forked from LeenkxTeam/LNXSDK
585 lines
23 KiB
Haxe
585 lines
23 KiB
Haxe
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package kha;
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import haxe.io.Bytes;
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import js.Browser;
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import js.lib.Uint8Array;
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import js.lib.Uint16Array;
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import js.lib.Float32Array;
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import js.html.VideoElement;
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import js.html.webgl.GL;
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import js.html.webgl.Framebuffer;
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import js.html.webgl.Renderbuffer;
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import js.html.webgl.Texture;
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import kha.graphics4.TextureFormat;
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import kha.graphics4.DepthStencilFormat;
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import kha.js.graphics4.Graphics;
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class WebGLImage extends Image {
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public var image: Dynamic;
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public var video: VideoElement;
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static var context: js.html.CanvasRenderingContext2D;
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var data: js.html.ImageData;
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var myWidth: Int;
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var myHeight: Int;
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var myFormat: TextureFormat;
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var renderTarget: Bool;
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var samples: Int;
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public var frameBuffer: Framebuffer = null;
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public var renderBuffer: Renderbuffer = null;
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public var texture: Texture = null;
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public var depthTexture: Texture = null;
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public var MSAAFrameBuffer: Framebuffer = null;
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var MSAAColorBuffer: Renderbuffer;
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var MSAADepthBuffer: Renderbuffer;
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var graphics1: kha.graphics1.Graphics;
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var graphics2: kha.graphics2.Graphics;
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var graphics4: kha.graphics4.Graphics;
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var depthStencilFormat: DepthStencilFormat;
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var readable: Bool;
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// WebGL2 constants
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static inline var GL_RGBA16F = 0x881A;
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static inline var GL_RGBA32F = 0x8814;
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static inline var GL_R16F = 0x822D;
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static inline var GL_R32F = 0x822E;
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static inline var GL_RED = 0x1903;
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static inline var GL_DEPTH_COMPONENT24 = 0x81A6;
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static inline var GL_DEPTH24_STENCIL8 = 0x88F0;
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static inline var GL_DEPTH32F_STENCIL8 = 0x8CAD;
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static var canvas: js.html.CanvasElement;
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public static function init() {
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if (context == null) {
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// create only once
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canvas = Browser.document.createCanvasElement();
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if (canvas != null) {
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context = canvas.getContext("2d");
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canvas.width = 4096;
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canvas.height = 4096;
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context.globalCompositeOperation = "copy";
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}
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}
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}
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public function new(width: Int, height: Int, format: TextureFormat, renderTarget: Bool, depthStencilFormat: DepthStencilFormat, samples: Int,
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readable: Bool) {
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myWidth = width;
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myHeight = height;
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myFormat = format;
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this.renderTarget = renderTarget;
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this.samples = samples;
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this.readable = readable;
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image = null;
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video = null;
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this.depthStencilFormat = depthStencilFormat;
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init();
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if (renderTarget)
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createTexture();
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}
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override function get_g1(): kha.graphics1.Graphics {
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if (graphics1 == null) {
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graphics1 = new kha.graphics2.Graphics1(this);
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}
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return graphics1;
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}
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override function get_g2(): kha.graphics2.Graphics {
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if (graphics2 == null) {
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graphics2 = new kha.js.graphics4.Graphics2(this);
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}
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return graphics2;
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}
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override function get_g4(): kha.graphics4.Graphics {
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if (graphics4 == null) {
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graphics4 = new Graphics(this);
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}
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return graphics4;
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}
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override function get_width(): Int {
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return myWidth;
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}
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override function get_height(): Int {
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return myHeight;
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}
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override function get_format(): TextureFormat {
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return myFormat;
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}
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override function get_realWidth(): Int {
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return myWidth;
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}
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override function get_realHeight(): Int {
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return myHeight;
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}
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override function get_stride(): Int {
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return formatByteSize(myFormat) * width;
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}
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override public function isOpaque(x: Int, y: Int): Bool {
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if (data == null) {
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if (context == null)
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return true;
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else
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createImageData();
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}
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return (data.data[y * Std.int(image.width) * 4 + x * 4 + 3] != 0);
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}
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override public function at(x: Int, y: Int): Color {
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if (bytes != null) {
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var r = bytes.get(y * width * 4 + x * 4);
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var g = bytes.get(y * width * 4 + x * 4 + 1);
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var b = bytes.get(y * width * 4 + x * 4 + 2);
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var a = bytes.get(y * width * 4 + x * 4 + 3);
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return Color.fromValue((a << 24) | (r << 16) | (g << 8) | b);
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}
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else {
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if (data == null) {
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if (context == null)
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return Color.Black;
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else
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createImageData();
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}
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var r = data.data[y * width * 4 + x * 4];
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var g = data.data[y * width * 4 + x * 4 + 1];
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var b = data.data[y * width * 4 + x * 4 + 2];
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var a = data.data[y * width * 4 + x * 4 + 3];
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return Color.fromValue((a << 24) | (r << 16) | (g << 8) | b);
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}
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}
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function createImageData() {
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if (Std.isOfType(image, Uint8Array)) {
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data = new js.html.ImageData(new js.lib.Uint8ClampedArray(image.buffer), this.width, this.height);
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}
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else {
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if (this.width > canvas.width || this.height > canvas.height) {
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var cw = canvas.width;
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var ch = canvas.height;
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while (this.width > cw || this.height > ch) {
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cw *= 2;
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ch *= 2;
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}
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canvas.width = cw;
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canvas.height = ch;
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}
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context.strokeStyle = "rgba(0,0,0,0)";
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context.fillStyle = "rgba(0,0,0,0)";
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context.fillRect(0, 0, image.width, image.height);
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context.drawImage(image, 0, 0, image.width, image.height, 0, 0, image.width, image.height);
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data = context.getImageData(0, 0, image.width, image.height);
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}
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}
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static function upperPowerOfTwo(v: Int): Int {
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v--;
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v |= v >>> 1;
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v |= v >>> 2;
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v |= v >>> 4;
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v |= v >>> 8;
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v |= v >>> 16;
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v++;
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return v;
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}
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public function createTexture(): Void {
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if (SystemImpl.gl == null)
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return;
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texture = SystemImpl.gl.createTexture();
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// texture.image = image;
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SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
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// Sys.gl.pixelStorei(Sys.gl.UNPACK_FLIP_Y_WEBGL, true);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
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if (renderTarget) {
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frameBuffer = SystemImpl.gl.createFramebuffer();
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
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switch (myFormat) {
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case DEPTH16:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL.DEPTH_COMPONENT16 : GL.DEPTH_COMPONENT, realWidth, realHeight, 0,
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GL.DEPTH_COMPONENT, GL.UNSIGNED_SHORT, null);
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case RGBA128:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA32F : GL.RGBA, realWidth, realHeight, 0, GL.RGBA, GL.FLOAT, null);
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case RGBA64:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA16F : GL.RGBA, realWidth, realHeight, 0, GL.RGBA,
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SystemImpl.halfFloat.HALF_FLOAT_OES, null);
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case RGBA32:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, realWidth, realHeight, 0, GL.RGBA, GL.UNSIGNED_BYTE, null);
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case A32:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R32F : GL.ALPHA, realWidth, realHeight, 0,
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SystemImpl.gl2 ? GL_RED : GL.ALPHA, GL.FLOAT, null);
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case A16:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R16F : GL.ALPHA, realWidth, realHeight, 0,
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SystemImpl.gl2 ? GL_RED : GL.ALPHA, SystemImpl.halfFloat.HALF_FLOAT_OES, null);
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default:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, realWidth, realHeight, 0, GL.RGBA, GL.UNSIGNED_BYTE, null);
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}
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if (myFormat == DEPTH16) {
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
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SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.TEXTURE_2D, texture, 0);
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// Some WebGL implementations throw incomplete framebuffer error, create color attachment
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if (!SystemImpl.gl2) {
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var colortex = SystemImpl.gl.createTexture();
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SystemImpl.gl.bindTexture(GL.TEXTURE_2D, colortex);
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, realWidth, realHeight, 0, GL.RGBA, GL.UNSIGNED_BYTE, null);
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SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, colortex, 0);
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SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
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}
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}
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else {
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if (samples > 1 && SystemImpl.gl2) {
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MSAAFrameBuffer = SystemImpl.gl.createFramebuffer();
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MSAAColorBuffer = SystemImpl.gl.createRenderbuffer();
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SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, MSAAColorBuffer);
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var MSAAFormat = switch (myFormat) {
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case RGBA128:
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untyped SystemImpl.gl.RGBA32F;
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case RGBA64:
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untyped SystemImpl.gl.RGBA16F;
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case RGBA32:
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untyped SystemImpl.gl.RGBA8;
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case A32:
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GL_R32F;
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case A16:
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GL_R16F;
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default:
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untyped SystemImpl.gl.RGBA8;
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};
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untyped SystemImpl.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, MSAAFormat, realWidth, realHeight);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
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SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.RENDERBUFFER, MSAAColorBuffer);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, MSAAFrameBuffer);
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}
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SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, texture, 0);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, null);
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}
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initDepthStencilBuffer(depthStencilFormat);
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var e = SystemImpl.gl.checkFramebufferStatus(GL.FRAMEBUFFER);
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if (e != GL.FRAMEBUFFER_COMPLETE) {
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trace("checkframebufferStatus error " + e);
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}
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SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, null);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, null);
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}
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else if (video != null) {
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, video);
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}
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else {
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switch (myFormat) {
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case RGBA128:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA32F : GL.RGBA, myWidth, myHeight, 0, GL.RGBA, GL.FLOAT, image);
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case RGBA64:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA16F : GL.RGBA, myWidth, myHeight, 0, GL.RGBA,
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SystemImpl.halfFloat.HALF_FLOAT_OES, image);
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case RGBA32:
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if (Std.isOfType(image, Uint8Array)) {
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, myWidth, myHeight, 0, GL.RGBA, GL.UNSIGNED_BYTE, image);
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}
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else {
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, image);
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}
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case A32:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R32F : GL.ALPHA, myWidth, myHeight, 0, SystemImpl.gl2 ? GL_RED : GL.ALPHA,
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GL.FLOAT, image);
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case A16:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R16F : GL.ALPHA, myWidth, myHeight, 0, SystemImpl.gl2 ? GL_RED : GL.ALPHA,
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SystemImpl.halfFloat.HALF_FLOAT_OES, image);
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case L8:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.LUMINANCE, myWidth, myHeight, 0, GL.LUMINANCE, GL.UNSIGNED_BYTE, image);
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default:
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, image);
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}
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}
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SystemImpl.gl.bindTexture(GL.TEXTURE_2D, null);
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}
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function initDepthStencilBuffer(depthStencilFormat: DepthStencilFormat) {
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switch (depthStencilFormat) {
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case NoDepthAndStencil:
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case DepthOnly, Depth16:
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{
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if (SystemImpl.depthTexture == null) {
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renderBuffer = SystemImpl.gl.createRenderbuffer();
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SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, renderBuffer);
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SystemImpl.gl.renderbufferStorage(GL.RENDERBUFFER, GL.DEPTH_COMPONENT16, realWidth, realHeight);
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SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.RENDERBUFFER, renderBuffer);
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}
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else {
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depthTexture = SystemImpl.gl.createTexture();
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SystemImpl.gl.bindTexture(GL.TEXTURE_2D, depthTexture);
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if (depthStencilFormat == DepthOnly)
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_DEPTH_COMPONENT24 : GL.DEPTH_COMPONENT, realWidth, realHeight, 0,
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GL.DEPTH_COMPONENT, GL.UNSIGNED_INT, null);
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else
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SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL.DEPTH_COMPONENT16 : GL.DEPTH_COMPONENT, realWidth, realHeight, 0,
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GL.DEPTH_COMPONENT, GL.UNSIGNED_SHORT, null);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
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SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
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if (samples > 1 && SystemImpl.gl2) {
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MSAADepthBuffer = SystemImpl.gl.createRenderbuffer();
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SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, MSAADepthBuffer);
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if (depthStencilFormat == DepthOnly)
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untyped SystemImpl.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, GL_DEPTH_COMPONENT24, realWidth, realHeight);
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else
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untyped SystemImpl.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, GL.DEPTH_COMPONENT16, realWidth, realHeight);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
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SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.RENDERBUFFER, MSAADepthBuffer);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, MSAAFrameBuffer);
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}
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SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.TEXTURE_2D, depthTexture, 0);
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SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, null);
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}
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}
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case DepthAutoStencilAuto, Depth24Stencil8, Depth32Stencil8:
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|
if (SystemImpl.depthTexture == null) {
|
||
|
renderBuffer = SystemImpl.gl.createRenderbuffer();
|
||
|
SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, renderBuffer);
|
||
|
SystemImpl.gl.renderbufferStorage(GL.RENDERBUFFER, GL.DEPTH_STENCIL, realWidth, realHeight);
|
||
|
SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.RENDERBUFFER, renderBuffer);
|
||
|
}
|
||
|
else {
|
||
|
depthTexture = SystemImpl.gl.createTexture();
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, depthTexture);
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_DEPTH24_STENCIL8 : GL.DEPTH_STENCIL, realWidth, realHeight, 0,
|
||
|
GL.DEPTH_STENCIL, SystemImpl.depthTexture.UNSIGNED_INT_24_8_WEBGL, null);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
|
||
|
SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
|
||
|
if (samples > 1 && SystemImpl.gl2) {
|
||
|
MSAADepthBuffer = SystemImpl.gl.createRenderbuffer();
|
||
|
SystemImpl.gl.bindRenderbuffer(GL.RENDERBUFFER, MSAADepthBuffer);
|
||
|
untyped SystemImpl.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, realWidth, realHeight);
|
||
|
SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
|
||
|
SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.RENDERBUFFER, MSAADepthBuffer);
|
||
|
SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, MSAAFrameBuffer);
|
||
|
}
|
||
|
SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_STENCIL_ATTACHMENT, GL.TEXTURE_2D, depthTexture, 0);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function set(stage: Int): Void {
|
||
|
SystemImpl.gl.activeTexture(GL.TEXTURE0 + stage);
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
|
||
|
if (video != null)
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, video);
|
||
|
}
|
||
|
|
||
|
public function setDepth(stage: Int): Void {
|
||
|
SystemImpl.gl.activeTexture(GL.TEXTURE0 + stage);
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, depthTexture);
|
||
|
}
|
||
|
|
||
|
override public function setDepthStencilFrom(image: Image): Void {
|
||
|
depthTexture = cast(image, WebGLImage).depthTexture;
|
||
|
SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
|
||
|
SystemImpl.gl.framebufferTexture2D(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.TEXTURE_2D, depthTexture, 0);
|
||
|
if (samples > 1 && SystemImpl.gl2) {
|
||
|
MSAADepthBuffer = cast(image, WebGLImage).MSAADepthBuffer;
|
||
|
SystemImpl.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.RENDERBUFFER, MSAADepthBuffer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static function formatByteSize(format: TextureFormat): Int {
|
||
|
return switch (format) {
|
||
|
case RGBA32: 4;
|
||
|
case L8: 1;
|
||
|
case RGBA128: 16;
|
||
|
case DEPTH16: 2;
|
||
|
case RGBA64: 8;
|
||
|
case A32: 4;
|
||
|
case A16: 2;
|
||
|
default: 4;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function bytesToArray(bytes: Bytes): js.lib.ArrayBufferView {
|
||
|
return switch (myFormat) {
|
||
|
case RGBA32, L8:
|
||
|
new Uint8Array(bytes.getData());
|
||
|
case RGBA128, RGBA64, A32, A16:
|
||
|
new Float32Array(bytes.getData());
|
||
|
default:
|
||
|
new Uint8Array(bytes.getData());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public var bytes: Bytes;
|
||
|
|
||
|
override public function lock(level: Int = 0): Bytes {
|
||
|
bytes = Bytes.alloc(formatByteSize(myFormat) * width * height);
|
||
|
return bytes;
|
||
|
}
|
||
|
|
||
|
override public function unlock(): Void {
|
||
|
data = null;
|
||
|
image = null;
|
||
|
|
||
|
if (SystemImpl.gl != null) {
|
||
|
texture = SystemImpl.gl.createTexture();
|
||
|
// texture.image = image;
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
|
||
|
// Sys.gl.pixelStorei(Sys.gl.UNPACK_FLIP_Y_WEBGL, true);
|
||
|
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.LINEAR);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.LINEAR);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
|
||
|
SystemImpl.gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
|
||
|
|
||
|
switch (myFormat) {
|
||
|
case L8:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.LUMINANCE, width, height, 0, GL.LUMINANCE, GL.UNSIGNED_BYTE, bytesToArray(bytes));
|
||
|
|
||
|
if (SystemImpl.ie && SystemImpl.gl.getError() == 1282) { // no LUMINANCE support in IE11
|
||
|
var rgbaBytes = Bytes.alloc(width * height * 4);
|
||
|
for (y in 0...height)
|
||
|
for (x in 0...width) {
|
||
|
var value = bytes.get(y * width + x);
|
||
|
rgbaBytes.set(y * width * 4 + x * 4 + 0, value);
|
||
|
rgbaBytes.set(y * width * 4 + x * 4 + 1, value);
|
||
|
rgbaBytes.set(y * width * 4 + x * 4 + 2, value);
|
||
|
rgbaBytes.set(y * width * 4 + x * 4 + 3, 255);
|
||
|
}
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, width, height, 0, GL.RGBA, GL.UNSIGNED_BYTE, bytesToArray(rgbaBytes));
|
||
|
}
|
||
|
case RGBA128:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA32F : GL.RGBA, width, height, 0, GL.RGBA, GL.FLOAT,
|
||
|
bytesToArray(bytes));
|
||
|
case RGBA64:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_RGBA16F : GL.RGBA, width, height, 0, GL.RGBA,
|
||
|
SystemImpl.halfFloat.HALF_FLOAT_OES, bytesToArray(bytes));
|
||
|
case A32:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R32F : GL.ALPHA, width, height, 0, SystemImpl.gl2 ? GL_RED : GL.ALPHA,
|
||
|
GL.FLOAT, bytesToArray(bytes));
|
||
|
case A16:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, SystemImpl.gl2 ? GL_R16F : GL.ALPHA, width, height, 0, SystemImpl.gl2 ? GL_RED : GL.ALPHA,
|
||
|
SystemImpl.halfFloat.HALF_FLOAT_OES, bytesToArray(bytes));
|
||
|
case RGBA32:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, width, height, 0, GL.RGBA, GL.UNSIGNED_BYTE, bytesToArray(bytes));
|
||
|
default:
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, 0, GL.RGBA, width, height, 0, GL.RGBA, GL.UNSIGNED_BYTE, bytesToArray(bytes));
|
||
|
}
|
||
|
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, null);
|
||
|
|
||
|
if (!readable) {
|
||
|
bytes = null;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var pixels: js.lib.ArrayBufferView = null;
|
||
|
|
||
|
override public function getPixels(): Bytes {
|
||
|
if (frameBuffer == null)
|
||
|
return null;
|
||
|
if (pixels == null) {
|
||
|
switch (myFormat) {
|
||
|
case RGBA128, A32:
|
||
|
pixels = new Float32Array(Std.int(formatByteSize(myFormat) / 4) * width * height);
|
||
|
case RGBA64, A16:
|
||
|
pixels = new Uint16Array(Std.int(formatByteSize(myFormat) / 2) * width * height);
|
||
|
case RGBA32, L8:
|
||
|
pixels = new Uint8Array(formatByteSize(myFormat) * width * height);
|
||
|
default:
|
||
|
pixels = new Uint8Array(formatByteSize(myFormat) * width * height);
|
||
|
}
|
||
|
}
|
||
|
SystemImpl.gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);
|
||
|
switch (myFormat) {
|
||
|
case RGBA128:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, GL.RGBA, GL.FLOAT, pixels);
|
||
|
case RGBA64:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, GL.RGBA, SystemImpl.halfFloat.HALF_FLOAT_OES, pixels);
|
||
|
case RGBA32:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, GL.RGBA, GL.UNSIGNED_BYTE, pixels);
|
||
|
case A32:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, SystemImpl.gl2 ? GL_RED : GL.ALPHA, GL.FLOAT, pixels);
|
||
|
case A16:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, SystemImpl.gl2 ? GL_RED : GL.ALPHA, SystemImpl.halfFloat.HALF_FLOAT_OES, pixels);
|
||
|
case L8:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, SystemImpl.gl2 ? GL_RED : GL.ALPHA, GL.UNSIGNED_BYTE, pixels);
|
||
|
default:
|
||
|
SystemImpl.gl.readPixels(0, 0, myWidth, myHeight, GL.RGBA, GL.UNSIGNED_BYTE, pixels);
|
||
|
}
|
||
|
return Bytes.ofData(pixels.buffer);
|
||
|
}
|
||
|
|
||
|
override public function unload(): Void {
|
||
|
if (texture != null)
|
||
|
SystemImpl.gl.deleteTexture(texture);
|
||
|
if (depthTexture != null)
|
||
|
SystemImpl.gl.deleteTexture(depthTexture);
|
||
|
if (frameBuffer != null)
|
||
|
SystemImpl.gl.deleteFramebuffer(frameBuffer);
|
||
|
if (renderBuffer != null)
|
||
|
SystemImpl.gl.deleteRenderbuffer(renderBuffer);
|
||
|
if (MSAAFrameBuffer != null)
|
||
|
SystemImpl.gl.deleteFramebuffer(MSAAFrameBuffer);
|
||
|
if (MSAAColorBuffer != null)
|
||
|
SystemImpl.gl.deleteRenderbuffer(MSAAColorBuffer);
|
||
|
if (MSAADepthBuffer != null)
|
||
|
SystemImpl.gl.deleteRenderbuffer(MSAADepthBuffer);
|
||
|
}
|
||
|
|
||
|
override public function generateMipmaps(levels: Int): Void {
|
||
|
// WebGL requires to generate all mipmaps down to 1x1 size, ignoring levels for now
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
|
||
|
SystemImpl.gl.generateMipmap(GL.TEXTURE_2D);
|
||
|
}
|
||
|
|
||
|
override public function setMipmaps(mipmaps: Array<Image>): Void {
|
||
|
// Similar to generateMipmaps, specify all the levels down to 1x1 size
|
||
|
SystemImpl.gl.bindTexture(GL.TEXTURE_2D, texture);
|
||
|
if (myFormat == TextureFormat.RGBA128) {
|
||
|
for (i in 0...mipmaps.length) {
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, i + 1, SystemImpl.gl2 ? GL_RGBA32F : GL.RGBA, mipmaps[i].width, mipmaps[i].height, 0, GL.RGBA,
|
||
|
GL.FLOAT, cast(mipmaps[i], WebGLImage).image);
|
||
|
}
|
||
|
}
|
||
|
else if (myFormat == TextureFormat.RGBA64) {
|
||
|
for (i in 0...mipmaps.length) {
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, i + 1, SystemImpl.gl2 ? GL_RGBA16F : GL.RGBA, mipmaps[i].width, mipmaps[i].height, 0, GL.RGBA,
|
||
|
SystemImpl.halfFloat.HALF_FLOAT_OES, cast(mipmaps[i], WebGLImage).image);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
for (i in 0...mipmaps.length) {
|
||
|
SystemImpl.gl.texImage2D(GL.TEXTURE_2D, i + 1, GL.RGBA, GL.RGBA, GL.UNSIGNED_BYTE, cast(mipmaps[i], WebGLImage).image);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|