import WebGLSystem from '../WebGLSystem';
import GLTexture from './GLTexture';
import { removeItems } from '@pixi/utils';
/**
* @class
* @extends PIXI.WebGLSystem
* @memberof PIXI
*/
export default class TextureSystem extends WebGLSystem
{
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer)
{
super(renderer);
// TODO set to max textures...
this.boundTextures = [
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
];
this.currentLocation = -1;
this.managedTextures = [];
}
/**
* Sets up the renderer context and necessary buffers.
*
* @private
*/
contextChange()
{
const gl = this.gl = this.renderer.gl;
this.CONTEXT_UID = this.renderer.CONTEXT_UID;
// TODO move this.. to a nice make empty textures class..
this.emptyTextures = {};
this.emptyTextures[gl.TEXTURE_2D] = new GLTexture.fromData(this.gl, null, 1, 1);
this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(this.gl);
gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);
let i;
for (i = 0; i < 6; i++)
{
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
}
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
for (i = 0; i < this.boundTextures.length; i++)
{
this.bind(null, i);
}
}
bind(texture, location)
{
const gl = this.gl;
location = location || 0;
if (this.currentLocation !== location)
{
this.currentLocation = location;
gl.activeTexture(gl.TEXTURE0 + location);
}
if (texture)
{
texture = texture.baseTexture || texture;
if (texture.valid)
{
const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);
gl.bindTexture(texture.target, glTexture.texture);
if (glTexture.dirtyId !== texture.dirtyId)
{
glTexture.dirtyId = texture.dirtyId;
this.updateTexture(texture);
}
this.boundTextures[location] = texture;
}
}
else
{
gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);
this.boundTextures[location] = null;
}
}
unbind(texture)
{
const gl = this.gl;
for (let i = 0; i < this.boundTextures.length; i++)
{
if (this.boundTextures[i] === texture)
{
if (this.currentLocation !== i)
{
gl.activeTexture(gl.TEXTURE0 + i);
this.currentLocation = i;
}
gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[texture.target].texture);
this.boundTextures[i] = null;
}
}
}
initTexture(texture)
{
const glTexture = new GLTexture(this.gl, -1, -1, texture.format, texture.type);
glTexture.premultiplyAlpha = texture.premultiplyAlpha;
// guarentee an update..
glTexture.dirtyId = -1;
texture._glTextures[this.CONTEXT_UID] = glTexture;
this.managedTextures.push(texture);
texture.on('dispose', this.destroyTexture, this);
return glTexture;
}
updateTexture(texture)
{
const glTexture = texture._glTextures[this.CONTEXT_UID];
const gl = this.gl;
let i;
let texturePart;
// TODO there are only 3 textures as far as im aware?
// Cube / 2D and later 3d. (the latter is WebGL2, we will get to that soon!)
if (texture.target === gl.TEXTURE_CUBE_MAP)
{
// console.log( gl.UNSIGNED_BYTE)
for (i = 0; i < texture.sides.length; i++)
{
// TODO - we should only upload what changed..
// but im sure this is not going to be a problem just yet!
texturePart = texture.sides[i];
if (texturePart.resource)
{
if (texturePart.resource.uploadable)
{
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + texturePart.side,
0,
texture.format,
texture.format,
texture.type,
texturePart.resource.source);
}
else
{
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + texturePart.side,
0,
texture.format,
texture.width,
texture.height,
0,
texture.format,
texture.type,
texturePart.resource.source);
}
}
else
{
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + texturePart.side,
0,
texture.format,
texture.width,
texture.height,
0,
texture.format,
texture.type,
null);
}
}
}
else if (texture.target === gl.TEXTURE_2D_ARRAY)
{
gl.texImage3D(gl.TEXTURE_2D_ARRAY,
0,
texture.format,
texture.width,
texture.height,
6,
0,
texture.format,
texture.type,
null);
for (i = 0; i < texture.array.length; i++)
{
// TODO - we should only upload what changed..
// but im sure this is not going to be a problem just yet!
texturePart = texture.array[i];
if (texturePart.resource)
{
if (texturePart.resource.loaded)
{
gl.texSubImage3D(gl.TEXTURE_2D_ARRAY,
0,
0, // xoffset
0, // yoffset
i, // zoffset
texturePart.resource.width,
texturePart.resource.height,
1,
texture.format,
texture.type,
texturePart.resource.source);
}
}
}
}
else
if (texture.resource)
{
if (texture.resource.uploadable)
{
glTexture.upload(texture.resource.source);
}
else
{
glTexture.uploadData(texture.resource.source, texture.width, texture.height);
}
}
else
{
glTexture.uploadData(null, texture.width, texture.height);
}
// lets only update what changes..
this.setStyle(texture);
}
/**
* Deletes the texture from WebGL
*
* @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy
* @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.
*/
destroyTexture(texture, skipRemove)
{
texture = texture.baseTexture || texture;
if (texture._glTextures[this.renderer.CONTEXT_UID])
{
this.unbind(texture);
texture._glTextures[this.renderer.CONTEXT_UID].destroy();
texture.off('dispose', this.destroyTexture, this);
delete texture._glTextures[this.renderer.CONTEXT_UID];
if (!skipRemove)
{
const i = this.managedTextures.indexOf(texture);
if (i !== -1)
{
removeItems(this.managedTextures, i, 1);
}
}
}
}
setStyle(texture)
{
const gl = this.gl;
gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, texture.wrapMode);
gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, texture.wrapMode);
if (texture.mipmap)
{
/* eslint-disable max-len */
gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
/* eslint-disable max-len */
}
else
{
gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode ? gl.LINEAR : gl.NEAREST);
}
gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode ? gl.LINEAR : gl.NEAREST);
}
}