r3-legacy/src/game-lib-d3-texture.js

410 lines
12 KiB
JavaScript

/**
* Texture Superset - The apiTexture properties get moved into the Texture object itself, and then the instance is
* created
* @param apiTexture
* @param graphics GameLib.D3.Graphics
* @constructor
*/
GameLib.D3.Texture = function(
graphics,
apiTexture
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiTexture)) {
apiTexture = {};
}
if (apiTexture instanceof GameLib.D3.Texture) {
return apiTexture;
}
GameLib.D3.API.Texture.call(
this,
apiTexture.id,
apiTexture.typeId,
apiTexture.name,
apiTexture.image,
apiTexture.wrapS,
apiTexture.wrapT,
apiTexture.repeat,
apiTexture.data,
apiTexture.format,
apiTexture.mapping,
apiTexture.magFilter,
apiTexture.minFilter,
apiTexture.textureType,
apiTexture.anisotropy,
apiTexture.offset,
apiTexture.generateMipmaps,
apiTexture.flipY,
apiTexture.mipmaps,
apiTexture.unpackAlignment,
apiTexture.premultiplyAlpha,
apiTexture.encoding,
apiTexture.parentEntity
);
this.offset = new GameLib.Vector2(
this.graphics,
this.offset,
this
);
this.repeat = new GameLib.Vector2(
this.graphics,
this.repeat,
this
);
if (this.image instanceof GameLib.D3.API.Image) {
this.image = new GameLib.D3.Image(
this.graphics,
this.image
);
}
GameLib.Component.call(
this,
GameLib.Component.COMPONENT_TEXTURE,
{
'image' : GameLib.D3.Image
}
);
};
GameLib.D3.Texture.prototype = Object.create(GameLib.D3.API.Texture.prototype);
GameLib.D3.Texture.prototype.constructor = GameLib.D3.Texture;
/**
* Texture Formats
* @type {number}
*/
GameLib.D3.Texture.TYPE_ALPHA_FORMAT = 1019;
GameLib.D3.Texture.TYPE_RGB_FORMAT = 1020;
GameLib.D3.Texture.TYPE_RGBA_FORMAT = 1021;
GameLib.D3.Texture.TYPE_LUMINANCE_FORMAT = 1022;
GameLib.D3.Texture.TYPE_LUMINANCE_ALPHA_FORMAT = 1023;
GameLib.D3.Texture.TYPE_DEPTH_FORMAT = 1026;
/**
* Mapping modes
* @type {number}
*/
GameLib.D3.Texture.TYPE_UV_MAPPING = 300;
GameLib.D3.Texture.TYPE_CUBE_REFLECTION_MAPPING = 301;
GameLib.D3.Texture.TYPE_CUBE_REFRACTION_MAPPING = 302;
GameLib.D3.Texture.TYPE_EQUI_RECTANGULAR_REFLECTION_MAPPING = 303;
GameLib.D3.Texture.TYPE_EQUI_RECTANGULAR_REFRACTION_MAPPING = 304;
GameLib.D3.Texture.TYPE_SPHERICAL_REFLECTION_MAPPING = 305;
GameLib.D3.Texture.TYPE_CUBE_UV_REFLECTION_MAPPING = 306;
GameLib.D3.Texture.TYPE_CUBE_UV_REFRACTION_MAPPING = 307;
/**
* Wrapping Modes
* @type {number}
*/
GameLib.D3.Texture.TYPE_REPEAT_WRAPPING = 1000;
GameLib.D3.Texture.TYPE_CLAMP_TO_EDGE_WRAPPING = 1001;
GameLib.D3.Texture.TYPE_MIRRORED_REPEAT_WRAPPING = 1002;
/**
* Mipmap Filters
* @type {number}
*/
GameLib.D3.Texture.TYPE_NEAREST_FILTER = 1003;
GameLib.D3.Texture.TYPE_NEAREST_MIPMAP_NEAREST_FILTER = 1004;
GameLib.D3.Texture.TYPE_NEAREST_MIPMAP_LINEAR_FILTER = 1005;
GameLib.D3.Texture.TYPE_LINEAR_FILTER = 1006;
GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_NEAREST_FILTER = 1007;
GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER = 1008;
/**
* Texture Data Types
* @type {number}
*/
GameLib.D3.Texture.TYPE_UNSIGNED_BYTE = 1009;
GameLib.D3.Texture.TYPE_BYTE = 1010;
GameLib.D3.Texture.TYPE_SHORT = 1011;
GameLib.D3.Texture.TYPE_UNSIGNED_SHORT = 1012;
GameLib.D3.Texture.TYPE_INT = 1013;
GameLib.D3.Texture.TYPE_UNSIGNED_INT = 1014;
GameLib.D3.Texture.TYPE_FLOAT = 1015;
GameLib.D3.Texture.TYPE_HALF_FLOAT = 1025;
/**
* Encoding Modes
* @type {number}
*/
GameLib.D3.Texture.TYPE_LINEAR_ENCODING = 3000; // NO ENCODING AT ALL.
GameLib.D3.Texture.TYPE_SRGB_ENCODING = 3001;
GameLib.D3.Texture.TYPE_GAMMA_ENCODING = 3007; // USES GAMMA_FACTOR, FOR BACKWARDS COMPATIBILITY WITH WEBGLRENDERER.GAMMAINPUT/GAMMAOUTPUT
GameLib.D3.Texture.TYPE_RGBE_ENCODING = 3002; // AKA RADIANCE.
GameLib.D3.Texture.TYPE_LOG_LUV_ENCODING = 3003;
GameLib.D3.Texture.TYPE_RGBM7_ENCODING = 3004;
GameLib.D3.Texture.TYPE_RGBM16_ENCODING = 3005;
GameLib.D3.Texture.TYPE_RGBD_ENCODING = 3006; // MAXRANGE IS 256.
GameLib.D3.Texture.TEXTURE_TYPE_NORMAL = 0x1;
GameLib.D3.Texture.TEXTURE_TYPE_CUBE = 0x2;
// GameLib.D3.Texture.TEXTURE_TYPE_ALPHA = 'alpha';
// GameLib.D3.Texture.TEXTURE_TYPE_AO = 'ao';
// GameLib.D3.Texture.TEXTURE_TYPE_BUMP = 'bump';
// GameLib.D3.Texture.TEXTURE_TYPE_DIFFUSE = 'diffuse';
// GameLib.D3.Texture.TEXTURE_TYPE_DISPLACEMENT = 'displacement';
// GameLib.D3.Texture.TEXTURE_TYPE_EMISSIVE = 'emissive';
// GameLib.D3.Texture.TEXTURE_TYPE_ENVIRONMENT = 'environment';
// GameLib.D3.Texture.TEXTURE_TYPE_LIGHT = 'light';
// GameLib.D3.Texture.TEXTURE_TYPE_METALNESS = 'metalness';
// GameLib.D3.Texture.TEXTURE_TYPE_NORMAL = 'normal';
// GameLib.D3.Texture.TEXTURE_TYPE_ROUGHNESS = 'roughness';
// GameLib.D3.Texture.TEXTURE_TYPE_SPECULAR = 'specular';
/**
* Creates an instance of our texture object
* @param update
* @returns {*}
*/
GameLib.D3.Texture.prototype.createInstance = function(update) {
if (!this.loaded) {
console.log('Attempted to create an instance but the runtime object is not fully loaded : ' + this.name);
return null;
}
if (update) {
if (!this.instance) {
console.warn('trying to update a non-existent texture instance');
return;
}
if (GameLib.Utils.UndefinedOrNull(this.image.instance)) {
console.warn('trying to update while no image instance');
return;
}
this.instance.name = this.name;
this.instance.flipY = this.flipY;
this.instance.encoding = this.encoding;
this.instance.offset.x = this.offset.x;
this.instance.offset.y = this.offset.y;
this.instance.repeat.x = this.repeat.x;
this.instance.repeat.y = this.repeat.y;
this.instance.mapping = this.mapping;
this.instance.format = this.format;
this.instance.wrapS = this.wrapS;
this.instance.wrapT = this.wrapT;
this.publish(
GameLib.Event.TEXTURE_LOADED,
{
texture : this
}
);
this.instance.needsUpdate = true;
} else {
// if (this.image instanceof GameLib.D3.Image) {
//
// if (this.image.instance) {
//
// var instance = new THREE.Texture(
// this.image.instance
// );
// instance.name = this.name;
// instance.flipY = this.flipY;
// instance.encoding = this.encoding;
// instance.offset.x = this.offset.x;
// instance.offset.y = this.offset.y;
// instance.repeat.x = this.repeat.x;
// instance.repeat.y = this.repeat.y;
// instance.mapping = this.mapping;
// instance.format = this.format;
// instance.wrapS = this.wrapS;
// instance.wrapT = this.wrapT;
//
// this.instance = instance;
//
// this.publish(
// GameLib.Event.TEXTURE_LOADED,
// {
// texture : this
// }
// );
//
// this.instance.needsUpdate = true;
// return instance;
// }
// }
this.subscribe(
GameLib.Event.IMAGE_LOADED,
function (data) {
/**
* Only work with images that belong to this texture
*/
if (data.imagePath === this.image.path) {
if (!(this.image instanceof GameLib.D3.Image)) {
if (!data.cubeTexture) {
console.warn('The image associated with this texture has not been setup properly - objects linked?');
return;
}
}
var instance = null;
if (data.cubeTexture) {
instance = data.cubeTexture;
if (this.mapping !== GameLib.D3.Texture.TYPE_CUBE_REFLECTION_MAPPING &&
this.mapping !== GameLib.D3.Texture.TYPE_CUBE_REFRACTION_MAPPING
) {
this.mapping = GameLib.D3.Texture.TYPE_CUBE_REFLECTION_MAPPING;
}
} else {
instance = new THREE.Texture(
data.imageInstance
);
if (this.mapping !== GameLib.D3.Texture.TYPE_UV_MAPPING) {
this.mapping = GameLib.D3.Texture.TYPE_UV_MAPPING;
}
}
instance.name = this.name;
instance.flipY = this.flipY;
instance.encoding = this.encoding;
instance.offset.x = this.offset.x;
instance.offset.y = this.offset.y;
instance.repeat.x = this.repeat.x;
instance.repeat.y = this.repeat.y;
instance.mapping = this.mapping;
instance.format = this.format;
instance.wrapS = this.wrapS;
instance.wrapT = this.wrapT;
this.instance = instance;
this.publish(
GameLib.Event.TEXTURE_LOADED,
{
texture : this
}
);
this.instance.needsUpdate = true;
}
}
);
this.subscribe(
GameLib.Event.IMAGE_CHANGE,
function (data) {
var instance = null;
if (this.image === null) {
instance = new THREE.Texture();
} else {
instance = new THREE.Texture(this.image.instance);
}
this.publish(
GameLib.Event.TEXTURE_LOADED,
{
texture : this
}
);
instance.needsUpdate = true;
this.instance = instance;
}
);
return null;
}
};
/**
* Updates the instance with the current state
*/
GameLib.D3.Texture.prototype.updateInstance = function() {
this.createInstance(true);
};
/**
* Converts a GameLib.D3.Texture to a GameLib.D3.API.Texture
* @returns {GameLib.D3.API.Texture}
*/
GameLib.D3.Texture.prototype.toApiObject = function(save) {
if (GameLib.Utils.UndefinedOrNull(save)) {
save = false;
}
var apiImage = null;
if (this.image) {
if (save) {
this.image.save();
}
apiImage = this.image.id
}
var apiTexture = new GameLib.D3.API.Texture(
this.id,
this.typeId,
this.name,
apiImage,
this.wrapS,
this.wrapT,
this.repeat.toApiObject(),
this.data,
this.format,
this.mapping,
this.magFilter,
this.minFilter,
this.textureType,
this.anisotropy,
this.offset.toApiObject(),
this.generateMipmaps,
this.flipY,
this.mipmaps,
this.unpackAlignment,
this.premultiplyAlpha,
this.encoding,
GameLib.Utils.IdOrNull(this.parentEntity)
);
return apiTexture;
};
/**
* Converts from an Object texture to a GameLib.D3.Texture
* @param graphics GameLib.D3.Graphics
* @param objectTexture Object
* @constructor
*/
GameLib.D3.Texture.FromObject = function(
graphics,
objectTexture
) {
var apiTexture = GameLib.D3.API.Texture.FromObject(objectTexture);
return new GameLib.D3.Texture(
graphics,
apiTexture
);
};