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- import PixelDatatype from '../Renderer/PixelDatatype.js';
- import freezeObject from './freezeObject.js';
- import WebGLConstants from './WebGLConstants.js';
- /**
- * The format of a pixel, i.e., the number of components it has and what they represent.
- *
- * @exports PixelFormat
- */
- var PixelFormat = {
- /**
- * A pixel format containing a depth value.
- *
- * @type {Number}
- * @constant
- */
- DEPTH_COMPONENT : WebGLConstants.DEPTH_COMPONENT,
- /**
- * A pixel format containing a depth and stencil value, most often used with {@link PixelDatatype.UNSIGNED_INT_24_8}.
- *
- * @type {Number}
- * @constant
- */
- DEPTH_STENCIL : WebGLConstants.DEPTH_STENCIL,
- /**
- * A pixel format containing an alpha channel.
- *
- * @type {Number}
- * @constant
- */
- ALPHA : WebGLConstants.ALPHA,
- /**
- * A pixel format containing red, green, and blue channels.
- *
- * @type {Number}
- * @constant
- */
- RGB : WebGLConstants.RGB,
- /**
- * A pixel format containing red, green, blue, and alpha channels.
- *
- * @type {Number}
- * @constant
- */
- RGBA : WebGLConstants.RGBA,
- /**
- * A pixel format containing a luminance (intensity) channel.
- *
- * @type {Number}
- * @constant
- */
- LUMINANCE : WebGLConstants.LUMINANCE,
- /**
- * A pixel format containing luminance (intensity) and alpha channels.
- *
- * @type {Number}
- * @constant
- */
- LUMINANCE_ALPHA : WebGLConstants.LUMINANCE_ALPHA,
- /**
- * A pixel format containing red, green, and blue channels that is DXT1 compressed.
- *
- * @type {Number}
- * @constant
- */
- RGB_DXT1 : WebGLConstants.COMPRESSED_RGB_S3TC_DXT1_EXT,
- /**
- * A pixel format containing red, green, blue, and alpha channels that is DXT1 compressed.
- *
- * @type {Number}
- * @constant
- */
- RGBA_DXT1 : WebGLConstants.COMPRESSED_RGBA_S3TC_DXT1_EXT,
- /**
- * A pixel format containing red, green, blue, and alpha channels that is DXT3 compressed.
- *
- * @type {Number}
- * @constant
- */
- RGBA_DXT3 : WebGLConstants.COMPRESSED_RGBA_S3TC_DXT3_EXT,
- /**
- * A pixel format containing red, green, blue, and alpha channels that is DXT5 compressed.
- *
- * @type {Number}
- * @constant
- */
- RGBA_DXT5 : WebGLConstants.COMPRESSED_RGBA_S3TC_DXT5_EXT,
- /**
- * A pixel format containing red, green, and blue channels that is PVR 4bpp compressed.
- *
- * @type {Number}
- * @constant
- */
- RGB_PVRTC_4BPPV1 : WebGLConstants.COMPRESSED_RGB_PVRTC_4BPPV1_IMG,
- /**
- * A pixel format containing red, green, and blue channels that is PVR 2bpp compressed.
- *
- * @type {Number}
- * @constant
- */
- RGB_PVRTC_2BPPV1 : WebGLConstants.COMPRESSED_RGB_PVRTC_2BPPV1_IMG,
- /**
- * A pixel format containing red, green, blue, and alpha channels that is PVR 4bpp compressed.
- *
- * @type {Number}
- * @constant
- */
- RGBA_PVRTC_4BPPV1 : WebGLConstants.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG,
- /**
- * A pixel format containing red, green, blue, and alpha channels that is PVR 2bpp compressed.
- *
- * @type {Number}
- * @constant
- */
- RGBA_PVRTC_2BPPV1 : WebGLConstants.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG,
- /**
- * A pixel format containing red, green, and blue channels that is ETC1 compressed.
- *
- * @type {Number}
- * @constant
- */
- RGB_ETC1 : WebGLConstants.COMPRESSED_RGB_ETC1_WEBGL,
- /**
- * @private
- */
- componentsLength : function(pixelFormat) {
- switch (pixelFormat) {
- case PixelFormat.RGB:
- return 3;
- case PixelFormat.RGBA:
- return 4;
- case PixelFormat.LUMINANCE_ALPHA:
- return 2;
- case PixelFormat.ALPHA:
- case PixelFormat.LUMINANCE:
- return 1;
- default:
- return 1;
- }
- },
- /**
- * @private
- */
- validate : function(pixelFormat) {
- return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
- pixelFormat === PixelFormat.DEPTH_STENCIL ||
- pixelFormat === PixelFormat.ALPHA ||
- pixelFormat === PixelFormat.RGB ||
- pixelFormat === PixelFormat.RGBA ||
- pixelFormat === PixelFormat.LUMINANCE ||
- pixelFormat === PixelFormat.LUMINANCE_ALPHA ||
- pixelFormat === PixelFormat.RGB_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT3 ||
- pixelFormat === PixelFormat.RGBA_DXT5 ||
- pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1 ||
- pixelFormat === PixelFormat.RGB_ETC1;
- },
- /**
- * @private
- */
- isColorFormat : function(pixelFormat) {
- return pixelFormat === PixelFormat.ALPHA ||
- pixelFormat === PixelFormat.RGB ||
- pixelFormat === PixelFormat.RGBA ||
- pixelFormat === PixelFormat.LUMINANCE ||
- pixelFormat === PixelFormat.LUMINANCE_ALPHA;
- },
- /**
- * @private
- */
- isDepthFormat : function(pixelFormat) {
- return pixelFormat === PixelFormat.DEPTH_COMPONENT ||
- pixelFormat === PixelFormat.DEPTH_STENCIL;
- },
- /**
- * @private
- */
- isCompressedFormat : function(pixelFormat) {
- return pixelFormat === PixelFormat.RGB_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT3 ||
- pixelFormat === PixelFormat.RGBA_DXT5 ||
- pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1 ||
- pixelFormat === PixelFormat.RGB_ETC1;
- },
- /**
- * @private
- */
- isDXTFormat : function(pixelFormat) {
- return pixelFormat === PixelFormat.RGB_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT1 ||
- pixelFormat === PixelFormat.RGBA_DXT3 ||
- pixelFormat === PixelFormat.RGBA_DXT5;
- },
- /**
- * @private
- */
- isPVRTCFormat : function(pixelFormat) {
- return pixelFormat === PixelFormat.RGB_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGB_PVRTC_2BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_4BPPV1 ||
- pixelFormat === PixelFormat.RGBA_PVRTC_2BPPV1;
- },
- /**
- * @private
- */
- isETC1Format : function(pixelFormat) {
- return pixelFormat === PixelFormat.RGB_ETC1;
- },
- /**
- * @private
- */
- compressedTextureSizeInBytes : function(pixelFormat, width, height) {
- switch (pixelFormat) {
- case PixelFormat.RGB_DXT1:
- case PixelFormat.RGBA_DXT1:
- case PixelFormat.RGB_ETC1:
- return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
- case PixelFormat.RGBA_DXT3:
- case PixelFormat.RGBA_DXT5:
- return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
- case PixelFormat.RGB_PVRTC_4BPPV1:
- case PixelFormat.RGBA_PVRTC_4BPPV1:
- return Math.floor((Math.max(width, 8) * Math.max(height, 8) * 4 + 7) / 8);
- case PixelFormat.RGB_PVRTC_2BPPV1:
- case PixelFormat.RGBA_PVRTC_2BPPV1:
- return Math.floor((Math.max(width, 16) * Math.max(height, 8) * 2 + 7) / 8);
- default:
- return 0;
- }
- },
- /**
- * @private
- */
- textureSizeInBytes : function(pixelFormat, pixelDatatype, width, height) {
- var componentsLength = PixelFormat.componentsLength(pixelFormat);
- if (PixelDatatype.isPacked(pixelDatatype)) {
- componentsLength = 1;
- }
- return componentsLength * PixelDatatype.sizeInBytes(pixelDatatype) * width * height;
- },
- /**
- * @private
- */
- alignmentInBytes : function(pixelFormat, pixelDatatype, width) {
- var mod = PixelFormat.textureSizeInBytes(pixelFormat, pixelDatatype, width, 1) % 4;
- return mod === 0 ? 4 : (mod === 2 ? 2 : 1);
- },
- /**
- * @private
- */
- createTypedArray : function(pixelFormat, pixelDatatype, width, height) {
- var constructor;
- var sizeInBytes = PixelDatatype.sizeInBytes(pixelDatatype);
- if (sizeInBytes === Uint8Array.BYTES_PER_ELEMENT) {
- constructor = Uint8Array;
- } else if (sizeInBytes === Uint16Array.BYTES_PER_ELEMENT) {
- constructor = Uint16Array;
- } else if (sizeInBytes === Float32Array.BYTES_PER_ELEMENT && pixelDatatype === PixelDatatype.FLOAT) {
- constructor = Float32Array;
- } else {
- constructor = Uint32Array;
- }
- var size = PixelFormat.componentsLength(pixelFormat) * width * height;
- return new constructor(size);
- },
- /**
- * @private
- */
- flipY : function(bufferView, pixelFormat, pixelDatatype, width, height) {
- if (height === 1) {
- return bufferView;
- }
- var flipped = PixelFormat.createTypedArray(pixelFormat, pixelDatatype, width, height);
- var numberOfComponents = PixelFormat.componentsLength(pixelFormat);
- var textureWidth = width * numberOfComponents;
- for (var i = 0; i < height; ++i) {
- var row = i * height * numberOfComponents;
- var flippedRow = (height - i - 1) * height * numberOfComponents;
- for (var j = 0; j < textureWidth; ++j) {
- flipped[flippedRow + j] = bufferView[row + j];
- }
- }
- return flipped;
- }
- };
- export default freezeObject(PixelFormat);
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