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three

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JavaScript 3D library

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import { Texture } from './Texture.js'; import { NearestFilter } from '../constants.js'; /** * Creates a texture directly from raw buffer data. * * The interpretation of the data depends on type and format: If the type is * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the * texel data. If the format is `RGBAFormat`, data needs four values for * one texel; Red, Green, Blue and Alpha (typically the opacity). * * @augments Texture */ class DataTexture extends Texture { /** * Constructs a new data texture. * * @param {?TypedArray} [data=null] - The buffer data. * @param {number} [width=1] - The width of the texture. * @param {number} [height=1] - The height of the texture. * @param {number} [format=RGBAFormat] - The texture format. * @param {number} [type=UnsignedByteType] - The texture type. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. * @param {number} [magFilter=NearestFilter] - The mag filter value. * @param {number} [minFilter=NearestFilter] - The min filter value. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. * @param {string} [colorSpace=NoColorSpace] - The color space. */ constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isDataTexture = true; /** * The image definition of a data texture. * * @type {{data:TypedArray,width:number,height:number}} */ this.image = { data: data, width: width, height: height }; /** * Whether to generate mipmaps (if possible) for a texture. * * Overwritten and set to `false` by default. * * @type {boolean} * @default false */ this.generateMipmaps = false; /** * If set to `true`, the texture is flipped along the vertical axis when * uploaded to the GPU. * * Overwritten and set to `false` by default. * * @type {boolean} * @default false */ this.flipY = false; /** * Specifies the alignment requirements for the start of each pixel row in memory. * * Overwritten and set to `1` by default. * * @type {boolean} * @default 1 */ this.unpackAlignment = 1; } } export { DataTexture };