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texturecube.ts
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texturecube.ts
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/* spellchecker: disable */
import { assert, log, LogLevel } from './auxiliaries';
import { byteSizeOfFormat } from './formatbytesizes';
import { Bindable } from './bindable';
import { TexImage2DData } from './gl2facade';
import { Initializable } from './initializable';
import { AbstractObject } from './object';
/* spellchecker: enable */
/**
* Wrapper for an WebGL cube texture providing size accessors and requiring for bind, unbind, resize, validity, and
* initialization implementations. The texture cube object is created on initialization and deleted on uninitialization.
* After being initialized, the texture cube can be resized, reformated, and data can set directly or via load:
* ```
* const cubeMap = new TextureCube(context, 'CubeMap');
* cubeMap.initialize(512, gl.RGB8, gl.RGB, gl.UNSIGNED_BYTE);
* cubeMap.load({
* positiveX: 'data/cubemap.px.png', negativeX: 'data/cubemap.nx.png',
* positiveY: 'data/cubemap.py.png', negativeY: 'data/cubemap.ny.png',
* positiveZ: 'data/cubemap.pz.png', negativeZ: 'data/cubemap.nz.png',
* }).then(() => this.invalidate(true);
* ```
* Please note that each of the six textures of a texture cube is required to be of the exact same, square dimensions.
* This is reflected within this classes interface by providing a single size property in favor to width and height.
*/
export class TextureCube extends AbstractObject<WebGLTexture> implements Bindable {
/**
* Default texture, e.g., used for unbind.
*/
static readonly DEFAULT_TEXTURE = undefined;
/** @see {@link size} */
protected _size: GLsizei = 0;
/** @see {@link internalFormat} */
protected _internalFormat: GLenum = 0;
/** @see {@link format} */
protected _format: GLenum = 0;
/** @see {@link type} */
protected _type: GLenum = 0;
/**
* For tracking approximate use of GPU storage in bytes per face.
*/
protected _bytes: Array<GLsizei> = [0, 0, 0, 0, 0, 0];
/**
* Provides an ID for each of the six texture cube identifier (0: +x, 1: -x, 2: +y, 3: -y, 4: +z, 5: -z).
* @param face - Texture cube face identifier, e.g., `TEXTURE_CUBE_MAP_POSITIVE_X`.
* @returns - Face ID in the following sequence: 0: +x, 1: -x, 2: +y, 3: -y, 4: +z, 5: -z.
*/
protected faceID(face: GLenum): GLint {
const gl = this._context.gl;
switch (face) {
case gl.TEXTURE_CUBE_MAP_POSITIVE_X:
return 0;
case gl.TEXTURE_CUBE_MAP_NEGATIVE_X:
return 1;
case gl.TEXTURE_CUBE_MAP_POSITIVE_Y:
return 2;
case gl.TEXTURE_CUBE_MAP_NEGATIVE_Y:
return 3;
case gl.TEXTURE_CUBE_MAP_POSITIVE_Z:
return 4;
case gl.TEXTURE_CUBE_MAP_NEGATIVE_Z:
return 5;
default:
assert(false, `expected texture cube map identifier (${gl.TEXTURE_CUBE_MAP_POSITIVE_X}, ` +
`${gl.TEXTURE_CUBE_MAP_NEGATIVE_X}, ${gl.TEXTURE_CUBE_MAP_POSITIVE_Y}, ` +
`${gl.TEXTURE_CUBE_MAP_NEGATIVE_Y}, ${gl.TEXTURE_CUBE_MAP_POSITIVE_Z}, or` +
`${gl.TEXTURE_CUBE_MAP_NEGATIVE_Z}), given ${face}`);
return -1;
}
}
/**
* Create a texture object on the GPU.
* @param size - Initial size (width/height) of each face, which are required to be a square 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(size: GLsizei, internalFormat: GLenum, format: GLenum, type: GLenum): WebGLTexture | undefined {
assert(size > 0, `texture cube requires valid size (width/height) of greater than zero`);
const gl = this._context.gl;
const gl2facade = this._context.gl2facade;
this._object = gl.createTexture();
this._size = size;
this._internalFormat = internalFormat;
this._format = format;
this._type = type;
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this._object);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, this._internalFormat,
this._size, this._size, 0, this._format, this._type);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, TextureCube.DEFAULT_TEXTURE);
/* note that gl.isTexture requires the texture to be bound */
this._valid = gl.isTexture(this._object);
this.context.allocationRegister.reallocate(this._identifier, 0);
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._size = 0;
}
/**
* Crops the contents of an image and returns a ImageData element of the resulting image.
* Offsets and sizes of the cropping range need to be supplied. The resulting image data will
* have the same height and width as the crop size.
*/
protected cropImage(srcImage: HTMLImageElement,
offsetX: number, offsetY: number, width: number, height: number): ImageData {
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
// Get the drawing context
const ctx = canvas.getContext('2d');
if (!ctx) {
console.log(LogLevel.Warning, '2D context creation failed when cropping image.');
return new ImageData(0, 0);
}
ctx.drawImage(srcImage, offsetX, offsetY, width, height, 0, 0, width, height);
return ctx.getImageData(0, 0, width, height);
}
/**
* Loads one mip map level from a texture atlas in which all mipmap levels of a cubemap are stored.
* The format is assumed to be NX, PZ, PX, NZ in the top row and PY, NY in the bottom row.
* The bottom right quarter is assumed to be the next lower mipmap level. This repeats until the highest mipmap
* level is reached.
* @param image - Source texture atlas.
* @param mipLevel - Level to load.
*/
protected extractMipLevelFromAtlas(image: HTMLImageElement, mipLevel: number): void {
const gl = this.context.gl;
const mip0Size = image.height / 2;
const mipSize = mip0Size * Math.pow(0.5, mipLevel);
const offset = [0, 0];
const incrementOffset = [image.width, image.height];
for (let i = 0; i < mipLevel; ++i) {
incrementOffset[0] /= 2;
incrementOffset[1] /= 2;
offset[0] += incrementOffset[0];
offset[1] += incrementOffset[1];
}
/**
* Flip image along the Y axis, because the Image API and WebGL use
* different coordinate spaces.
*/
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
const nxData = this.cropImage(image, offset[0], offset[1], mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_NEGATIVE_X, nxData], mipLevel);
const pzData = this.cropImage(image, offset[0] + mipSize, offset[1], mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_POSITIVE_Z, pzData], mipLevel);
const pxData = this.cropImage(image, offset[0] + 2 * mipSize, offset[1], mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_POSITIVE_X, pxData], mipLevel);
const nzData = this.cropImage(image, offset[0] + 3 * mipSize, offset[1], mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, nzData], mipLevel);
const pyData = this.cropImage(image, offset[0], offset[1] + mipSize, mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_POSITIVE_Y, pyData], mipLevel);
const nyData = this.cropImage(image, offset[0] + mipSize, offset[1] + mipSize, mipSize, mipSize);
this.data([gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, nyData], mipLevel);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
}
/**
* 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_CUBE_MAP, 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_CUBE_MAP, TextureCube.DEFAULT_TEXTURE);
}
/**
* Asynchronous load of multiple images (specified per texture cube face) via URI or data URI. Please note
* that the texture will not be resized and is assumed to be resized upfront accordingly.
* @param urisByFace - URI linking the image that should be loaded for a specific face. Data URI is also supported.
* @param crossOrigin - Enable cross origin data loading.
* @returns - Promise for handling images load status.
*/
@Initializable.assert_initialized()
fetch(urisByFace: TextureCube.PerFaceURI, crossOrigin: boolean = false, mipLevel: number = 0): Promise<void> {
const gl = this.context.gl;
return new Promise((resolve, reject) => {
const images = new Array<[GLenum, string]>();
if (urisByFace.positiveX) {
images.push([gl.TEXTURE_CUBE_MAP_POSITIVE_X, urisByFace.positiveX]);
}
if (urisByFace.negativeX) {
images.push([gl.TEXTURE_CUBE_MAP_NEGATIVE_X, urisByFace.negativeX]);
}
if (urisByFace.positiveY) {
images.push([gl.TEXTURE_CUBE_MAP_POSITIVE_Y, urisByFace.positiveY]);
}
if (urisByFace.negativeY) {
images.push([gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, urisByFace.negativeY]);
}
if (urisByFace.positiveZ) {
images.push([gl.TEXTURE_CUBE_MAP_POSITIVE_Z, urisByFace.positiveZ]);
}
if (urisByFace.negativeZ) {
images.push([gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, urisByFace.negativeZ]);
}
let waiting = images.length;
for (const tuple of images) {
const image = new Image();
image.crossOrigin = 'anonymous';
image.onerror = () => reject();
image.onload = () => {
const size = this.calculateMipLevelSize(mipLevel);
if (image.width !== image.height) {
log(LogLevel.Warning, `image ignored, width and height expected to be equal (square image)`);
return;
}
if (image.width !== size) {
log(LogLevel.Warning, `image ignored, width and height expected to match ` +
`this texture's size ${size}, given ${image.width}`);
return;
}
/**
* Flip image along the Y axis, because the Image API and WebGL use
* different coordinate spaces.
*/
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
this.data([tuple[0], image], mipLevel);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
/* Resolve the promise when all requested images have been loaded. */
waiting = waiting - 1;
if (waiting === 0) {
resolve();
}
};
if (crossOrigin) {
image.crossOrigin = 'anonymous';
}
/* Trigger asynchronous loading of image data. */
image.src = tuple[1];
}
});
}
/**
* Asynchronously loads a cubemap and its mipmap levels from a single texture atlas.
* The format is assumed to be NX, PZ, PX, NZ in the top row and PY, NY in the bottom row.
* The bottom right quarter is assumed to be the next lower mipmap level. This repeats until the highest mipmap
* level is reached.
* @param uri - URI linking the texture atlas that should be loaded.
* @param crossOrigin - Enable cross origin data loading.
*/
@Initializable.assert_initialized()
fetchMipmapAtlas(uri: string, crossOrigin: boolean = false): Promise<void> {
return new Promise((resolve, reject) => {
const image = new Image();
image.onerror = () => reject();
image.onload = () => {
if (image.width !== image.height * 2) {
log(LogLevel.Warning, `Mipmap atlas expected to have dimensions of 2x1.`);
return;
}
const mip0Size = image.height / 2;
const numMipLevels = Math.log2(mip0Size);
for (let i = 0; i < numMipLevels; ++i) {
this.extractMipLevelFromAtlas(image, i);
}
resolve();
};
if (crossOrigin) {
image.crossOrigin = 'anonymous';
}
/* Trigger asynchronous loading of image data. */
image.src = uri;
});
}
/**
* This function returns how big a specific mip level for this cubemap hast to be.
* @param level - The level for which the size should be determined
*/
calculateMipLevelSize(level: number): number {
return this._size * Math.pow(0.5, level);
}
/**
* Pass data of six images to the texture cube object.
* @param data - Per face texel data that will be copied into the objects data store. Either provided via object
* or as tuple, providing the data associated to the targeted face (as GLenum).
* @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: TextureCube.PerFaceData | [GLenum, TexImage2DData],
mipLevel: number = 0,
bind: boolean = true,
unbind: boolean = true): void {
const gl = this.context.gl;
const gl2facade = this.context.gl2facade;
const size = this.calculateMipLevelSize(mipLevel);
let bytesPerFace = size * size * byteSizeOfFormat(this.context, this._internalFormat as GLenum);
// Fix in case of implicit float and half-float texture generation (e.g., in webgl with half_float support).
if (this._type === this.context.gl2facade.HALF_FLOAT && this._internalFormat !== this.context.gl.RGBA16F) {
bytesPerFace *= 2;
} else if (this._type === this.context.gl.FLOAT && this._internalFormat !== this.context.gl.RGBA16F) {
bytesPerFace *= 4;
}
if (bind) {
this.bind();
}
if (data instanceof Array && data.length === 2) { /* if tuple is provided... */
gl2facade.texImage2D(data[0], mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, data[1]);
const id = this.faceID(data[0]);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[id]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[id] = bytesPerFace;
} else {
const perFaceData = data as TextureCube.PerFaceData;
if (perFaceData.positiveX !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.positiveX);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[0]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[0] = bytesPerFace;
}
if (perFaceData.negativeX !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.negativeX);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[1]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[1] = bytesPerFace;
}
if (perFaceData.positiveY !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.positiveY);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[2]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[2] = bytesPerFace;
}
if (perFaceData.negativeY !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.negativeY);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[3]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[3] = bytesPerFace;
}
if (perFaceData.positiveZ !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.positiveZ);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[4]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[4] = bytesPerFace;
}
if (perFaceData.negativeZ !== undefined) {
gl2facade.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, mipLevel, this._internalFormat,
size, size, 0, this._format, this._type, perFaceData.negativeZ);
this.context.allocationRegister.deallocate(this._identifier, this._bytes[5]);
this.context.allocationRegister.allocate(this._identifier, bytesPerFace);
this._bytes[5] = bytesPerFace;
}
}
if (unbind) {
this.unbind();
}
}
/**
* 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_CUBE_MAP, gl.TEXTURE_MAG_FILTER, mag);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, min);
if (unbind) {
this.unbind();
}
}
/**
* Sets the texture object's wrapping function for s and t coordinates.
* @param wrap_s - Value for the TEXTURE_WRAP_S parameter.
* @param wrap_t - Value for the TEXTURE_WRAP_T 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()
/* tslint:disable-next-line:variable-name */
wrap(wrap_s: GLenum, wrap_t: GLenum, bind: boolean = true, unbind: boolean = true): void {
const gl = this.context.gl;
if (bind) {
this.bind();
}
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, wrap_s);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, wrap_t);
if (unbind) {
this.unbind();
}
}
/**
* Set the textures base and max level for mip mapping. This needs to be used when mip levels
* are uploaded manually to specifiy how many mip levels exist.
* @param baseLevel - The level with the maximal resolution, usually this will be 0.
* @param maxLevel - The level with the minimal resolution.
* @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()
levels(baseLevel: number, maxLevel: number, bind: boolean = true, unbind: boolean = true): void {
const gl = this.context.gl;
if (bind) {
this.bind();
}
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_BASE_LEVEL, baseLevel);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAX_LEVEL, maxLevel);
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({ clearOnUndefined: true }, 0, bind, unbind);
}
/**
* This should be used to efficiently resize the texture.
* @param size - Targeted/new size (width/height) of the texture in px.
* @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(size: GLsizei, bind: boolean = true, unbind: boolean = true): void {
if (size === this._size) {
return;
}
this._size = size;
this.data({ clearOnUndefined: true }, 0, 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 as GLenum;
}
/**
* 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 as GLenum;
}
/**
* 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 as GLenum;
}
/**
* The width/height of the texture object (each cube map face is required to be a square).
*/
get size(): GLsizei {
this.assertInitialized();
return this._size;
}
}
export namespace TextureCube {
export interface PerFaceURI {
positiveX?: string;
negativeX?: string;
positiveY?: string;
negativeY?: string;
positiveZ?: string;
negativeZ?: string;
}
export interface PerFaceData {
positiveX?: TexImage2DData;
negativeX?: TexImage2DData;
positiveY?: TexImage2DData;
negativeY?: TexImage2DData;
positiveZ?: TexImage2DData;
negativeZ?: TexImage2DData;
clearOnUndefined: boolean;
}
}