Texture

Basic 2D texture. It can be loaded from a source image, or used as a render target.

If you load from a power of 2 image, it will generate mips and set the parameters so it will tile.

export class Texture { constructor(width = 1, height = 1) { this.texture = gl.createTexture(); this.width = width; this.height = height; gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); } destroy() { gl.deleteTexture(this.texture); } loadFromURL(url) { gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 255, 255])); const cached = LoadImage(url, image => this.loadImage(image)); if (cached) this.loadImage(cached); } loadFromByteArray(width, height, array) { gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, array); this.width = width; this.height = height; if (this.isPowerOfTwo) { // Generate MIPs gl.generateMipmap(gl.TEXTURE_2D); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); } else { // Display options are restricted in WebGL for non-power-of-two textures gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); } } loadImage(image) { if (!gl.isTexture(this.texture)) return; // In case texture is destroyed while we're waiting for it to load. gl.bindTexture(gl.TEXTURE_2D, this.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); this.width = image.width; this.height = image.height; if (this.isPowerOfTwo) { // Generate MIPs gl.generateMipmap(gl.TEXTURE_2D); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); } else { // Display options are restricted in WebGL for non-power-of-two textures gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); } } apply(unit = 0) { gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, this.texture); glShader.setUniform("uSampler" + unit, unit); glShader.setUniform("uTextureWidth" + unit, this.width); glShader.setUniform("uTextureHeight" + unit, this.height); } get isPowerOfTwo() { return !(this.width & (this.width-1)) && !(this.height & (this.height-1)); } }