Webgl helper / rework create texture utils
Now only one util is available: `createTexture`, which is tested and allows binding an image and reusing an existing texture.
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@@ -742,57 +742,36 @@ class WebGLHelper extends Disposable {
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// TODO: shutdown program
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/**
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* TODO: these are not used and should be reworked
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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* Will create or reuse a given webgl texture and apply the given size. If no image data
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* specified, the texture will be empty, otherwise image data will be used and the `size`
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* parameter will be ignored.
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* Note: wrap parameters are set to clamp to edge, min filter is set to linear.
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* @param {Array<number>} size Expected size of the texture
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* @param {ImageData|HTMLImageElement|HTMLCanvasElement} [opt_data] Image data/object to bind to the texture
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* @param {WebGLTexture} [opt_texture] Existing texture to reuse
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* @return {WebGLTexture} The generated texture
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* @api
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*/
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createTextureInternal(opt_wrapS, opt_wrapT) {
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createTexture(size, opt_data, opt_texture) {
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const gl = this.getGL();
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const texture = gl.createTexture();
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const texture = opt_texture || gl.createTexture();
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// set params & size
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const level = 0;
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const internalFormat = gl.RGBA;
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const border = 0;
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const format = gl.RGBA;
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const type = gl.UNSIGNED_BYTE;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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if (opt_data) {
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, format, type, opt_data);
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} else {
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, size[0], size[1], border, format, type, null);
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}
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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if (opt_wrapS !== undefined) {
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gl.texParameteri(
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gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, opt_wrapS);
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}
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if (opt_wrapT !== undefined) {
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gl.texParameteri(
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gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, opt_wrapT);
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}
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return texture;
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}
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/**
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* TODO: these are not used and should be reworked
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* @param {number} width Width.
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* @param {number} height Height.
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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*/
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createEmptyTexture(width, height, opt_wrapS, opt_wrapT) {
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const gl = this.getGL();
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const texture = this.createTextureInternal(opt_wrapS, opt_wrapT);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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return texture;
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}
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/**
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* TODO: these are not used and should be reworked
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* @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} image Image.
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* @param {number=} opt_wrapS wrapS.
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* @param {number=} opt_wrapT wrapT.
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* @return {WebGLTexture} The texture.
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*/
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createTexture(image, opt_wrapS, opt_wrapT) {
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const gl = this.getGL();
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const texture = this.createTextureInternal(opt_wrapS, opt_wrapT);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
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return texture;
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}
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}
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