492 lines
18 KiB
JavaScript
492 lines
18 KiB
JavaScript
/**
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* Cesium - https://github.com/CesiumGS/cesium
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*
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* Copyright 2011-2020 Cesium Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Columbus View (Pat. Pend.)
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*
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* Portions licensed separately.
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* See https://github.com/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
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*/
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define(['exports', './when-8d13db60', './WebGLConstants-4c11ee5f'], function (exports, when, WebGLConstants) { 'use strict';
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/**
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* Describes a compressed texture and contains a compressed texture buffer.
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* @alias CompressedTextureBuffer
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* @constructor
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*
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* @param {PixelFormat} internalFormat The pixel format of the compressed texture.
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* @param {Number} width The width of the texture.
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* @param {Number} height The height of the texture.
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* @param {Uint8Array} buffer The compressed texture buffer.
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*/
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function CompressedTextureBuffer(internalFormat, width, height, buffer) {
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this._format = internalFormat;
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this._width = width;
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this._height = height;
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this._buffer = buffer;
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}
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Object.defineProperties(CompressedTextureBuffer.prototype, {
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/**
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* The format of the compressed texture.
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* @type PixelFormat
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* @readonly
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* @memberof CompressedTextureBuffer.prototype
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*/
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internalFormat : {
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get : function() {
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return this._format;
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}
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},
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/**
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* The width of the texture.
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* @type Number
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* @readonly
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* @memberof CompressedTextureBuffer.prototype
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*/
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width : {
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get : function() {
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return this._width;
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}
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},
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/**
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* The height of the texture.
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* @type Number
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* @readonly
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* @memberof CompressedTextureBuffer.prototype
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*/
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height : {
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get : function() {
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return this._height;
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}
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},
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/**
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* The compressed texture buffer.
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* @type Uint8Array
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* @readonly
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* @memberof CompressedTextureBuffer.prototype
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*/
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bufferView : {
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get : function() {
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return this._buffer;
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}
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}
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});
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/**
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* Creates a shallow clone of a compressed texture buffer.
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*
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* @param {CompressedTextureBuffer} object The compressed texture buffer to be cloned.
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* @return {CompressedTextureBuffer} A shallow clone of the compressed texture buffer.
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*/
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CompressedTextureBuffer.clone = function(object) {
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if (!when.defined(object)) {
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return undefined;
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}
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return new CompressedTextureBuffer(object._format, object._width, object._height, object._buffer);
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};
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/**
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* Creates a shallow clone of this compressed texture buffer.
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*
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* @return {CompressedTextureBuffer} A shallow clone of the compressed texture buffer.
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*/
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CompressedTextureBuffer.prototype.clone = function() {
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return CompressedTextureBuffer.clone(this);
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};
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/**
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* @private
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*/
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var PixelDatatype = {
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UNSIGNED_BYTE : WebGLConstants.WebGLConstants.UNSIGNED_BYTE,
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UNSIGNED_SHORT : WebGLConstants.WebGLConstants.UNSIGNED_SHORT,
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UNSIGNED_INT : WebGLConstants.WebGLConstants.UNSIGNED_INT,
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FLOAT : WebGLConstants.WebGLConstants.FLOAT,
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HALF_FLOAT : WebGLConstants.WebGLConstants.HALF_FLOAT_OES,
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UNSIGNED_INT_24_8 : WebGLConstants.WebGLConstants.UNSIGNED_INT_24_8,
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UNSIGNED_SHORT_4_4_4_4 : WebGLConstants.WebGLConstants.UNSIGNED_SHORT_4_4_4_4,
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UNSIGNED_SHORT_5_5_5_1 : WebGLConstants.WebGLConstants.UNSIGNED_SHORT_5_5_5_1,
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UNSIGNED_SHORT_5_6_5 : WebGLConstants.WebGLConstants.UNSIGNED_SHORT_5_6_5,
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isPacked : function(pixelDatatype) {
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return pixelDatatype === PixelDatatype.UNSIGNED_INT_24_8 ||
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pixelDatatype === PixelDatatype.UNSIGNED_SHORT_4_4_4_4 ||
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pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_5_5_1 ||
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pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_6_5;
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},
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sizeInBytes : function(pixelDatatype) {
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switch (pixelDatatype) {
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case PixelDatatype.UNSIGNED_BYTE:
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return 1;
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case PixelDatatype.UNSIGNED_SHORT:
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case PixelDatatype.UNSIGNED_SHORT_4_4_4_4:
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case PixelDatatype.UNSIGNED_SHORT_5_5_5_1:
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case PixelDatatype.UNSIGNED_SHORT_5_6_5:
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case PixelDatatype.HALF_FLOAT:
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return 2;
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case PixelDatatype.UNSIGNED_INT:
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case PixelDatatype.FLOAT:
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case PixelDatatype.UNSIGNED_INT_24_8:
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return 4;
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}
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},
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validate : function(pixelDatatype) {
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return ((pixelDatatype === PixelDatatype.UNSIGNED_BYTE) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_SHORT) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_INT) ||
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(pixelDatatype === PixelDatatype.FLOAT) ||
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(pixelDatatype === PixelDatatype.HALF_FLOAT) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_INT_24_8) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_SHORT_4_4_4_4) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_5_5_1) ||
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(pixelDatatype === PixelDatatype.UNSIGNED_SHORT_5_6_5));
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}
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};
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/**
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* The format of a pixel, i.e., the number of components it has and what they represent.
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*
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* @exports PixelFormat
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*/
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var PixelFormat = {
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/**
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* A pixel format containing a depth value.
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*
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* @type {Number}
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* @constant
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*/
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DEPTH_COMPONENT : WebGLConstants.WebGLConstants.DEPTH_COMPONENT,
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/**
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* A pixel format containing a depth and stencil value, most often used with {@link PixelDatatype.UNSIGNED_INT_24_8}.
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*
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* @type {Number}
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* @constant
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*/
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DEPTH_STENCIL : WebGLConstants.WebGLConstants.DEPTH_STENCIL,
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/**
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* A pixel format containing an alpha channel.
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*
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* @type {Number}
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* @constant
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*/
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ALPHA : WebGLConstants.WebGLConstants.ALPHA,
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/**
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* A pixel format containing red, green, and blue channels.
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*
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* @type {Number}
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* @constant
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*/
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RGB : WebGLConstants.WebGLConstants.RGB,
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/**
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* A pixel format containing red, green, blue, and alpha channels.
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*
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* @type {Number}
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* @constant
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*/
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RGBA : WebGLConstants.WebGLConstants.RGBA,
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/**
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* A pixel format containing a luminance (intensity) channel.
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*
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* @type {Number}
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* @constant
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*/
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LUMINANCE : WebGLConstants.WebGLConstants.LUMINANCE,
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/**
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* A pixel format containing luminance (intensity) and alpha channels.
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*
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* @type {Number}
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* @constant
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*/
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LUMINANCE_ALPHA : WebGLConstants.WebGLConstants.LUMINANCE_ALPHA,
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/**
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* A pixel format containing red, green, and blue channels that is DXT1 compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGB_DXT1 : WebGLConstants.WebGLConstants.COMPRESSED_RGB_S3TC_DXT1_EXT,
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/**
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* A pixel format containing red, green, blue, and alpha channels that is DXT1 compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGBA_DXT1 : WebGLConstants.WebGLConstants.COMPRESSED_RGBA_S3TC_DXT1_EXT,
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/**
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* A pixel format containing red, green, blue, and alpha channels that is DXT3 compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGBA_DXT3 : WebGLConstants.WebGLConstants.COMPRESSED_RGBA_S3TC_DXT3_EXT,
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/**
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* A pixel format containing red, green, blue, and alpha channels that is DXT5 compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGBA_DXT5 : WebGLConstants.WebGLConstants.COMPRESSED_RGBA_S3TC_DXT5_EXT,
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/**
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* A pixel format containing red, green, and blue channels that is PVR 4bpp compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGB_PVRTC_4BPPV1 : WebGLConstants.WebGLConstants.COMPRESSED_RGB_PVRTC_4BPPV1_IMG,
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/**
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* A pixel format containing red, green, and blue channels that is PVR 2bpp compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGB_PVRTC_2BPPV1 : WebGLConstants.WebGLConstants.COMPRESSED_RGB_PVRTC_2BPPV1_IMG,
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/**
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* A pixel format containing red, green, blue, and alpha channels that is PVR 4bpp compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGBA_PVRTC_4BPPV1 : WebGLConstants.WebGLConstants.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG,
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/**
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* A pixel format containing red, green, blue, and alpha channels that is PVR 2bpp compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGBA_PVRTC_2BPPV1 : WebGLConstants.WebGLConstants.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG,
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/**
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* A pixel format containing red, green, and blue channels that is ETC1 compressed.
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*
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* @type {Number}
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* @constant
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*/
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RGB_ETC1 : WebGLConstants.WebGLConstants.COMPRESSED_RGB_ETC1_WEBGL,
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/**
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* @private
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*/
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componentsLength : function(pixelFormat) {
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switch (pixelFormat) {
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case PixelFormat.RGB:
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return 3;
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case PixelFormat.RGBA:
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return 4;
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case PixelFormat.LUMINANCE_ALPHA:
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return 2;
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case PixelFormat.ALPHA:
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case PixelFormat.LUMINANCE:
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return 1;
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default:
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return 1;
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}
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},
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/**
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* @private
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*/
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validate : function(pixelFormat) {
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return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
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pixelFormat === PixelFormat.DEPTH_STENCIL ||
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pixelFormat === PixelFormat.ALPHA ||
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pixelFormat === PixelFormat.RGB ||
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pixelFormat === PixelFormat.RGBA ||
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pixelFormat === PixelFormat.LUMINANCE ||
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pixelFormat === PixelFormat.LUMINANCE_ALPHA ||
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pixelFormat === PixelFormat.RGB_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT3 ||
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pixelFormat === PixelFormat.RGBA_DXT5 ||
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pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1 ||
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pixelFormat === PixelFormat.RGB_ETC1;
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},
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/**
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* @private
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*/
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isColorFormat : function(pixelFormat) {
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return pixelFormat === PixelFormat.ALPHA ||
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pixelFormat === PixelFormat.RGB ||
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pixelFormat === PixelFormat.RGBA ||
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pixelFormat === PixelFormat.LUMINANCE ||
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pixelFormat === PixelFormat.LUMINANCE_ALPHA;
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},
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/**
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* @private
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*/
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isDepthFormat : function(pixelFormat) {
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return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
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pixelFormat === PixelFormat.DEPTH_STENCIL;
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},
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/**
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* @private
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*/
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isCompressedFormat : function(pixelFormat) {
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return pixelFormat === PixelFormat.RGB_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT3 ||
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pixelFormat === PixelFormat.RGBA_DXT5 ||
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pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1 ||
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pixelFormat === PixelFormat.RGB_ETC1;
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},
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/**
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* @private
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*/
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isDXTFormat : function(pixelFormat) {
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return pixelFormat === PixelFormat.RGB_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT1 ||
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pixelFormat === PixelFormat.RGBA_DXT3 ||
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pixelFormat === PixelFormat.RGBA_DXT5;
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},
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/**
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* @private
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*/
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isPVRTCFormat : function(pixelFormat) {
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return pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
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pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1;
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},
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/**
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* @private
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*/
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isETC1Format : function(pixelFormat) {
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return pixelFormat === PixelFormat.RGB_ETC1;
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},
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/**
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* @private
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*/
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compressedTextureSizeInBytes : function(pixelFormat, width, height) {
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switch (pixelFormat) {
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case PixelFormat.RGB_DXT1:
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case PixelFormat.RGBA_DXT1:
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case PixelFormat.RGB_ETC1:
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return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
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case PixelFormat.RGBA_DXT3:
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case PixelFormat.RGBA_DXT5:
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return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
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case PixelFormat.RGB_PVRTC_4BPPV1:
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case PixelFormat.RGBA_PVRTC_4BPPV1:
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return Math.floor((Math.max(width, 8) * Math.max(height, 8) * 4 + 7) / 8);
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case PixelFormat.RGB_PVRTC_2BPPV1:
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case PixelFormat.RGBA_PVRTC_2BPPV1:
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return Math.floor((Math.max(width, 16) * Math.max(height, 8) * 2 + 7) / 8);
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default:
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return 0;
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}
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},
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/**
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* @private
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*/
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textureSizeInBytes : function(pixelFormat, pixelDatatype, width, height) {
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var componentsLength = PixelFormat.componentsLength(pixelFormat);
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if (PixelDatatype.isPacked(pixelDatatype)) {
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componentsLength = 1;
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}
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return componentsLength * PixelDatatype.sizeInBytes(pixelDatatype) * width * height;
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},
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/**
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* @private
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*/
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alignmentInBytes : function(pixelFormat, pixelDatatype, width) {
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var mod = PixelFormat.textureSizeInBytes(pixelFormat, pixelDatatype, width, 1) % 4;
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return mod === 0 ? 4 : (mod === 2 ? 2 : 1);
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},
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/**
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* @private
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*/
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createTypedArray : function(pixelFormat, pixelDatatype, width, height) {
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var constructor;
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var sizeInBytes = PixelDatatype.sizeInBytes(pixelDatatype);
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if (sizeInBytes === Uint8Array.BYTES_PER_ELEMENT) {
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constructor = Uint8Array;
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} else if (sizeInBytes === Uint16Array.BYTES_PER_ELEMENT) {
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constructor = Uint16Array;
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} else if (sizeInBytes === Float32Array.BYTES_PER_ELEMENT && pixelDatatype === PixelDatatype.FLOAT) {
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constructor = Float32Array;
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} else {
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constructor = Uint32Array;
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}
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var size = PixelFormat.componentsLength(pixelFormat) * width * height;
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return new constructor(size);
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},
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/**
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* @private
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*/
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flipY : function(bufferView, pixelFormat, pixelDatatype, width, height) {
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if (height === 1) {
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return bufferView;
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}
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var flipped = PixelFormat.createTypedArray(pixelFormat, pixelDatatype, width, height);
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var numberOfComponents = PixelFormat.componentsLength(pixelFormat);
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var textureWidth = width * numberOfComponents;
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for (var i = 0; i < height; ++i) {
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var row = i * height * numberOfComponents;
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var flippedRow = (height - i - 1) * height * numberOfComponents;
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for (var j = 0; j < textureWidth; ++j) {
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flipped[flippedRow + j] = bufferView[row + j];
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}
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}
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return flipped;
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}
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};
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var PixelFormat$1 = Object.freeze(PixelFormat);
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exports.CompressedTextureBuffer = CompressedTextureBuffer;
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exports.PixelFormat = PixelFormat$1;
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});
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