playcanvas
Version:
PlayCanvas WebGL game engine
1,000 lines (997 loc) • 41.9 kB
JavaScript
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 };