import GLTexture from '../../../../libs/gl-core/GLTexture';
import { WRAP_MODES, SCALE_MODES } from '../../const';
import RenderTarget from './utils/RenderTarget';
import { removeItems } from '../../../../utils';
/**
* Helper class to create a webGL Texture
*
* @class
* @memberof Tiny
*/
export default class TextureManager {
/**
* @param {Tiny.WebGLRenderer} renderer - A reference to the current renderer
*/
constructor(renderer) {
/**
* A reference to the current renderer
*
* @member {Tiny.WebGLRenderer}
*/
this.renderer = renderer;
/**
* The current WebGL rendering context
*
* @member {WebGLRenderingContext}
*/
this.gl = renderer.gl;
/**
* Track textures in the renderer so we can no longer listen to them on destruction.
*
* @member {array<*>}
* @private
*/
this._managedTextures = [];
}
/**
* Binds a texture.
*
*/
bindTexture() {
// empty
}
/**
* Gets a texture.
*
*/
getTexture() {
// empty
}
/**
* Updates and/or Creates a WebGL texture for the renderer's context.
*
* @param {Tiny.BaseTexture|Tiny.Texture} texture - the texture to update
* @param {number} location - the location the texture will be bound to.
* @return {GLTexture} The gl texture.
*/
updateTexture(texture, location) {
// assume it good!
// texture = texture.baseTexture || texture;
const gl = this.gl;
const isRenderTexture = !!texture._glRenderTargets;
if (!texture.hasLoaded) {
return null;
}
const boundTextures = this.renderer.boundTextures;
// if the location is undefined then this may have been called by n event.
// this being the case the texture may already be bound to a slot. As a texture can only be bound once
// we need to find its current location if it exists.
if (location === undefined) {
location = 0;
// TODO maybe we can use texture bound ids later on...
// check if texture is already bound..
for (let i = 0; i < boundTextures.length; ++i) {
if (boundTextures[i] === texture) {
location = i;
break;
}
}
}
boundTextures[location] = texture;
gl.activeTexture(gl.TEXTURE0 + location);
let glTexture = texture._glTextures[this.renderer.CONTEXT_UID];
if (!glTexture) {
if (isRenderTexture) {
const renderTarget = new RenderTarget(
this.gl,
texture.width,
texture.height,
texture.scaleMode,
texture.resolution
);
renderTarget.resize(texture.width, texture.height);
texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget;
glTexture = renderTarget.texture;
// framebuffer constructor disactivates current framebuffer
if (!this.renderer._activeRenderTarget.root) {
this.renderer._activeRenderTarget.frameBuffer.bind();
}
} else {
glTexture = new GLTexture(this.gl, null, null, null, null);
glTexture.bind(location);
glTexture.premultiplyAlpha = true;
glTexture.upload(texture.source);
}
texture._glTextures[this.renderer.CONTEXT_UID] = glTexture;
texture.on('update', this.updateTexture, this);
texture.on('dispose', this.destroyTexture, this);
this._managedTextures.push(texture);
if (texture.isPowerOfTwo) {
if (texture.mipmap) {
glTexture.enableMipmap();
}
if (texture.wrapMode === WRAP_MODES.CLAMP) {
glTexture.enableWrapClamp();
} else if (texture.wrapMode === WRAP_MODES.REPEAT) {
glTexture.enableWrapRepeat();
} else {
glTexture.enableWrapMirrorRepeat();
}
} else {
glTexture.enableWrapClamp();
}
if (texture.scaleMode === SCALE_MODES.NEAREST) {
glTexture.enableNearestScaling();
} else {
glTexture.enableLinearScaling();
}
} else if (isRenderTexture) {
// the texture already exists so we only need to update it..
texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height);
} else {
glTexture.upload(texture.source);
}
return glTexture;
}
/**
* Deletes the texture from WebGL
*
* @param {Tiny.BaseTexture|Tiny.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.hasLoaded) {
return;
}
const renderer = this.renderer;
const uid = renderer.CONTEXT_UID;
const glTextures = texture._glTextures;
const glRenderTargets = texture._glRenderTargets;
if (glTextures[uid]) {
renderer.unbindTexture(texture);
glTextures[uid].destroy();
texture.off('update', this.updateTexture, this);
texture.off('dispose', this.destroyTexture, this);
delete glTextures[uid];
if (!skipRemove) {
const i = this._managedTextures.indexOf(texture);
if (i !== -1) {
removeItems(this._managedTextures, i, 1);
}
}
}
if (glRenderTargets && glRenderTargets[uid]) {
if (renderer._activeRenderTarget === glRenderTargets[uid]) {
renderer.bindRenderTarget(renderer.rootRenderTarget);
}
glRenderTargets[uid].destroy();
delete glRenderTargets[uid];
}
}
/**
* Deletes all the textures from WebGL
*/
removeAll() {
// empty all the old gl textures as they are useless now
for (let i = 0; i < this._managedTextures.length; ++i) {
const texture = this._managedTextures[i];
if (texture._glTextures[this.renderer.CONTEXT_UID]) {
delete texture._glTextures[this.renderer.CONTEXT_UID];
}
}
}
/**
* Destroys this manager and removes all its textures
*/
destroy() {
// destroy managed textures
for (let i = 0; i < this._managedTextures.length; ++i) {
const texture = this._managedTextures[i];
this.destroyTexture(texture, true);
texture.off('update', this.updateTexture, this);
texture.off('dispose', this.destroyTexture, this);
}
this._managedTextures = null;
}
}