3.1 KiB
Texture2D
2D textures hold basic "single image" textures (although technically they can contain multiple mimap levels). They hold image memory of a certain format and size, determined at initialization time. They can be read from using shaders and written to by attaching them to frame buffers.
Most texture related functionality is implemented by and documented on the Texture base class. For additional information, see OpenGL Wiki.
Usage
Construct a new texture from an image
const texture = new Texture2D(gl, {
data: image,
parameters: {
[GL.TEXTURE_MAG_FILTER]: GL.NEAREST,
[GL.TEXTURE_MIN_FILTER]: GL.NEAREST
},
pixelStore: {
[GL.UNPACK_FLIP_Y_WEBGL]: true,
},
mipmaps: true
});
Construct a texture initialized with a data array
const texture = new Texture2D(gl, {
width: 2,
height: 1,
format: GL.RGB,
data: new Uint8Array([255, 0, 0, 0, 0, 255]),
parameters: {
[GL.TEXTURE_MAG_FILTER]: GL.NEAREST,
[GL.TEXTURE_MIN_FILTER]: GL.NEAREST
},
pixelStore: {
[GL.UNPACK_FLIP_Y_WEBGL]: true
},
mipmaps: true
});
Construct an empty 1x1 texture
const texture = new Texture2D(gl);
Resize it (this clears the texture).
texture.resize({width: 10, height: 10});
Write a sub image into the texture
texture.setSubImageData({pixels, x, y, width, height, level, type, dataFormat});
Accessing elements
console.log(
texture2D.width,
texture2D.height,
texture2D.format,
texture2D.type,
texture2D.getParameter(GL.TEXTURE_MAG_FILTER)
);
Methods
Texture2D constructor
new Texture2D(gl, {
data=,
width=,
height=,
mipmaps=,
format=,
type=,
dataFormat=,
parameters=,
pixelStore=
})
gl(WebGLRenderingContext) - gl contextdata=null (*) - If not provided (null), a solid color texture will be allocated of the specified size.width=0(Number) - The width of the texture.height=0(Number) - The height of the texture.mipmaps= - (Boolean) - Generates mipmaps when true.format=GL.RGBA(GLenum ) - internal format that WebGL should use.type= (enum) - type of pixel data (GL.UNSIGNED_BYTE,GL.FLOATetc). Default is autodeduced fromformat.dataFormat= (GLenum) - internal format that WebGL should use. Default is autodeduced fromformat.parameters={}(object) - map of texture sampler parameters.pixelStore={}(object) - map of pixel store parameters (controls howdatais interpreted when Textures are initialized from memory)
Notes:
- setting
mipmapsto true whenformatset toRGB32Fwill fail, even thoughRGB32Fis supported texture format (with EXT_color_buffer_float), it is not supported as renderable format.
Note that since many of the constructor parameters are common to all the Texture classes they are detailed in Texture. Sampler parameters are specified in Sampler, and pixel store parameters are specified in State Management