Accueil / npm / three@0.186.1 / src / renderers / common / Textures.js

Textures.js

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;

		/**
		 * A set of HTMLTextures that need paint updates.
		 *
		 * @type {Set<HTMLTexture>}
		 */
		this._htmlTextures = new Set();

	}

	/**
	 * 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;

		const hasArrayDepthTexture = depthTexture !== undefined && depthTexture.image !== undefined && depthTexture.image.depth > 1;
		const useArrayDepth = size.depth > 1 && ( renderTarget.useArrayDepthTexture || renderTarget.multiview || hasArrayDepthTexture );

		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;

			depthTextureMips[ activeMipmapLevel ] = depthTexture;

		}

		if ( depthTexture ) {

			depthTexture.isArrayTexture = useArrayDepth;

		}

		if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {

			textureNeedsUpdate = true;

			if ( depthTexture && depthTexture.renderTarget === renderTarget ) {

				depthTexture.needsUpdate = true;
				depthTexture.image.width = mipWidth;
				depthTexture.image.height = mipHeight;
				depthTexture.image.depth = useArrayDepth ? size.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.renderTarget === renderTarget ) {

				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;

			this.info.memory.renderTargets ++;

			// 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;

			}

		}

		// Ensure HTMLTexture elements are in the canvas before measuring size.

		if ( texture.isHTMLTexture && texture.image ) {

			const canvas = this.renderer.domElement;

			if ( 'requestPaint' in canvas ) {

				if ( ! canvas.hasAttribute( 'layoutsubtree' ) ) {

					canvas.setAttribute( 'layoutsubtree', 'true' );

				}

				if ( texture.image.parentNode !== canvas ) {

					canvas.appendChild( texture.image );

				}

				// Set up shared paint callback for all HTMLTextures.

				if ( this._htmlTextures.size === 0 ) {

					const htmlTextures = this._htmlTextures;

					canvas.onpaint = ( event ) => {

						const changed = event && event.changedElements;

						for ( const t of htmlTextures ) {

							if ( ! changed || changed.includes( t.image ) ) {

								t.needsUpdate = true;

							}

						}

					};

				}

				this._htmlTextures.add( texture );

			}

		}

		//

		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;
			textureData.bindGroups = new Set();

			//

			this.info.createTexture( texture );

			//

			if ( texture.isVideoTexture && ColorManagement.enabled === true && 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 {Sampler} binding - The sampler binding to update.
	 * @return {string} The current sampler key.
	 */
	updateSampler( binding ) {

		return this.backend.updateSampler( binding );

	}

	/**
	 * 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 ( texture.isHTMLTexture ) {

				target.width = image.offsetWidth || 1;
				target.height = image.offsetHeight || 1;
				target.depth = 1;

			} else 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 && depthTexture.renderTarget === renderTarget ) {

				this._destroyTexture( depthTexture );

			}

			this.delete( renderTarget );
			this.backend.delete( renderTarget );

			this.info.memory.renderTargets --;

		}

	}

	/**
	 * 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 );

			// delete cached bind groups so they don't point to destroyed textures

			if ( textureData.bindGroups ) {

				for ( const bindGroup of textureData.bindGroups ) {

					const bindingsData = this.backend.get( bindGroup );

					bindingsData.groups = undefined;
					bindingsData.versions = undefined;

					// go through all bindings and if one points to the destroyed texture, trigger dispose as well

					for ( const binding of bindGroup.bindings ) {

						if ( binding.isSampler && binding.texture === texture ) {

							if ( binding.isSampledTexture !== true ) {

								this.backend.destroySampler( binding );

							}

							binding.reset();
							binding.release();

						}

					}

				}

			}

			this._htmlTextures.delete( texture );

			this.delete( texture );

			this.info.destroyTexture( texture );

		}

	}

}

export default Textures;

Exemple