three
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JavaScript 3D library
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JavaScript
import DataMap from './DataMap.js';
import { Vector3 } from '../../math/Vector3.js';
import { DepthTexture } from '../../textures/DepthTexture.js';
import { DepthStencilFormat, DepthFormat, UnsignedIntType, UnsignedInt248Type, UnsignedByteType, SRGBTransfer } from '../../constants.js';
import { ColorManagement } from '../../math/ColorManagement.js';
import { warn } from '../../utils.js';
const _size = /*@__PURE__*/ new Vector3();
/**
* This module manages the textures of the renderer.
*
* @private
* @augments DataMap
*/
class Textures extends DataMap {
/**
* Constructs a new texture management component.
*
* @param {Renderer} renderer - The renderer.
* @param {Backend} backend - The renderer's backend.
* @param {Info} info - Renderer component for managing metrics and monitoring data.
*/
constructor( renderer, backend, info ) {
super();
/**
* The renderer.
*
* @type {Renderer}
*/
this.renderer = renderer;
/**
* The backend.
*
* @type {Backend}
*/
this.backend = backend;
/**
* Renderer component for managing metrics and monitoring data.
*
* @type {Info}
*/
this.info = info;
}
/**
* Updates the given render target. Based on the given render target configuration,
* it updates the texture states representing the attachments of the framebuffer.
*
* @param {RenderTarget} renderTarget - The render target to update.
* @param {number} [activeMipmapLevel=0] - The active mipmap level.
*/
updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {
const renderTargetData = this.get( renderTarget );
const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );
const textures = renderTarget.textures;
const size = this.getSize( textures[ 0 ] );
const mipWidth = size.width >> activeMipmapLevel;
const mipHeight = size.height >> activeMipmapLevel;
let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
const useDepthTexture = renderTarget.depthBuffer === true || renderTarget.stencilBuffer === true;
let textureNeedsUpdate = false;
if ( depthTexture === undefined && useDepthTexture ) {
depthTexture = new DepthTexture();
depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
depthTexture.image.width = mipWidth;
depthTexture.image.height = mipHeight;
depthTexture.image.depth = size.depth;
depthTexture.renderTarget = renderTarget;
depthTexture.isArrayTexture = renderTarget.multiview === true && size.depth > 1;
depthTextureMips[ activeMipmapLevel ] = depthTexture;
}
if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {
textureNeedsUpdate = true;
if ( depthTexture ) {
depthTexture.needsUpdate = true;
depthTexture.image.width = mipWidth;
depthTexture.image.height = mipHeight;
depthTexture.image.depth = depthTexture.isArrayTexture ? depthTexture.image.depth : 1;
}
}
renderTargetData.width = size.width;
renderTargetData.height = size.height;
renderTargetData.textures = textures;
renderTargetData.depthTexture = depthTexture || null;
renderTargetData.depth = renderTarget.depthBuffer;
renderTargetData.stencil = renderTarget.stencilBuffer;
renderTargetData.renderTarget = renderTarget;
if ( renderTargetData.sampleCount !== sampleCount ) {
textureNeedsUpdate = true;
if ( depthTexture ) {
depthTexture.needsUpdate = true;
}
renderTargetData.sampleCount = sampleCount;
}
//
const options = { sampleCount };
// XR render targets require no texture updates
if ( renderTarget.isXRRenderTarget !== true ) {
for ( let i = 0; i < textures.length; i ++ ) {
const texture = textures[ i ];
if ( textureNeedsUpdate ) texture.needsUpdate = true;
this.updateTexture( texture, options );
}
if ( depthTexture ) {
this.updateTexture( depthTexture, options );
}
}
// dispose handler
if ( renderTargetData.initialized !== true ) {
renderTargetData.initialized = true;
// dispose
renderTargetData.onDispose = () => {
this._destroyRenderTarget( renderTarget );
};
renderTarget.addEventListener( 'dispose', renderTargetData.onDispose );
}
}
/**
* Updates the given texture. Depending on the texture state, this method
* triggers the upload of texture data to the GPU memory. If the texture data are
* not yet ready for the upload, it uses default texture data for as a placeholder.
*
* @param {Texture} texture - The texture to update.
* @param {Object} [options={}] - The options.
*/
updateTexture( texture, options = {} ) {
const textureData = this.get( texture );
if ( textureData.initialized === true && textureData.version === texture.version ) return;
const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
const backend = this.backend;
if ( isRenderTarget && textureData.initialized === true ) {
// it's an update
backend.destroyTexture( texture );
}
//
if ( texture.isFramebufferTexture ) {
const renderTarget = this.renderer.getRenderTarget();
if ( renderTarget ) {
texture.type = renderTarget.texture.type;
} else {
texture.type = UnsignedByteType;
}
}
//
const { width, height, depth } = this.getSize( texture );
options.width = width;
options.height = height;
options.depth = depth;
options.needsMipmaps = this.needsMipmaps( texture );
options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;
// TODO: Uniformly handle mipmap definitions
// Normal textures and compressed cube textures define base level + mips with their mipmap array
// Uncompressed cube textures use their mipmap array only for mips (no base level)
if ( texture.isCubeTexture && texture.mipmaps.length > 0 ) options.levels ++;
//
if ( isRenderTarget || texture.isStorageTexture === true || texture.isExternalTexture === true ) {
backend.createTexture( texture, options );
textureData.generation = texture.version;
} else {
if ( texture.version > 0 ) {
const image = texture.image;
if ( image === undefined ) {
warn( 'Renderer: Texture marked for update but image is undefined.' );
} else if ( image.complete === false ) {
warn( 'Renderer: Texture marked for update but image is incomplete.' );
} else {
if ( texture.images ) {
const images = [];
for ( const image of texture.images ) {
images.push( image );
}
options.images = images;
} else {
options.image = image;
}
if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {
backend.createTexture( texture, options );
textureData.isDefaultTexture = false;
textureData.generation = texture.version;
}
if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );
const skipAutoGeneration = texture.isStorageTexture === true && texture.mipmapsAutoUpdate === false;
if ( options.needsMipmaps && texture.mipmaps.length === 0 && ! skipAutoGeneration ) {
backend.generateMipmaps( texture );
}
if ( texture.onUpdate ) texture.onUpdate( texture );
}
} else {
// async update
backend.createDefaultTexture( texture );
textureData.isDefaultTexture = true;
textureData.generation = texture.version;
}
}
// dispose handler
if ( textureData.initialized !== true ) {
textureData.initialized = true;
textureData.generation = texture.version;
//
this.info.memory.textures ++;
//
if ( texture.isVideoTexture && ColorManagement.getTransfer( texture.colorSpace ) !== SRGBTransfer ) {
warn( 'WebGPURenderer: Video textures must use a color space with a sRGB transfer function, e.g. SRGBColorSpace.' );
}
// dispose
textureData.onDispose = () => {
this._destroyTexture( texture );
};
texture.addEventListener( 'dispose', textureData.onDispose );
}
//
textureData.version = texture.version;
}
/**
* Updates the sampler for the given texture. This method has no effect
* for the WebGL backend since it has no concept of samplers. Texture
* parameters are configured with the `texParameter()` command for each
* texture.
*
* In WebGPU, samplers are objects like textures and it's possible to share
* them when the texture parameters match.
*
* @param {Texture} texture - The texture to update the sampler for.
* @return {string} The current sampler key.
*/
updateSampler( texture ) {
return this.backend.updateSampler( texture );
}
/**
* Computes the size of the given texture and writes the result
* into the target vector. This vector is also returned by the
* method.
*
* If no texture data are available for the compute yet, the method
* returns default size values.
*
* @param {Texture} texture - The texture to compute the size for.
* @param {Vector3} target - The target vector.
* @return {Vector3} The target vector.
*/
getSize( texture, target = _size ) {
let image = texture.images ? texture.images[ 0 ] : texture.image;
if ( image ) {
if ( image.image !== undefined ) image = image.image;
if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( image instanceof HTMLVideoElement ) ) {
target.width = image.videoWidth || 1;
target.height = image.videoHeight || 1;
target.depth = 1;
} else if ( ( typeof VideoFrame !== 'undefined' ) && ( image instanceof VideoFrame ) ) {
target.width = image.displayWidth || 1;
target.height = image.displayHeight || 1;
target.depth = 1;
} else {
target.width = image.width || 1;
target.height = image.height || 1;
target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );
}
} else {
target.width = target.height = target.depth = 1;
}
return target;
}
/**
* Computes the number of mipmap levels for the given texture.
*
* @param {Texture} texture - The texture.
* @param {number} width - The texture's width.
* @param {number} height - The texture's height.
* @return {number} The number of mipmap levels.
*/
getMipLevels( texture, width, height ) {
let mipLevelCount;
if ( texture.mipmaps.length > 0 ) {
mipLevelCount = texture.mipmaps.length;
} else {
if ( texture.isCompressedTexture === true ) {
// it is not possible to compute mipmaps for compressed textures. So
// when no mipmaps are defined in "texture.mipmaps", force a texture
// level of 1
mipLevelCount = 1;
} else {
mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;
}
}
return mipLevelCount;
}
/**
* Returns `true` if the given texture makes use of mipmapping.
*
* @param {Texture} texture - The texture.
* @return {boolean} Whether mipmaps are required or not.
*/
needsMipmaps( texture ) {
return texture.generateMipmaps === true || texture.mipmaps.length > 0;
}
/**
* Frees internal resources when the given render target isn't
* required anymore.
*
* @param {RenderTarget} renderTarget - The render target to destroy.
*/
_destroyRenderTarget( renderTarget ) {
if ( this.has( renderTarget ) === true ) {
const renderTargetData = this.get( renderTarget );
const textures = renderTargetData.textures;
const depthTexture = renderTargetData.depthTexture;
//
renderTarget.removeEventListener( 'dispose', renderTargetData.onDispose );
//
for ( let i = 0; i < textures.length; i ++ ) {
this._destroyTexture( textures[ i ] );
}
if ( depthTexture ) {
this._destroyTexture( depthTexture );
}
this.delete( renderTarget );
this.backend.delete( renderTarget );
}
}
/**
* Frees internal resource when the given texture isn't
* required anymore.
*
* @param {Texture} texture - The texture to destroy.
*/
_destroyTexture( texture ) {
if ( this.has( texture ) === true ) {
const textureData = this.get( texture );
//
texture.removeEventListener( 'dispose', textureData.onDispose );
// if a texture is not ready for use, it falls back to a default texture so it's possible
// to use it for rendering. If a texture in this state is disposed, it's important to
// not destroy/delete the underlying GPU texture object since it is cached and shared with
// other textures.
const isDefaultTexture = textureData.isDefaultTexture;
this.backend.destroyTexture( texture, isDefaultTexture );
this.delete( texture );
this.info.memory.textures --;
}
}
}
export default Textures;