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function HeadlessImage(path)
{
this.path = path;
}
define.class('$system/base/texture', function(exports, require){
var Texture = exports
Texture.GlobalId = 0
Texture.Image = HeadlessImage;
Texture.Cache = {};
HeadlessApi = require('./headless_api')
HeadlessUtil = require('./headless_util')
fs = require('fs');
this.atConstructor = function(type, w, h, device){
this.id = ++Texture.GlobalId;
this.device = device
this.type = type
this.size = vec2(w, h)
}
this.ratio = 1
this.frame_buf = null
Texture.fromStub = function(stub){
return Texture.buildHeadlessTexture(stub.array, stub.size[0], stub.size[1]);
}
Texture.fromType = function(type){
return new Texture(type,0,0)
}
Texture.fromImage = function(imagedata){
var headless = HeadlessApi.headless;
var fullpath = imagedata.path;
if (imagedata.path[0] !== '/') fullpath = define.$example + fullpath;
var img = new headless.ResourceImage({url: fullpath});
var tex = new Texture('rgba', img.getWidth(), img.getHeight())
tex.image = img
return tex
}
Texture.fromArray = function(array, w, h){
return Texture.buildHeadlessTexture(array, w, h);
}
Texture.buildHeadlessTexture = function(array, w, h){
var headless = HeadlessApi.headless;
var texture_key = HeadlessApi.getHash(array);
var tex = Texture.Cache[texture_key];
if (tex)
return tex;
tex = new Texture('rgba', w, h)
tex.array = array
var uint8 = new Uint8Array(array);
tex.image = {width: w, height: h, uint8: uint8};
Texture.Cache[texture_key] = tex;
return tex
}
Texture.createRenderTarget = function(type, width, height, device){
var tex = new Texture(type, width, height, device)
tex.initAsRendertarget()
return tex
}
Texture.RGB = 1 <<0
Texture.RGBA = 1 << 1
Texture.ALPHA = 1 << 3
Texture.DEPTH = 1 << 4
Texture.STENCIL = 1 << 5
Texture.LUMINANCE = 1<< 6
Texture.FLOAT = 1<<10
Texture.HALF_FLOAT = 1<<11
Texture.FLOAT_LINEAR = 1<<12
Texture.HALF_FLOAT_LINEAR = 1<<13
this.typeString = function(){
var str = ''
for(var key in Texture){
var value = Texture[key]
if(typeof value === 'number' && value & this.type){
if(str) str += '|'
str += 'Texture.'+key
}
}
return str
}
this.initAsRendertarget = function(){
var gl = this.device.gl
if(!this.type) this.type = Texture.RGBA|Texture.DEPTH|Texture.STENCIL
var type = this.type
this.glframe_buf = gl.createFramebuffer()
this.gltex = this.IL_AL_SC_TC = gl.createTexture()
gl.bindTexture(gl.TEXTURE_2D, this.gltex)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
this.glbuf_type = gl.RGB
if(type & Texture.LUMINANCE){
this.glbuf_type = gl.LUMINANCE
if(type & TEXTURE.ALPHA) this.glbuf_type = gl.LUMINANCE_ALPHA
}
else if(type & Texture.ALPHA) this.glbuf_type = gl.ALPHA
else if(type & Texture.RGBA) this.glbuf_type = gl.RGBA
this.gldata_type = gl.UNSIGNED_BYTE
if(type & Texture.HALF_FLOAT_LINEAR){
var ext = gl._getExtension('OES_texture_half_float_linear')
if(!ext) throw new Error('No OES_texture_half_float_linear')
this.gldata_type = ext.HALF_FLOAT_LINEAR_OES
}
else if(type & Texture.FLOAT_LINEAR){
var ext = gl._getExtension('OES_texture_float_linear')
if(!ext) throw new Error('No OES_texture_float_linear')
this.gldata_type = ext.FLOAT_LINEAR_OES
}
else if(type & Texture.HALF_FLOAT){
var ext = gl._getExtension('OES_texture_half_float')
if(!ext) throw new Error('No OES_texture_half_float')
this.gldata_type = ext.HALF_FLOAT_OES
}
else if(type & Texture.HALF_FLOAT){
var ext = gl._getExtension('OES_texture_float')
if(!ext) throw new Error('No OES_texture_float')
this.gldata_type = gl.FLOAT
}
HeadlessLayer = require('./headless_layer')
this.headless_layer = new HeadlessLayer(HeadlessApi.currentlayer, this.size[0], this.size[1]);
console.log('textureheadless.initAsRendertarget texture NOT implemented');
gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glframe_buf)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.gltex, 0)
if(type & Texture.DEPTH || type & Texture.STENCIL){
this.gldepth_buf = gl.createRenderbuffer()
this.gldepth_type = gl.DEPTH_COMPONENT16
this.glattach_type = gl.DEPTH_ATTACHMENT
if(type & Texture.DEPTH && type & Texture.STENCIL){
this.gldepth_type = gl.DEPTH_STENCIL
this.glattach_type = gl.DEPTH_STENCIL_ATTACHMENT
}
else if(type & Texture.STENCIL){
this.gldepth_type = gl.STENCIL_INDEX
this.glattach_type = gl.STENCIL_ATTACHMENT
}
gl.bindRenderbuffer(gl.RENDERBUFFER, this.gldepth_buf)
gl.renderbufferStorage(gl.RENDERBUFFER, this.gldepth_type, this.size[0], this.size[1])
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, this.glattach_type, gl.RENDERBUFFER, this.gldepth_buf)
gl.bindRenderbuffer(gl.RENDERBUFFER, null)
}
gl.bindTexture(gl.TEXTURE_2D, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
}
this.delete = function(){
if(!this.device) return
var gl = this.device.gl
if(this.glframe_buf){
gl.deleteFramebuffer(this.glframe_buf)
this.glframe_buf = undefined
}
if(this.gltex){
gl.deleteTexture(this.gltex)
this.gltex = undefined
}
if(this.depth_buf){
gl.deleteRenderbuffer(this.gldepth_buf)
}
}
this.resize = function(width, height){
this.delete
this.size = vec2(width, height)
this.initAsRendertarget()
}
this.size = vec2(0, 0)
this.createGLTexture = function(gl, texid, texinfo){
var samplerid = texinfo.samplerid
if(this.image && this.image[samplerid]){
this[samplerid] = this.image[samplerid]
}
var gltex = this[samplerid]
if(gltex){
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
return gltex
}
var samplerdef = texinfo.samplerdef
var gltex = gl.createTexture()
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, samplerdef.UNPACK_FLIP_Y_WEBGL || false)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, samplerdef.UNPACK_PREMULTIPLY_ALPHA_WEBGL || false)
if(this.array){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.size[0], this.size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(this.array))
}
else if(this.image){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image)
this.image[samplerid] = gltex
}
else{
return undefined
}
gltex.updateid = this.updateid
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[samplerdef.MIN_FILTER])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[samplerdef.MAG_FILTER])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[samplerdef.WRAP_S])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[samplerdef.WRAP_T])
this[samplerid] = gltex
return gltex
}
this.updateGLTexture = function(gl, gltex){
if(this.array){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.size[0], this.size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(this.data))
}
else if(this.image){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image)
}
gltex.updateid = this.updateid
}
this.sample2 = function(x, y){ return sample(vec2(x, y)) }
this.sample = function(v){
return texture2D(this, v, {
MIN_FILTER: 'LINEAR',
MAG_FILTER: 'LINEAR',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.flipped2 = function(x,y){ return flipped(vec2(x,y)) }
this.flipped = function(v){
return texture2D(this, vec2(v.x, 1. - v.y), {
MIN_FILTER: 'LINEAR',
MAG_FILTER: 'LINEAR',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.point2 = function(x, y){ return point(vec2(x, y)) }
this.point = function(v){
return texture2D(this, vec2(v.x, v.y), {
MIN_FILTER: 'NEAREST',
MAG_FILTER: 'NEAREST',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.point_flipped2 = function(x, y){ return point_flipped(vec2(x, y)) }
this.point_flipped = function(v){
return texture2D(this, vec2(v.x, 1. - v.y), {
MIN_FILTER: 'NEAREST',
MAG_FILTER: 'NEAREST',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
})
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