name] - The name of the texture. Defaults to null. * @param {number} [options.width] - The width of the texture in pixels. Defaults to 4. * @param {number} [options.height] - The height of the texture in pixels. Defaults to 4. * @param {number} [options.depth] - The number of depth slices in a 3D texture. * @param {number} [options.format] - The pixel format of the texture. Can be: * * - {@link PIXELFORMAT_R8} * - {@link PIXELFORMAT_RG8} * - {@link PIXELFORMAT_RGB565} * - {@link PIXELFORMAT_RGBA5551} * - {@link PIXELFORMAT_RGBA4} * - {@link PIXELFORMAT_RGB8} * - {@link PIXELFORMAT_RGBA8} * - {@link PIXELFORMAT_DXT1} * - {@link PIXELFORMAT_DXT3} * - {@link PIXELFORMAT_DXT5} * - {@link PIXELFORMAT_RGB16F} * - {@link PIXELFORMAT_RGBA16F} * - {@link PIXELFORMAT_RGB32F} * - {@link PIXELFORMAT_RGBA32F} * - {@link PIXELFORMAT_ETC1} * - {@link PIXELFORMAT_PVRTC_2BPP_RGB_1} * - {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1} * - {@link PIXELFORMAT_PVRTC_4BPP_RGB_1} * - {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1} * - {@link PIXELFORMAT_111110F} * - {@link PIXELFORMAT_ASTC_4x4} * - {@link PIXELFORMAT_ATC_RGB} * - {@link PIXELFORMAT_ATC_RGBA} * * Defaults to {@link PIXELFORMAT_RGBA8}. * @param {string} [options.projection] - The projection type of the texture, used when the * texture represents an environment. Can be: * * - {@link TEXTUREPROJECTION_NONE} * - {@link TEXTUREPROJECTION_CUBE} * - {@link TEXTUREPROJECTION_EQUIRECT} * - {@link TEXTUREPROJECTION_OCTAHEDRAL} * * Defaults to {@link TEXTUREPROJECTION_CUBE} if options.cubemap is true, otherwise * {@link TEXTUREPROJECTION_NONE}. * @param {number} [options.minFilter] - The minification filter type to use. Defaults to * {@link FILTER_LINEAR_MIPMAP_LINEAR}. * @param {number} [options.magFilter] - The magnification filter type to use. Defaults to * {@link FILTER_LINEAR}. * @param {number} [options.anisotropy] - The level of anisotropic filtering to use. Defaults * to 1. * @param {number} [options.addressU] - The repeat mode to use in the U direction. Defaults to * {@link ADDRESS_REPEAT}. * @param {number} [options.addressV] - The repeat mode to use in the V direction. Defaults to * {@link ADDRESS_REPEAT}. * @param {number} [options.addressW] - The repeat mode to use in the W direction. Defaults to * {@link ADDRESS_REPEAT}. * @param {boolean} [options.mipmaps] - When enabled try to generate or use mipmaps for this * texture. Default is true. * @param {number} [options.numLevels] - Specifies the number of mip levels to generate. If not * specified, the number is calculated based on the texture size. When this property is set, * the mipmaps property is ignored. * @param {boolean} [options.cubemap] - Specifies whether the texture is to be a cubemap. * Defaults to false. * @param {number} [options.arrayLength] - Specifies whether the texture is to be a 2D texture array. * When passed in as undefined or < 1, this is not an array texture. If >= 1, this is an array texture. * Defaults to undefined. * @param {boolean} [options.volume] - Specifies whether the texture is to be a 3D volume. * Defaults to false. * @param {string} [options.type] - Specifies the texture type. Can be: * * - {@link TEXTURETYPE_DEFAULT} * - {@link TEXTURETYPE_RGBM} * - {@link TEXTURETYPE_RGBE} * - {@link TEXTURETYPE_RGBP} * - {@link TEXTURETYPE_SWIZZLEGGGR} * * Defaults to {@link TEXTURETYPE_DEFAULT}. * @param {boolean} [options.flipY] - Specifies whether the texture should be flipped in the * Y-direction. Only affects textures with a source that is an image, canvas or video element. * Does not affect cubemaps, compressed textures or textures set from raw pixel data. Defaults * to false. * @param {boolean} [options.premultiplyAlpha] - If true, the alpha channel of the texture (if * present) is multiplied into the color channels. Defaults to false. * @param {boolean} [options.compareOnRead] - When enabled, and if texture format is * {@link PIXELFORMAT_DEPTH} or {@link PIXELFORMAT_DEPTHSTENCIL}, hardware PCF is enabled for * this texture, and you can get filtered results of comparison using texture() in your shader. * Defaults to false. * @param {number} [options.compareFunc] - Comparison function when compareOnRead is enabled. * Can be: * * - {@link FUNC_LESS} * - {@link FUNC_LESSEQUAL} * - {@link FUNC_GREATER} * - {@link FUNC_GREATEREQUAL} * - {@link FUNC_EQUAL} * - {@link FUNC_NOTEQUAL} * * Defaults to {@link FUNC_LESS}. * @param {Uint8Array[]|Uint16Array[]|Uint32Array[]|Float32Array[]|HTMLCanvasElement[]|HTMLImageElement[]|HTMLVideoElement[]|Uint8Array[][]} [options.levels] * - Array of Uint8Array or other supported browser interface; or a two-dimensional array * of Uint8Array if options.arrayLength is defined and greater than zero. * @param {boolean} [options.storage] - Defines if texture can be used as a storage texture by * a compute shader. Defaults to false. * @example * // Create a 8x8x24-bit texture * const texture = new pc.Texture(graphicsDevice, { * width: 8, * height: 8, * format: pc.PIXELFORMAT_RGB8 * }); * * // Fill the texture with a gradient * const pixels = texture.lock(); * const count = 0; * for (let i = 0; i < 8; i++) { * for (let j = 0; j < 8; j++) { * pixels[count++] = i * 32; * pixels[count++] = j * 32; * pixels[count++] = 255; * } * } * texture.unlock(); */ constructor(graphicsDevice, options = {}){ /** @ignore */ this._gpuSize = 0; /** @protected */ this.id = id++; /** @protected */ this._invalid = false; /** @protected */ this._lockedLevel = -1; /** @protected */ this._lockedMode = TEXTURELOCK_NONE; /** * A render version used to track the last time the texture properties requiring bind group * to be updated were changed. * * @type {number} * @ignore */ this.renderVersionDirty = 0; /** @protected */ this._storage = false; /** @protected */ this._numLevels = 0; this.device = graphicsDevice; Debug.assert(this.device, 'Texture constructor requires a graphicsDevice to be valid'); Debug.assert(!options.width || Number.isInteger(options.width), 'Texture width must be an integer number, got', options); Debug.assert(!options.height || Number.isInteger(options.height), 'Texture height must be an integer number, got', options); Debug.assert(!options.depth || Number.isInteger(options.depth), 'Texture depth must be an integer number, got', options); this.name = options.name ?? ''; this._width = Math.floor(options.width ?? 4); this._height = Math.floor(options.height ?? 4); this._format = options.format ?? PIXELFORMAT_RGBA8; this._compressed = isCompressedPixelFormat(this._format); this._integerFormat = isIntegerPixelFormat(this._format); if (this._integerFormat) { options.minFilter = FILTER_NEAREST; options.magFilter = FILTER_NEAREST; } this._volume = options.volume ?? false; this._depth = Math.floor(options.depth ?? 1); this._arrayLength = Math.floor(options.arrayLength ?? 0); this._storage = options.storage ?? false; this._cubemap = options.cubemap ?? false; this._flipY = options.flipY ?? false; this._premultiplyAlpha = options.premultiplyAlpha ?? false; this._mipmaps = options.mipmaps ?? true; this._numLevelsRequested = options.numLevels; if (options.numLevels !== undefined) { this._numLevels = options.numLevels; } this._updateNumLevel(); this._minFilter = options.minFilter ?? FILTER_LINEAR_MIPMAP_LINEAR; this._magFilter = options.magFilter ?? FILTER_LINEAR; this._anisotropy = options.anisotropy ?? 1; this._addressU = options.addressU ?? ADDRESS_REPEAT; this._addressV = options.addressV ?? ADDRESS_REPEAT; this._addressW = options.addressW ?? ADDRESS_REPEAT; this._compareOnRead = options.compareOnRead ?? false; this._compareFunc = options.compareFunc ?? FUNC_LESS; this._type = options.type ?? TEXTURETYPE_DEFAULT; Debug.assert(!options.hasOwnProperty('rgbm'), 'Use options.type.'); Debug.assert(!options.hasOwnProperty('swizzleGGGR'), 'Use options.type.'); this.projection = TEXTUREPROJECTION_NONE; if (this._cubemap) { this.projection = TEXTUREPROJECTION_CUBE; } else if (options.projection && options.projection !== TEXTUREPROJECTION_CUBE) { this.projection = options.projection; } this.profilerHint = options.profilerHint ?? 0; this._levels = options.levels; const upload = !!options.levels; if (!this._levels) { this._clearLevels(); } this.recreateImpl(upload); // track the texture graphicsDevice.textures.push(this); Debug.trace(TRACEID_TEXTURE_ALLOC, `Alloc: Id ${this.id} ${this.name}: ${this.width}x${this.height} [${pixelFormatInfo.get(this.format)?.name}]` + `${this.cubemap ? '[Cubemap]' : ''}` + `${this.volume ? '[Volume]' : ''}` + `${this.array ? '[Array]' : ''}` + `[MipLevels:${this.numLevels}]`, this); } /** * Frees resources associated with this texture. */ destroy() { Debug.trace(TRACEID_TEXTURE_ALLOC, `DeAlloc: Id ${this.id} ${this.name}`); const device = this.device; if (device) { // stop tracking the texture const idx = device.textures.indexOf(this); if (idx !== -1) { device.textures.splice(idx, 1); } // Remove texture from any uniforms device.scope.removeValue(this); // destroy implementation this.impl.destroy(device); // Update texture stats this.adjustVramSizeTracking(device._vram, -this._gpuSize); this._levels = null; this.device = null; } } recreateImpl(upload = true) { const { device } = this; // destroy existing this.impl?.destroy(device); this.impl = null; // create new this.impl = device.createTextureImpl(this); this.dirtyAll(); if (upload) { this.upload(); } } _clearLevels() { this._levels = this._cubemap ? [ [ null, null, null, null, null, null ] ] : [ null ]; } /** * Resizes the texture. This operation is supported for render target textures, and it resizes * the allocated buffer used for rendering, not the existing content of the texture. * * It is also supported for textures with data provided via the {@link lock} method. After * resizing, the appropriately sized data must be assigned by calling {@link lock} again. * * @param {number} width - The new width of the texture. * @param {number} height - The new height of the texture. * @param {number} [depth] - The new depth of the texture. Defaults to 1. * @ignore */ resize(width, height, depth = 1) { if (this.width !== width || this.height !== height || this.depth !== depth) { // destroy texture impl const device = this.device; this.adjustVramSizeTracking(device._vram, -this._gpuSize); this._gpuSize = 0; this.impl.destroy(device); this._clearLevels(); this._width = Math.floor(width); this._height = Math.floor(height); this._depth = Math.floor(depth); this._updateNumLevel(); // re-create the implementation this.impl = device.createTextureImpl(this); this.dirtyAll(); } } /** * Called when the rendering context was lost. It releases all context related resources. * * @ignore */ loseContext() { this.impl.loseContext(); this.dirtyAll(); } /** * Updates vram size tracking for the texture, size can be positive to add or negative to subtract * * @ignore */ adjustVramSizeTracking(vram, size) { Debug.trace(TRACEID_VRAM_TEXTURE, `${this.id} ${this.name} size: ${size} vram.texture: ${vram.tex} => ${vram.tex + size}`); vram.tex += size; if (this.profilerHint === TEXHINT_SHADOWMAP) { vram.texShadow += size; } else if (this.profilerHint === TEXHINT_ASSET) { vram.texAsset += size; } else if (this.profilerHint === TEXHINT_LIGHTMAP) { vram.texLightmap += size; } } propertyChanged(flag) { this.impl.propertyChanged(flag); this.renderVersionDirty = this.device.renderVersion; } _updateNumLevel() { const maxLevels = this.mipmaps ? TextureUtils.calcMipLevelsCount(this.width, this.height) : 1; const requestedLevels = this._numLevelsRequested; if (requestedLevels !== undefined && requestedLevels > maxLevels) { Debug.warn('Texture#numLevels: requested mip level count is greater than the maximum possible, will be clamped to', maxLevels, this); } this._numLevels = Math.min(requestedLevels ?? maxLevels, maxLevels); this._mipmaps = this._numLevels > 1; } /** * Returns the current lock mode. One of: * * - {@link TEXTURELOCK_NONE} * - {@link TEXTURELOCK_READ} * - {@link TEXTURELOCK_WRITE} * * @ignore * @type {number} */ get lockedMode() { return this._lockedMode; } /** * Sets the minification filter to be applied to the texture. Can be: * * - {@link FILTER_NEAREST} * - {@link FILTER_LINEAR} * - {@link FILTER_NEAREST_MIPMAP_NEAREST} * - {@link FILTER_NEAREST_MIPMAP_LINEAR} * - {@link FILTER_LINEAR_MIPMAP_NEAREST} * - {@link FILTER_LINEAR_MIPMAP_LINEAR} * * @type {number} */ set minFilter(v) { if (this._minFilter !== v) { if (isIntegerPixelFormat(this._format)) { Debug.warn('Texture#minFilter: minFilter property cannot be changed on an integer texture, will remain FILTER_NEAREST', this); } else { this._minFilter = v; this.propertyChanged(TEXPROPERTY_MIN_FILTER); } } } /** * Gets the minification filter to be applied to the texture. * * @type {number} */ get minFilter() { return this._minFilter; } /** * Sets the magnification filter to be applied to the texture. Can be: * * - {@link FILTER_NEAREST} * - {@link FILTER_LINEAR} * * @type {number} */ set magFilter(v) { if (this._magFilter !== v) { if (isIntegerPixelFormat(this._format)) { Debug.warn('Texture#magFilter: magFilter property cannot be changed on an integer texture, will remain FILTER_NEAREST', this); } else { this._magFilter = v; this.propertyChanged(TEXPROPERTY_MAG_FILTER); } } } /** * Gets the magnification filter to be applied to the texture. * * @type {number} */ get magFilter() { return this._magFilter; } /** * Sets the addressing mode to be applied to the texture horizontally. Can be: * * - {@link ADDRESS_REPEAT} * - {@link ADDRESS_CLAMP_TO_EDGE} * - {@link ADDRESS_MIRRORED_REPEAT} * * @type {number} */ set addressU(v) { if (this._addressU !== v) { this._addressU = v; this.propertyChanged(TEXPROPERTY_ADDRESS_U); } } /** * Gets the addressing mode to be applied to the texture horizontally. * * @type {number} */ get addressU() { return this._addressU; } /** * Sets the addressing mode to be applied to the texture vertically. Can be: * * - {@link ADDRESS_REPEAT} * - {@link ADDRESS_CLAMP_TO_EDGE} * - {@link ADDRESS_MIRRORED_REPEAT} * * @type {number} */ set addressV(v) { if (this._addressV !== v) { this._addressV = v; this.propertyChanged(TEXPROPERTY_ADDRESS_V); } } /** * Gets the addressing mode to be applied to the texture vertically. * * @type {number} */ get addressV() { return this._addressV; } /** * Sets the addressing mode to be applied to the 3D texture depth. Can be: * * - {@link ADDRESS_REPEAT} * - {@link ADDRESS_CLAMP_TO_EDGE} * - {@link ADDRESS_MIRRORED_REPEAT} * * @type {number} */ set addressW(addressW) { if (!this._volume) { Debug.warn('pc.Texture#addressW: Can\'t set W addressing mode for a non-3D texture.'); return; } if (addressW !== this._addressW) { this._addressW = addressW; this.propertyChanged(TEXPROPERTY_ADDRESS_W); } } /** * Gets the addressing mode to be applied to the 3D texture depth. * * @type {number} */ get addressW() { return this._addressW; } /** * When enabled, and if texture format is {@link PIXELFORMAT_DEPTH} or * {@link PIXELFORMAT_DEPTHSTENCIL}, hardware PCF is enabled for this texture, and you can get * filtered results of comparison using texture() in your shader. * * @type {boolean} */ set compareOnRead(v) { if (this._compareOnRead !== v) { this._compareOnRead = v; this.propertyChanged(TEXPROPERTY_COMPARE_ON_READ); } } /** * Gets whether you can get filtered results of comparison using texture() in your shader. * * @type {boolean} */ get compareOnRead() { return this._compareOnRead; } /** * Sets the comparison function when {@link compareOnRead} is enabled. Possible values: * * - {@link FUNC_LESS} * - {@link FUNC_LESSEQUAL} * - {@link FUNC_GREATER} * - {@link FUNC_GREATEREQUAL} * - {@link FUNC_EQUAL} * - {@link FUNC_NOTEQUAL} * * @type {number} */ set compareFunc(v) { if (this._compareFunc !== v) { this._compareFunc = v; this.propertyChanged(TEXPROPERTY_COMPARE_FUNC); } } /** * Gets the comparison function when {@link compareOnRead} is enabled. * * @type {number} */ get compareFunc() { return this._compareFunc; } /** * Sets the integer value specifying the level of anisotropy to apply to the texture. The value * ranges from 1 (no anisotropic filtering) to the maximum anisotropy supported by the graphics * device (see {@link GraphicsDevice#maxAnisotropy}). * * @type {number} */ set anisotropy(v) { if (this._anisotropy !== v) { this._anisotropy = v; this.propertyChanged(TEXPROPERTY_ANISOTROPY); } } /** * Gets the integer value specifying the level of anisotropy to apply to the texture. * * @type {number} */ get anisotropy() { return this._anisotropy; } /** * Sets whether the texture should generate/upload mipmaps. * * @type {boolean} */ set mipmaps(v) { if (this._mipmaps !== v) { if (this.device.isWebGPU) { Debug.warn('Texture#mipmaps: mipmap property is currently not allowed to be changed on WebGPU, create the texture appropriately.', this); } else if (isIntegerPixelFormat(this._format)) { Debug.warn('Texture#mipmaps: mipmap property cannot be changed on an integer texture, will remain false', this); } else { this._mipmaps = v; } if (v) this._needsMipmapsUpload = true; } } /** * Gets whether the texture should generate/upload mipmaps. * * @type {boolean} */ get mipmaps() { return this._mipmaps; } /** * Gets the number of mip levels. * * @type {number} */ get numLevels() { return this._numLevels; } /** * Defines if texture can be used as a storage texture by a compute shader. * * @type {boolean} */ get storage() { return this._storage; } /** * The width of the texture in pixels. * * @type {number} */ get width() { return this._width; } /** * The height of the texture in pixels. * * @type {number} */ get height() { return this._height; } /** * The number of depth slices in a 3D texture. * * @type {number} */ get depth() { return this._depth; } /** * The pixel format of the texture. Can be: * * - {@link PIXELFORMAT_R8} * - {@link PIXELFORMAT_RG8} * - {@link PIXELFORMAT_RGB565} * - {@link PIXELFORMAT_RGBA5551} * - {@link PIXELFORMAT_RGBA4} * - {@link PIXELFORMAT_RGB8} * - {@link PIXELFORMAT_RGBA8} * - {@link PIXELFORMAT_DXT1} * - {@link PIXELFORMAT_DXT3} * - {@link PIXELFORMAT_DXT5} * - {@link PIXELFORMAT_RGB16F} * - {@link PIXELFORMAT_RGBA16F} * - {@link PIXELFORMAT_RGB32F} * - {@link PIXELFORMAT_RGBA32F} * - {@link PIXELFORMAT_ETC1} * - {@link PIXELFORMAT_PVRTC_2BPP_RGB_1} * - {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1} * - {@link PIXELFORMAT_PVRTC_4BPP_RGB_1} * - {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1} * - {@link PIXELFORMAT_111110F} * - {@link PIXELFORMAT_ASTC_4x4} * - {@link PIXELFORMAT_ATC_RGB} * - {@link PIXELFORMAT_ATC_RGBA} * * @type {number} */ get format() { return this._format; } /** * Returns true if this texture is a cube map and false otherwise. * * @type {boolean} */ get cubemap() { return this._cubemap; } get gpuSize() { const mips = this.pot && this._mipmaps && !(this._compressed && this._levels.length === 1); return TextureUtils.calcGpuSize(this._width, this._height, this._depth, this._format, mips, this._cubemap); } /** * Returns true if this texture is a 2D texture array and false otherwise. * * @type {boolean} */ get array() { return this._arrayLength > 0; } /** * Returns the number of textures inside this texture if this is a 2D array texture or 0 otherwise. * * @type {number} */ get arrayLength() { return this._arrayLength; } /** * Returns true if this texture is a 3D volume and false otherwise. * * @type {boolean} */ get volume() { return this._volume; } /** * Sets the texture type. * * @type {string} * @ignore */ set type(value) { if (this._type !== value) { this._type = value; // update all shaders to respect the encoding of the texture (needed by the standard material) this.device._shadersDirty = true; } } /** * Gets the texture type. * * @type {string} * @ignore */ get type() { return this._type; } /** * Sets the texture's internal format to an sRGB or linear equivalent of its current format. * When set to true, the texture is stored in sRGB format and automatically converted to linear * space when sampled. When set to false, the texture remains in a linear format. Changing this * property recreates the texture on the GPU, which is an expensive operation, so it is * preferable to create the texture with the correct format from the start. If the texture * format has no sRGB variant, this operation is ignored. * This is not a public API and is used by Editor only to update rendering when the sRGB * property is changed in the inspector. The higher cost is acceptable in this case. * * @type {boolean} * @ignore */ set srgb(value) { const currentSrgb = isSrgbPixelFormat(this.format); if (value !== currentSrgb) { if (value) { // switch to sRGB const srgbFormat = pixelFormatLinearToGamma(this.format); if (this._format !== srgbFormat) { Debug.warn(`Switching format of texture '${this.name}' to sRGB equivalent: ${pixelFormatInfo.get(this.format)?.name} -> ${pixelFormatInfo.get(srgbFormat)?.name}. This is an expensive operation, and the texture should be created using the right format to avoid this.`, this); this._format = srgbFormat; this.recreateImpl(); // update all shaders to respect the encoding of the texture (needed by the standard material) this.device._shadersDirty = true; } } else { // switch to linear const linearFormat = pixelFormatGammaToLinear(this.format); if (this._format !== linearFormat) { Debug.warn(`Switching format of texture '${this.name}' to linear equivalent: ${pixelFormatInfo.get(this.format)?.name} -> ${pixelFormatInfo.get(linearFormat)?.name}. This is an expensive operation, and the texture should be created using the right format to avoid this.`, this); this._format = linearFormat; this.recreateImpl(); // update all shaders to respect the encoding of the texture (needed by the standard material) this.device._shadersDirty = true; } } } } /** * Returns true if the texture is stored in an sRGB format, meaning it will be converted to * linear space when sampled. Returns false if the texture is stored in a linear format. * * @type {boolean} */ get srgb() { return isSrgbPixelFormat(this.format); } /** * Sets whether the texture should be flipped in the Y-direction. Only affects textures * with a source that is an image, canvas or video element. Does not affect cubemaps, * compressed textures or textures set from raw pixel data. Defaults to true. * * @type {boolean} */ set flipY(flipY) { if (this._flipY !== flipY) { this._flipY = flipY; this._needsUpload = true; } } /** * Gets whether the texture should be flipped in the Y-direction. * * @type {boolean} */ get flipY() { return this._flipY; } set premultiplyAlpha(premultiplyAlpha) { if (this._premultiplyAlpha !== premultiplyAlpha) { this._premultiplyAlpha = premultiplyAlpha; this._needsUpload = true; } } get premultiplyAlpha() { return this._premultiplyAlpha; } /** * Returns true if all dimensions of the texture are power of two, and false otherwise. * * @type {boolean} */ get pot() { return math.powerOfTwo(this._width) && math.powerOfTwo(this._height); } // get the texture's encoding type get encoding() { switch(this.type){ case TEXTURETYPE_RGBM: return 'rgbm'; case TEXTURETYPE_RGBE: return 'rgbe'; case TEXTURETYPE_RGBP: return 'rgbp'; } // note that the srgb part only makes sense for texture storing color data return requiresManualGamma(this.format) ? 'srgb' : 'linear'; } // Force a full resubmission of the texture to the GPU (used on a context restore event) dirtyAll() { this._levelsUpdated = this._cubemap ? [ [ true, true, true, true, true, true ] ] : [ true ]; this._needsUpload = true; this._needsMipmapsUpload = this._mipmaps; this._mipmapsUploaded = false; this.propertyChanged(TEXPROPERTY_ALL); } /** * Locks a miplevel of the texture, returning a typed array to be filled with pixel data. * * @param {object} [options] - Optional options object. Valid properties are as follows: * @param {number} [options.level] - The mip level to lock with 0 being the top level. Defaults * to 0. * @param {number} [options.face] - If the texture is a cubemap, this is the index of the face * to lock. * @param {number} [options.mode] - The lock mode. Can be: * - {@link TEXTURELOCK_READ} * - {@link TEXTURELOCK_WRITE} * Defaults to {@link TEXTURELOCK_WRITE}. * @returns {Uint8Array|Uint16Array|Uint32Array|Float32Array} A typed array containing the pixel data of * the locked mip level. */ lock(options = {}) { // Initialize options to some sensible defaults options.level ??= 0; options.face ??= 0; options.mode ??= TEXTURELOCK_WRITE; Debug.assert(this._lockedMode === TEXTURELOCK_NONE, 'The texture is already locked. Call `texture.unlock()` before attempting to lock again.', this); Debug.assert(options.mode === TEXTURELOCK_READ || options.mode === TEXTURELOCK_WRITE, 'Cannot lock a texture with TEXTURELOCK_NONE. To unlock a texture, call `texture.unlock()`.', this); this._lockedMode = options.mode; this._lockedLevel = options.level; const levels = this.cubemap ? this._levels[options.face] : this._levels; if (levels[options.level] === null) { // allocate storage for this mip level const width = Math.max(1, this._width >> options.level); const height = Math.max(1, this._height >> options.level); const depth = Math.max(1, this._depth >> options.level); const data = new ArrayBuffer(TextureUtils.calcLevelGpuSize(width, height, depth, this._format)); levels[options.level] = new (getPixelFormatArrayType(this._format))(data); } return levels[options.level]; } /** * Set the pixel data of the texture from a canvas, image, video DOM element. If the texture is * a cubemap, the supplied source must be an array of 6 canvases, images or videos. * * @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement|HTMLCanvasElement[]|HTMLImageElement[]|HTMLVideoElement[]} source - A * canvas, image or video element, or an array of 6 canvas, image or video elements. * @param {number} [mipLevel] - A non-negative integer specifying the image level of detail. * Defaults to 0, which represents the base image source. A level value of N, that is greater * than 0, represents the image source for the Nth mipmap reduction level. */ setSource(source, mipLevel = 0) { let invalid = false; let width, height; if (this._cubemap) { if (source[0]) { // rely on first face sizes width = source[0].width || 0; height = source[0].height || 0; for(let i = 0; i < 6; i++){ const face = source[i]; // cubemap becomes invalid if any condition is not satisfied if (!face || // face is missing face.width !== width || // face is different width face.height !== height || // face is different height !this.device._isBrowserInterface(face)) { invalid = true; break; } } } else { // first face is missing invalid = true; } if (!invalid) { // mark levels as updated for(let i = 0; i < 6; i++){ if (this._levels[mipLevel][i] !== source[i]) { this._levelsUpdated[mipLevel][i] = true; } } } } else { // check if source is valid type of element if (!this.device._isBrowserInterface(source)) { invalid = true; } if (!invalid) { // mark level as updated if (source !== this._levels[mipLevel]) { this._levelsUpdated[mipLevel] = true; } if (source instanceof HTMLVideoElement) { width = source.videoWidth; height = source.videoHeight; } else { width = source.width; height = source.height; } } } if (invalid) { // invalid texture // default sizes this._width = 4; this._height = 4; // remove levels if (this._cubemap) { for(let i = 0; i < 6; i++){ this._levels[mipLevel][i] = null; this._levelsUpdated[mipLevel][i] = true; } } else { this._levels[mipLevel] = null; this._levelsUpdated[mipLevel] = true; } } else { // valid texture if (mipLevel === 0) { this._width = width; this._height = height; } this._levels[mipLevel] = source; } // valid or changed state of validity if (this._invalid !== invalid || !invalid) { this._invalid = invalid; // reupload this.upload(); } } /** * Get the pixel data of the texture. If this is a cubemap then an array of 6 images will be * returned otherwise a single image. * * @param {number} [mipLevel] - A non-negative integer specifying the image level of detail. * Defaults to 0, which represents the base image source. A level value of N, that is greater * than 0, represents the image source for the Nth mipmap reduction level. * @returns {HTMLImageElement} The source image of this texture. Can be null if source not * assigned for specific image level. */ getSource(mipLevel = 0) { return this._levels[mipLevel]; } /** * Unlocks the currently locked mip level and uploads it to VRAM. */ unlock() { if (this._lockedMode === TEXTURELOCK_NONE) { Debug.warn('pc.Texture#unlock: Attempting to unlock a texture that is not locked.', this); } // Upload the new pixel data if locked in write mode (default) if (this._lockedMode === TEXTURELOCK_WRITE) { this.upload(); } this._lockedLevel = -1; this._lockedMode = TEXTURELOCK_NONE; } /** * Forces a reupload of the textures pixel data to graphics memory. Ordinarily, this function * is called by internally by {@link setSource} and {@link unlock}. However, it still needs to * be called explicitly in the case where an HTMLVideoElement is set as the source of the * texture. Normally, this is done once every frame before video textured geometry is * rendered. */ upload() { this._needsUpload = true; this._needsMipmapsUpload = this._mipmaps; this.impl.uploadImmediate?.(this.device, this); } /** * Download the textures data from the graphics memory to the local memory. * * Note a public API yet, as not all options are implemented on all platforms. * * @param {number} x - The left edge of the rectangle. * @param {number} y - The top edge of the rectangle. * @param {number} width - The width of the rectangle. * @param {number} height - The height of the rectangle. * @param {object} [options] - Object for passing optional arguments. * @param {RenderTarget} [options.renderTarget] - The render target using the texture as a color * buffer. Provide as an optimization to avoid creating a new render target. Important especially * when this function is called with high frequency (per frame). Note that this is only utilized * on the WebGL platform, and ignored on WebGPU. * @param {number} [options.mipLevel] - The mip level to download. Defaults to 0. * @param {number} [options.face] - The face to download. Defaults to 0. * @param {Uint8Array|Uint16Array|Uint32Array|Float32Array} [options.data] - The data buffer to * write the pixel data to. If not provided, a new buffer will be created. The type of the buffer * must match the texture's format. * @param {boolean} [options.immediate] - If true, the read operation will be executed as soon as * possible. This has a performance impact, so it should be used only when necessary. Defaults * to false. * @returns {Promise<Uint8Array|Uint16Array|Uint32Array|Float32Array>} A promise that resolves * with the pixel data of the texture. * @ignore */ read(x, y, width, height, options = {}) { return this.impl.read?.(x, y, width, height, options); } /** * Upload texture data asynchronously to the GPU. * * @param {number} x - The left edge of the rectangle. * @param {number} y - The top edge of the rectangle. * @param {number} width - The width of the rectangle. * @param {number} height - The height of the rectangle. * @param {Uint8Array|Uint16Array|Uint32Array|Float32Array} data - The pixel data to upload. This should be a typed array. * * @returns {Promise<void>} A promise that resolves when the upload is complete. * @ignore */ write(x, y, width, height, data) { return this.impl.write?.(x, y, width, height, data); } } export { Texture };