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1"use strict";
2var constants = require("@pixi/constants"), extensions = require("@pixi/extensions"), utils = require("@pixi/utils"), BaseTexture = require("./BaseTexture.js"), GLTexture = require("./GLTexture.js"), mapInternalFormatToSamplerType = require("./utils/mapInternalFormatToSamplerType.js"), mapTypeAndFormatToInternalFormat = require("./utils/mapTypeAndFormatToInternalFormat.js");
3class TextureSystem {
4 /**
5 * @param renderer - The renderer this system works for.
6 */
7 constructor(renderer) {
8 this.renderer = renderer, this.boundTextures = [], this.currentLocation = -1, this.managedTextures = [], this._unknownBoundTextures = !1, this.unknownTexture = new BaseTexture.BaseTexture(), this.hasIntegerTextures = !1;
9 }
10 /** Sets up the renderer context and necessary buffers. */
11 contextChange() {
12 const gl = this.gl = this.renderer.gl;
13 this.CONTEXT_UID = this.renderer.CONTEXT_UID, this.webGLVersion = this.renderer.context.webGLVersion, this.internalFormats = mapTypeAndFormatToInternalFormat.mapTypeAndFormatToInternalFormat(gl), this.samplerTypes = mapInternalFormatToSamplerType.mapInternalFormatToSamplerType(gl);
14 const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
15 this.boundTextures.length = maxTextures;
16 for (let i = 0; i < maxTextures; i++)
17 this.boundTextures[i] = null;
18 this.emptyTextures = {};
19 const emptyTexture2D = new GLTexture.GLTexture(gl.createTexture());
20 gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture), gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)), this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D, this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture.GLTexture(gl.createTexture()), gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);
21 for (let i = 0; i < 6; i++)
22 gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
23 gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR), gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
24 for (let i = 0; i < this.boundTextures.length; i++)
25 this.bind(null, i);
26 }
27 /**
28 * Bind a texture to a specific location
29 *
30 * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`
31 * @param texture - Texture to bind
32 * @param [location=0] - Location to bind at
33 */
34 bind(texture, location = 0) {
35 const { gl } = this;
36 if (texture = texture?.castToBaseTexture(), texture?.valid && !texture.parentTextureArray) {
37 texture.touched = this.renderer.textureGC.count;
38 const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);
39 this.boundTextures[location] !== texture && (this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), gl.bindTexture(texture.target, glTexture.texture)), glTexture.dirtyId !== texture.dirtyId ? (this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), this.updateTexture(texture)) : glTexture.dirtyStyleId !== texture.dirtyStyleId && this.updateTextureStyle(texture), this.boundTextures[location] = texture;
40 } else
41 this.currentLocation !== location && (this.currentLocation = location, gl.activeTexture(gl.TEXTURE0 + location)), gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture), this.boundTextures[location] = null;
42 }
43 /** Resets texture location and bound textures Actual `bind(null, i)` calls will be performed at next `unbind()` call */
44 reset() {
45 this._unknownBoundTextures = !0, this.hasIntegerTextures = !1, this.currentLocation = -1;
46 for (let i = 0; i < this.boundTextures.length; i++)
47 this.boundTextures[i] = this.unknownTexture;
48 }
49 /**
50 * Unbind a texture.
51 * @param texture - Texture to bind
52 */
53 unbind(texture) {
54 const { gl, boundTextures } = this;
55 if (this._unknownBoundTextures) {
56 this._unknownBoundTextures = !1;
57 for (let i = 0; i < boundTextures.length; i++)
58 boundTextures[i] === this.unknownTexture && this.bind(null, i);
59 }
60 for (let i = 0; i < boundTextures.length; i++)
61 boundTextures[i] === texture && (this.currentLocation !== i && (gl.activeTexture(gl.TEXTURE0 + i), this.currentLocation = i), gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture), boundTextures[i] = null);
62 }
63 /**
64 * Ensures that current boundTextures all have FLOAT sampler type,
65 * see {@link PIXI.SAMPLER_TYPES} for explanation.
66 * @param maxTextures - number of locations to check
67 */
68 ensureSamplerType(maxTextures) {
69 const { boundTextures, hasIntegerTextures, CONTEXT_UID } = this;
70 if (hasIntegerTextures)
71 for (let i = maxTextures - 1; i >= 0; --i) {
72 const tex = boundTextures[i];
73 tex && tex._glTextures[CONTEXT_UID].samplerType !== constants.SAMPLER_TYPES.FLOAT && this.renderer.texture.unbind(tex);
74 }
75 }
76 /**
77 * Initialize a texture
78 * @private
79 * @param texture - Texture to initialize
80 */
81 initTexture(texture) {
82 const glTexture = new GLTexture.GLTexture(this.gl.createTexture());
83 return glTexture.dirtyId = -1, texture._glTextures[this.CONTEXT_UID] = glTexture, this.managedTextures.push(texture), texture.on("dispose", this.destroyTexture, this), glTexture;
84 }
85 initTextureType(texture, glTexture) {
86 glTexture.internalFormat = this.internalFormats[texture.type]?.[texture.format] ?? texture.format, glTexture.samplerType = this.samplerTypes[glTexture.internalFormat] ?? constants.SAMPLER_TYPES.FLOAT, this.webGLVersion === 2 && texture.type === constants.TYPES.HALF_FLOAT ? glTexture.type = this.gl.HALF_FLOAT : glTexture.type = texture.type;
87 }
88 /**
89 * Update a texture
90 * @private
91 * @param {PIXI.BaseTexture} texture - Texture to initialize
92 */
93 updateTexture(texture) {
94 const glTexture = texture._glTextures[this.CONTEXT_UID];
95 if (!glTexture)
96 return;
97 const renderer = this.renderer;
98 if (this.initTextureType(texture, glTexture), texture.resource?.upload(renderer, texture, glTexture))
99 glTexture.samplerType !== constants.SAMPLER_TYPES.FLOAT && (this.hasIntegerTextures = !0);
100 else {
101 const width = texture.realWidth, height = texture.realHeight, gl = renderer.gl;
102 (glTexture.width !== width || glTexture.height !== height || glTexture.dirtyId < 0) && (glTexture.width = width, glTexture.height = height, gl.texImage2D(
103 texture.target,
104 0,
105 glTexture.internalFormat,
106 width,
107 height,
108 0,
109 texture.format,
110 glTexture.type,
111 null
112 ));
113 }
114 texture.dirtyStyleId !== glTexture.dirtyStyleId && this.updateTextureStyle(texture), glTexture.dirtyId = texture.dirtyId;
115 }
116 /**
117 * Deletes the texture from WebGL
118 * @private
119 * @param texture - the texture to destroy
120 * @param [skipRemove=false] - Whether to skip removing the texture from the TextureManager.
121 */
122 destroyTexture(texture, skipRemove) {
123 const { gl } = this;
124 if (texture = texture.castToBaseTexture(), texture._glTextures[this.CONTEXT_UID] && (this.unbind(texture), gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture), texture.off("dispose", this.destroyTexture, this), delete texture._glTextures[this.CONTEXT_UID], !skipRemove)) {
125 const i = this.managedTextures.indexOf(texture);
126 i !== -1 && utils.removeItems(this.managedTextures, i, 1);
127 }
128 }
129 /**
130 * Update texture style such as mipmap flag
131 * @private
132 * @param {PIXI.BaseTexture} texture - Texture to update
133 */
134 updateTextureStyle(texture) {
135 const glTexture = texture._glTextures[this.CONTEXT_UID];
136 glTexture && ((texture.mipmap === constants.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo ? glTexture.mipmap = !1 : glTexture.mipmap = texture.mipmap >= 1, this.webGLVersion !== 2 && !texture.isPowerOfTwo ? glTexture.wrapMode = constants.WRAP_MODES.CLAMP : glTexture.wrapMode = texture.wrapMode, texture.resource?.style(this.renderer, texture, glTexture) || this.setStyle(texture, glTexture), glTexture.dirtyStyleId = texture.dirtyStyleId);
137 }
138 /**
139 * Set style for texture
140 * @private
141 * @param texture - Texture to update
142 * @param glTexture
143 */
144 setStyle(texture, glTexture) {
145 const gl = this.gl;
146 if (glTexture.mipmap && texture.mipmap !== constants.MIPMAP_MODES.ON_MANUAL && gl.generateMipmap(texture.target), gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode), gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode), glTexture.mipmap) {
147 gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
148 const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;
149 if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === constants.SCALE_MODES.LINEAR) {
150 const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));
151 gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);
152 }
153 } else
154 gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
155 gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === constants.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);
156 }
157 destroy() {
158 this.renderer = null;
159 }
160}
161TextureSystem.extension = {
162 type: extensions.ExtensionType.RendererSystem,
163 name: "texture"
164};
165extensions.extensions.add(TextureSystem);
166exports.TextureSystem = TextureSystem;
167//# sourceMappingURL=TextureSystem.js.map