src/viewer/scene/materials/Texture.js
import {Component} from '../Component.js';
import {RenderState} from '../webgl/RenderState.js';
import {Texture2D} from '../webgl/Texture2D.js';
import {math} from '../math/math.js';
import {stats} from '../stats.js';
function ensureImageSizePowerOfTwo(image) {
if (!isPowerOfTwo(image.width) || !isPowerOfTwo(image.height)) {
const canvas = document.createElement("canvas");
canvas.width = nextHighestPowerOfTwo(image.width);
canvas.height = nextHighestPowerOfTwo(image.height);
const ctx = canvas.getContext("2d");
ctx.drawImage(image,
0, 0, image.width, image.height,
0, 0, canvas.width, canvas.height);
image = canvas;
}
return image;
}
function isPowerOfTwo(x) {
return (x & (x - 1)) === 0;
}
function nextHighestPowerOfTwo(x) {
--x;
for (let i = 1; i < 32; i <<= 1) {
x = x | x >> i;
}
return x + 1;
}
/**
* @desc A 2D texture map.
*
* * Textures are attached to {@link Material}s, which are attached to {@link Mesh}es.
* * To create a Texture from an image file, set {@link Texture#src} to the image file path.
* * To create a Texture from an HTMLImageElement, set the Texture's {@link Texture#image} to the HTMLImageElement.
*
* ## Usage
*
* In this example we have a Mesh with a {@link PhongMaterial} which applies diffuse {@link Texture}, and a {@link buildTorusGeometry} which builds a {@link ReadableGeometry}.
*
* Note that xeokit will ignore {@link PhongMaterial#diffuse} and {@link PhongMaterial#specular}, since we override those
* with {@link PhongMaterial#diffuseMap} and {@link PhongMaterial#specularMap}. The {@link Texture} pixel colors directly
* provide the diffuse and specular components for each fragment across the {@link ReadableGeometry} surface.
*
* [[Run this example](http://xeokit.github.io/xeokit-sdk/examples/#materials_Texture)]
*
* ```` javascript
* import {Viewer, Mesh, buildTorusGeometry,
* ReadableGeometry, PhongMaterial, Texture} from "xeokit-sdk.es.js";
*
* const viewer = new Viewer({
* canvasId: "myCanvas"
* });
*
* viewer.camera.eye = [0, 0, 5];
* viewer.camera.look = [0, 0, 0];
* viewer.camera.up = [0, 1, 0];
*
* new Mesh(viewer.scene, {
* geometry: new ReadableGeometry(viewer.scene, buildTorusGeometry({
* center: [0, 0, 0],
* radius: 1.5,
* tube: 0.5,
* radialSegments: 32,
* tubeSegments: 24,
* arc: Math.PI * 2.0
* }),
* material: new PhongMaterial(viewer.scene, {
* ambient: [0.9, 0.3, 0.9],
* shininess: 30,
* diffuseMap: new Texture(viewer.scene, {
* src: "textures/diffuse/uvGrid2.jpg"
* })
* })
* });
*````
*/
class Texture extends Component {
/**
@private
*/
get type() {
return "Texture";
}
/**
* @constructor
* @param {Component} owner Owner component. When destroyed, the owner will destroy this Texture as well.
* @param {*} [cfg] Configs
* @param {String} [cfg.id] Optional ID for this Texture, unique among all components in the parent scene, generated automatically when omitted.
* @param {String} [cfg.src=null] Path to image file to load into this Texture. See the {@link Texture#src} property for more info.
* @param {HTMLImageElement} [cfg.image=null] HTML Image object to load into this Texture. See the {@link Texture#image} property for more info.
* @param {String} [cfg.minFilter="linearMipmapLinear"] How the texture is sampled when a texel covers less than one pixel. See the {@link Texture#minFilter} property for more info.
* @param {String} [cfg.magFilter="linear"] How the texture is sampled when a texel covers more than one pixel. See the {@link Texture#magFilter} property for more info.
* @param {String} [cfg.wrapS="repeat"] Wrap parameter for texture coordinate *S*. See the {@link Texture#wrapS} property for more info.
* @param {String} [cfg.wrapT="repeat"] Wrap parameter for texture coordinate *S*. See the {@link Texture#wrapT} property for more info.
* @param {Boolean} [cfg.flipY=false] Flips this Texture's source data along its vertical axis when true.
* @param {Number[]} [cfg.translate=[0,0]] 2D translation vector that will be added to texture's *S* and *T* coordinates.
* @param {Number[]} [cfg.scale=[1,1]] 2D scaling vector that will be applied to texture's *S* and *T* coordinates.
* @param {Number} [cfg.rotate=0] Rotation, in degrees, that will be applied to texture's *S* and *T* coordinates.
* @param {String} [cfg.encoding="linear"] Encoding format. See the {@link Texture#encoding} property for more info.
*/
constructor(owner, cfg = {}) {
super(owner, cfg);
this._state = new RenderState({
texture: new Texture2D(this.scene.canvas.gl),
matrix: math.identityMat4(),
hasMatrix: (cfg.translate && (cfg.translate[0] !== 0 || cfg.translate[1] !== 0)) || (!!cfg.rotate) || (cfg.scale && (cfg.scale[0] !== 0 || cfg.scale[1] !== 0)),
minFilter: this._checkMinFilter(cfg.minFilter),
magFilter: this._checkMagFilter(cfg.magFilter),
wrapS: this._checkWrapS(cfg.wrapS),
wrapT: this._checkWrapT(cfg.wrapT),
flipY: this._checkFlipY(cfg.flipY),
encoding: this._checkEncoding(cfg.encoding)
});
// Data source
this._src = null;
this._image = null;
// Transformation
this._translate = math.vec2([0, 0]);
this._scale = math.vec2([1, 1]);
this._rotate = math.vec2([0, 0]);
this._matrixDirty = false;
// Transform
this.translate = cfg.translate;
this.scale = cfg.scale;
this.rotate = cfg.rotate;
// Data source
if (cfg.src) {
this.src = cfg.src; // Image file
} else if (cfg.image) {
this.image = cfg.image; // Image object
}
stats.memory.textures++;
}
_checkMinFilter(value) {
value = value || "linearMipmapLinear";
if (value !== "linear" &&
value !== "linearMipmapNearest" &&
value !== "linearMipmapLinear" &&
value !== "nearestMipmapLinear" &&
value !== "nearestMipmapNearest") {
this.error("Unsupported value for 'minFilter': '" + value +
"' - supported values are 'linear', 'linearMipmapNearest', 'nearestMipmapNearest', " +
"'nearestMipmapLinear' and 'linearMipmapLinear'. Defaulting to 'linearMipmapLinear'.");
value = "linearMipmapLinear";
}
return value;
}
_checkMagFilter(value) {
value = value || "linear";
if (value !== "linear" && value !== "nearest") {
this.error("Unsupported value for 'magFilter': '" + value +
"' - supported values are 'linear' and 'nearest'. Defaulting to 'linear'.");
value = "linear";
}
return value;
}
_checkFilter(value) {
value = value || "linear";
if (value !== "linear" && value !== "nearest") {
this.error("Unsupported value for 'magFilter': '" + value +
"' - supported values are 'linear' and 'nearest'. Defaulting to 'linear'.");
value = "linear";
}
return value;
}
_checkWrapS(value) {
value = value || "repeat";
if (value !== "clampToEdge" && value !== "mirroredRepeat" && value !== "repeat") {
this.error("Unsupported value for 'wrapS': '" + value +
"' - supported values are 'clampToEdge', 'mirroredRepeat' and 'repeat'. Defaulting to 'repeat'.");
value = "repeat";
}
return value;
}
_checkWrapT(value) {
value = value || "repeat";
if (value !== "clampToEdge" && value !== "mirroredRepeat" && value !== "repeat") {
this.error("Unsupported value for 'wrapT': '" + value +
"' - supported values are 'clampToEdge', 'mirroredRepeat' and 'repeat'. Defaulting to 'repeat'.");
value = "repeat";
}
return value;
}
_checkFlipY(value) {
return !!value;
}
_checkEncoding(value) {
value = value || "linear";
if (value !== "linear" && value !== "sRGB" && value !== "gamma") {
this.error("Unsupported value for 'encoding': '" + value + "' - supported values are 'linear', 'sRGB', 'gamma'. Defaulting to 'linear'.");
value = "linear";
}
return value;
}
_webglContextRestored() {
this._state.texture = new Texture2D(this.scene.canvas.gl);
if (this._image) {
this.image = this._image;
} else if (this._src) {
this.src = this._src;
}
}
_update() {
const state = this._state;
if (this._matrixDirty) {
let matrix;
let t;
if (this._translate[0] !== 0 || this._translate[1] !== 0) {
matrix = math.translationMat4v([this._translate[0], this._translate[1], 0], this._state.matrix);
}
if (this._scale[0] !== 1 || this._scale[1] !== 1) {
t = math.scalingMat4v([this._scale[0], this._scale[1], 1]);
matrix = matrix ? math.mulMat4(matrix, t) : t;
}
if (this._rotate !== 0) {
t = math.rotationMat4v(this._rotate * 0.0174532925, [0, 0, 1]);
matrix = matrix ? math.mulMat4(matrix, t) : t;
}
if (matrix) {
state.matrix = matrix;
}
this._matrixDirty = false;
}
this.glRedraw();
}
/**
* Sets an HTML DOM Image object to source this Texture from.
*
* Sets {@link Texture#src} null.
*
* @type {HTMLImageElement}
*/
set image(value) {
this._image = ensureImageSizePowerOfTwo(value);
this._image.crossOrigin = "Anonymous";
this._state.texture.setImage(this._image, this._state);
this._state.texture.setProps(this._state); // Generate mipmaps
this._src = null;
this.glRedraw();
}
/**
* Gets HTML DOM Image object this Texture is sourced from, if any.
*
* Returns null if not set.
*
* @type {HTMLImageElement}
*/
get image() {
return this._image;
}
/**
* Sets path to an image file to source this Texture from.
*
* Sets {@link Texture#image} null.
*
* @type {String}
*/
set src(src) {
this.scene.loading++;
this.scene.canvas.spinner.processes++;
const self = this;
let image = new Image();
image.onload = function () {
image = ensureImageSizePowerOfTwo(image);
//self._image = image; // For faster WebGL context restore - memory inefficient?
self._state.texture.setImage(image, self._state);
self._state.texture.setProps(self._state); // Generate mipmaps
self.scene.loading--;
self.glRedraw();
self.scene.canvas.spinner.processes--;
};
image.src = src;
this._src = src;
this._image = null;
}
/**
* Gets path to the image file this Texture from, if any.
*
* Returns null if not set.
*
* @type {String}
*/
get src() {
return this._src;
}
/**
* Sets the 2D translation vector added to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````[0, 0]````.
*
* @type {Number[]}
*/
set translate(value) {
this._translate.set(value || [0, 0]);
this._matrixDirty = true;
this._needUpdate();
}
/**
* Gets the 2D translation vector added to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````[0, 0]````.
*
* @type {Number[]}
*/
get translate() {
return this._translate;
}
/**
* Sets the 2D scaling vector that will be applied to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````[1, 1]````.
*
* @type {Number[]}
*/
set scale(value) {
this._scale.set(value || [1, 1]);
this._matrixDirty = true;
this._needUpdate();
}
/**
* Gets the 2D scaling vector that will be applied to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````[1, 1]````.
*
* @type {Number[]}
*/
get scale() {
return this._scale;
}
/**
* Sets the rotation angles, in degrees, that will be applied to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````0````.
*
* @type {Number}
*/
set rotate(value) {
value = value || 0;
if (this._rotate === value) {
return;
}
this._rotate = value;
this._matrixDirty = true;
this._needUpdate();
}
/**
* Gets the rotation angles, in degrees, that will be applied to this Texture's *S* and *T* UV coordinates.
*
* Default value is ````0````.
*
* @type {Number}
*/
get rotate() {
return this._rotate;
}
/**
* Gets how this Texture is sampled when a texel covers less than one pixel.
*
* Options are:
*
* * "nearest" - Uses the value of the texture element that is nearest
* (in Manhattan distance) to the center of the pixel being textured.
*
* * "linear" - Uses the weighted average of the four texture elements that are
* closest to the center of the pixel being textured.
*
* * "nearestMipmapNearest" - Chooses the mipmap that most closely matches the
* size of the pixel being textured and uses the "nearest" criterion (the texture
* element nearest to the center of the pixel) to produce a texture value.
*
* * "linearMipmapNearest" - Chooses the mipmap that most closely matches the size of
* the pixel being textured and uses the "linear" criterion (a weighted average of the
* four texture elements that are closest to the center of the pixel) to produce a
* texture value.
*
* * "nearestMipmapLinear" - Chooses the two mipmaps that most closely
* match the size of the pixel being textured and uses the "nearest" criterion
* (the texture element nearest to the center of the pixel) to produce a texture
* value from each mipmap. The final texture value is a weighted average of those two
* values.
*
* * "linearMipmapLinear" - (default) - Chooses the two mipmaps that most closely match the size
* of the pixel being textured and uses the "linear" criterion (a weighted average
* of the four texture elements that are closest to the center of the pixel) to
* produce a texture value from each mipmap. The final texture value is a weighted
* average of those two values.
*
* Default value is "linearMipmapLinear".
*
* @type {String}
*/
get minFilter() {
return this._state.minFilter;
}
/**
* Gets how this Texture is sampled when a texel covers more than one pixel.
*
* * "nearest" - Uses the value of the texture element that is nearest
* (in Manhattan distance) to the center of the pixel being textured.
* * "linear" - (default) - Uses the weighted average of the four texture elements that are
* closest to the center of the pixel being textured.
*
* Default value is "linearMipmapLinear".
*
* @type {String}
*/
get magFilter() {
return this._state.magFilter;
}
/**
* Gets the wrap parameter for this Texture's *S* coordinate.
*
* Values can be:
*
* * "clampToEdge" - causes *S* coordinates to be clamped to the size of the texture.
* * "mirroredRepeat" - causes the *S* coordinate to be set to the fractional part of the texture coordinate
* if the integer part of *S* is even; if the integer part of *S* is odd, then the *S* texture coordinate is
* set to *1 - frac S* , where *frac S* represents the fractional part of *S*.
* * "repeat" - (default) - causes the integer part of the *S* coordinate to be ignored; xeokit uses only the
* fractional part, thereby creating a repeating pattern.
*
* Default value is "repeat".
*
* @type {String}
*/
get wrapS() {
return this._state.wrapS;
}
/**
* Gets the wrap parameter for this Texture's *T* coordinate.
*
* Values can be:
*
* * "clampToEdge" - causes *S* coordinates to be clamped to the size of the texture.
* * "mirroredRepeat" - causes the *S* coordinate to be set to the fractional part of the texture coordinate
* if the integer part of *S* is even; if the integer part of *S* is odd, then the *S* texture coordinate is
* set to *1 - frac S* , where *frac S* represents the fractional part of *S*.
* * "repeat" - (default) - causes the integer part of the *S* coordinate to be ignored; xeokit uses only the
* fractional part, thereby creating a repeating pattern.
*
* Default value is "repeat".
*
* @type {String}
*/
get wrapT() {
return this._state.wrapT;
}
/**
* Gets if this Texture's source data is flipped along its vertical axis.
*
* @type {Boolean}
*/
get flipY() {
return this._state.flipY;
}
/**
* Gets the Texture's encoding format.
*
* @type {String}
*/
get encoding() {
return this._state.encoding;
}
/**
* Destroys this Texture
*/
destroy() {
super.destroy();
if (this._state.texture) {
this._state.texture.destroy();
}
this._state.destroy();
stats.memory.textures--;
}
}
export {Texture};