import defined from "../../Core/defined.js"; import destroyObject from "../../Core/destroyObject.js"; import Texture from "../../Renderer/Texture.js"; /** * An object to manage loading textures * * @alias TextureManager * @constructor * * @private * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy. */ export default function TextureManager() { this._defaultTexture = undefined; this._textures = {}; this._loadedImages = []; // Keep track of the last time update() was called to avoid // calling update() twice. this._lastUpdatedFrame = -1; } /** * Get one of the loaded textures * @param {String} textureId The unique ID of the texture loaded by {@link TextureManager#loadTexture2D} * @return {Texture} The texture or undefined if no texture exists */ TextureManager.prototype.getTexture = function (textureId) { return this._textures[textureId]; }; function fetchTexture2D(textureManager, textureId, textureUniform) { textureUniform.resource .fetchImage() .then(function (image) { textureManager._loadedImages.push({ id: textureId, image: image, textureUniform: textureUniform, }); }) .catch(function () { const texture = textureManager._textures[textureId]; if (defined(texture) && texture !== textureManager._defaultTexture) { texture.destroy(); } textureManager._textures[textureId] = textureManager._defaultTexture; }); } /** * Load a texture 2D asynchronously. Note that {@link TextureManager#update} * must be called in the render loop to finish processing the textures. * * @param {String} textureId A unique ID to identify this texture. * @param {TextureUniform} textureUniform A description of the texture * * @private */ TextureManager.prototype.loadTexture2D = function (textureId, textureUniform) { if (defined(textureUniform.typedArray)) { this._loadedImages.push({ id: textureId, textureUniform: textureUniform, }); } else { fetchTexture2D(this, textureId, textureUniform); } }; function createTexture(textureManager, loadedImage, context) { const id = loadedImage.id; const textureUniform = loadedImage.textureUniform; const typedArray = textureUniform.typedArray; const sampler = textureUniform.sampler; let texture; if (defined(typedArray)) { texture = new Texture({ context: context, pixelFormat: textureUniform.pixelFormat, pixelDatatype: textureUniform.pixelDatatype, source: { arrayBufferView: typedArray, width: textureUniform.width, height: textureUniform.height, }, sampler: sampler, flipY: false, }); } else { texture = new Texture({ context: context, source: loadedImage.image, sampler: sampler, }); } // Destroy the old texture once the new one is loaded for more seamless // transitions between values const oldTexture = textureManager._textures[id]; if (defined(oldTexture) && oldTexture !== context.defaultTexture) { oldTexture.destroy(); } textureManager._textures[id] = texture; } TextureManager.prototype.update = function (frameState) { // update only needs to be called once a frame. if (frameState.frameNumber === this._lastUpdatedFrame) { return; } this._lastUpdatedFrame = frameState.frameNumber; const context = frameState.context; this._defaultTexture = context.defaultTexture; // If any images were loaded since the last frame, create Textures // for them and store in the uniform dictionary const loadedImages = this._loadedImages; for (let i = 0; i < loadedImages.length; i++) { const loadedImage = loadedImages[i]; createTexture(this, loadedImage, context); } loadedImages.length = 0; }; /** * Returns true if this object was destroyed; otherwise, false. *

* If this object was destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. * * @returns {Boolean} True if this object was destroyed; otherwise, false. * * @see TextureManager#destroy * @private */ TextureManager.prototype.isDestroyed = function () { return false; }; /** * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic * release of WebGL resources, instead of relying on the garbage collector to destroy this object. *

* Once an object is destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. Therefore, * assign the return value (undefined) to the object as done in the example. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @example * textureManager = textureManager && textureManager.destroy(); * * @see TextureManager#isDestroyed * @private */ TextureManager.prototype.destroy = function () { const textures = this._textures; for (const texture in textures) { if (textures.hasOwnProperty(texture)) { const instance = textures[texture]; if (instance !== this._defaultTexture) { instance.destroy(); } } } return destroyObject(this); };