/
texture2darray.ts
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/
texture2darray.ts
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/* spellchecker: disable */
import { assert, log, LogLevel } from './auxiliaries';
import { byteSizeOfFormat } from './formatbytesizes';
import { GLsizei3 } from './tuples';
import { Bindable } from './bindable';
import { TexImage2DData } from './gl2facade';
import { Initializable } from './initializable';
import { AbstractObject } from './object';
/* spellchecker: enable */
/**
* Wrapper for an WebGL 2D texture array providing size accessors and requiring for bind, unbind, resize, validity, and
* initialization implementations. The texture object is created on initialization and deleted on uninitialization.
* After being initialized, the texture can be resized, reformated, and data can set directly or via fetch:
* ```
* const texture = new Texture2DArray(context, 'Texture');
* texture.initialize(1, 1, 1, gl.RGB8, gl.RGB, gl.UNSIGNED_BYTE);
* texture.fetch('/img/webgl-operate-logo.png', true);
* ```
*/
export class Texture2DArray extends AbstractObject<WebGLTexture> implements Bindable {
/**
* Default texture, e.g., used for unbind.
*/
static readonly DEFAULT_TEXTURE = undefined;
/** @see {@link width} */
protected _width: GLsizei = 0;
/** @see {@link height} */
protected _height: GLsizei = 0;
/** @see {@link depth} */
protected _depth: GLsizei = 0;
/** @see {@link internalFormat} */
protected _internalFormat: GLenum = 0;
/** @see {@link format} */
protected _format: GLenum = 0;
/** @see {@link type} */
protected _type: GLenum = 0;
/**
* Create a texture object on the GPU.
* @param width - Initial width of the texture in px.
* @param height - Initial height of the texture in px.
* @param depth - Initial depth (number of slices) of the texture.
* @param internalFormat - Internal format of the texture object.
* @param format - Format of the texture data even though no data is passed.
* @param type - Data type of the texel data.
*/
protected create(width: GLsizei, height: GLsizei, depth: GLsizei, internalFormat: GLenum,
format: GLenum, type: GLenum): WebGLTexture | undefined {
// texImage3D is also used for 2D array textures
assert(this._context.supportsTexImage3D, `expected texImage3D to be supported`);
assert(width > 0 && height > 0 && depth > 0,
`texture requires valid width, height, and depth of greater than zero`);
const gl = this._context.gl;
const gl2facade = this._context.gl2facade;
this._object = gl.createTexture();
this._width = width;
this._height = height;
this._depth = depth;
this._internalFormat = internalFormat;
this._format = format;
this._type = type;
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._object);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
gl2facade.texImage3D(gl.TEXTURE_2D_ARRAY, 0, this._internalFormat,
this._width, this._height, this._depth, 0, this._format, this._type);
gl.bindTexture(gl.TEXTURE_2D_ARRAY, Texture2DArray.DEFAULT_TEXTURE);
/* note that gl.isTexture requires the texture to be bound */
this._valid = gl.isTexture(this._object);
this.reallocate();
return this._object;
}
/**
* Delete the texture object on the GPU. This should have the reverse effect of `create`.
*/
protected delete(): void {
assert(this._object instanceof WebGLTexture, `expected WebGLTexture object`);
this._context.gl.deleteTexture(this._object);
this._object = undefined;
this._valid = false;
this._internalFormat = 0;
this._format = 0;
this._type = 0;
this._width = 0;
this._height = 0;
this._depth = 0;
}
protected reallocate(): void {
const gl = this.context.gl;
const gl2facade = this._context.gl2facade;
let bytes: GLsizei = this._width * this._height * this._depth
* byteSizeOfFormat(this.context, this._internalFormat);
// Fix in case of implicit float and half-float texture generation (e.g., in webgl with half_float support).
if (this._type === gl2facade.HALF_FLOAT && this._internalFormat !== gl.RGBA16F) {
bytes *= 2;
} else if (this._type === gl.FLOAT && this._internalFormat !== gl.RGBA16F) {
bytes *= 4;
}
this.context.allocationRegister.reallocate(this._identifier, bytes);
}
/**
* Bind the texture object to a texture unit.
*/
@Initializable.assert_initialized()
bind(unit?: GLenum): void {
const gl = this.context.gl;
if (unit) {
gl.activeTexture(unit);
}
gl.bindTexture(gl.TEXTURE_2D_ARRAY, this._object);
}
/**
* Unbind the texture object from a texture unit.
*/
@Initializable.assert_initialized()
unbind(unit?: GLenum): void {
const gl = this.context.gl;
if (unit) {
gl.activeTexture(unit);
}
gl.bindTexture(gl.TEXTURE_2D_ARRAY, Texture2DArray.DEFAULT_TEXTURE);
}
/**
* Asynchronous load of an image comprising a column of slices via URL or data URI.
* @param url - Uniform resource locator string referencing image slices that should be loaded (data URI supported).
* @param slices - Number of slices (resulting in the array's depth) vertically aligned within the image.
* @param crossOrigin - Enable cross origin data loading.
* @returns - Promise for handling image load status.
*/
@Initializable.assert_initialized()
fetch(url: string, slices: GLsizei, crossOrigin: boolean = false): Promise<void> {
return new Promise((resolve, reject) => {
const image = new Image();
image.onerror = () => {
log(LogLevel.Error, `loading image from '${image.src}' failed`);
reject();
};
image.onload = () => {
this.resize(image.width, image.height / slices, slices);
this.data(image);
resolve();
};
if (crossOrigin) {
image.crossOrigin = 'anonymous';
}
image.src = url;
});
}
/**
* Pass image data to the texture object.
* @param data - Texel data that will be copied into the objects data store.
* @param bind - Allows to skip binding the texture (e.g., when binding is handled outside).
* @param unbind - Allows to skip unbinding the texture (e.g., when binding is handled outside).
*/
@Initializable.assert_initialized()
data(data: TexImage2DData, bind: boolean = true, unbind: boolean = true): void {
const gl = this.context.gl;
const gl2facade = this._context.gl2facade;
if (bind) {
this.bind();
}
gl2facade.texImage3D(gl.TEXTURE_2D_ARRAY, 0, this._internalFormat,
this._width, this._height, this._depth, 0, this._format, this._type, data);
if (unbind) {
this.unbind();
}
this.reallocate();
}
/**
* Sets the texture object's magnification and minification filter.
* @param mag - Value for the TEXTURE_MAG_FILTER parameter.
* @param min - Value for the TEXTURE_MIN_FILTER parameter.
* @param bind - Allows to skip binding the texture (e.g., when binding is handled outside).
* @param unbind - Allows to skip unbinding the texture (e.g., when binding is handled outside).
*/
@Initializable.assert_initialized()
filter(mag: GLenum, min: GLenum, bind: boolean = true, unbind: boolean = true): void {
const gl = this.context.gl;
if (bind) {
this.bind();
}
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, mag);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, min);
if (unbind) {
this.unbind();
}
}
/**
* Sets the texture object's wrapping function for s, t and r coordinates.
* @param wrap_s - Value for the TEXTURE_WRAP_S parameter, defaulted to CLAMP_TO_EDGE.
* @param wrap_t - Value for the TEXTURE_WRAP_T parameter, defaulted to CLAMP_TO_EDGE.
* @param wrap_r - Value for the TEXTURE_WRAP_R parameter, defaulted to CLAMP_TO_EDGE.
* @param bind - Allows to skip binding the texture (e.g., when binding is handled outside).
* @param unbind - Allows to skip unbinding the texture (e.g., when binding is handled outside).
*/
@Initializable.assert_initialized()
/* tslint:disable-next-line:variable-name */
wrap(wrap_s: GLenum, wrap_t: GLenum, wrap_r: GLenum, bind: boolean = true, unbind: boolean = true): void {
const gl = this.context.gl;
if (bind) {
this.bind();
}
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, wrap_s);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, wrap_t);
gl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_R, wrap_r);
if (unbind) {
this.unbind();
}
}
/**
* This can be used to reformat the texture image without creating a new texture object. Please note that this
* resets the texture's image data to undefined. @see {@link data} for setting new image data.
* @param internalFormat - Internal format of the texture object.
* @param format - Format of the texture data even though no data is passed.
* @param type - Data type of the texel data.
* @param bind - Allows to skip binding the texture (e.g., when binding is handled outside).
* @param unbind - Allows to skip unbinding the texture (e.g., when binding is handled outside).
*/
@Initializable.assert_initialized()
reformat(internalFormat: GLenum, format?: GLenum, type?: GLenum,
bind: boolean = true, unbind: boolean = true): void {
if (internalFormat === this._internalFormat
&& (format === undefined || format === this._format)
&& (type === undefined || type === this._type)) {
return;
}
assert(internalFormat !== undefined, `valid internal format expected`);
this._internalFormat = internalFormat;
if (format) {
this._format = format;
}
if (type) {
this._type = type;
}
this.data(undefined, bind, unbind);
}
/**
* This should be used to implement efficient resize the texture.
* @param width - Targeted/new width of the texture in px.
* @param height - Targeted/new height of the texture in px.
* @param depth - Targeted/new depth (number of slices) of the texture.
* @param bind - Allows to skip binding the texture (e.g., when binding is handled outside).
* @param unbind - Allows to skip unbinding the texture (e.g., when binding is handled outside).
*/
@Initializable.assert_initialized()
resize(width: GLsizei, height: GLsizei, depth: GLsizei, bind: boolean = true, unbind: boolean = true): void {
if (width === this._width && height === this._height && depth === this._depth) {
return;
}
this._width = width;
this._height = height;
this._depth = depth;
this.data(undefined, bind, unbind);
}
/**
* Returns the number of bytes this object approximately allocates on the GPU. The size will be zero when no
* image data was passed to the texture object.
*/
get bytes(): GLsizei {
this.assertInitialized();
return this.context.allocationRegister.allocated(this._identifier);
}
/**
* Cached internal format of the texture for efficient resize. This can only be changed by re-initialization.
*/
get internalFormat(): GLenum {
this.assertInitialized();
return this._internalFormat!;
}
/**
* Cached format of the data provided to the texture object for efficient resize. This is set on initialization and
* might change on data transfers.
*/
get format(): GLenum {
this.assertInitialized();
return this._format!;
}
/**
* Cached type of the data provided to the texture used for efficient resize. This is set on initialization and
* might change on data transfers.
*/
get type(): GLenum {
this.assertInitialized();
return this._type!;
}
/**
* The width of the texture object in px.
*/
get width(): GLsizei {
this.assertInitialized();
return this._width;
}
/**
* The height of the texture object in px.
*/
get height(): GLsizei {
this.assertInitialized();
return this._height;
}
/**
* The depth (number of slices) of the texture object.
*/
get depth(): GLsizei {
this.assertInitialized();
return this._depth;
}
/**
* Convenience getter for the 3-tuple containing width, height and depth.
* @see {@link width}
* @see {@link height}
* @see {@link depth}
*/
get size(): GLsizei3 {
this.assertInitialized();
return [this._width, this._height, this._depth];
}
}