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bitmap.js
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bitmap.js
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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* Bitmap provides an interface for basic image operations on bitmap,
* including scale and crop. A Bitmap can be created from RawData via
* pack.createBitmapsFromRawData(), and also can be transferred to mip of a
* Texure2D or a specific face of TextureCUBE via methods in Texture.
* @constructor
*/
o3d.Bitmap = function() {
o3d.ParamObject.call(this);
};
o3d.inherit('Bitmap', 'ParamObject');
/**
* @type {number}
*/
o3d.Bitmap.Semantic = goog.typedef;
/**
* After loading an array of Bitmaps with pack.createBitmapsFromRawData
* you can inspect their semantic to see what they were intended for. This is
* mostly to distinguish between 6 bitmaps that are faces of a cubemap and 6
* bitmaps that are slices of a 3d texture.
*
* FACE_POSITIVE_X, 1 face of a cubemap
* FACE_NEGATIVE_X, 1 face of a cubemap
* FACE_POSITIVE_Y, 1 face of a cubemap
* FACE_NEGATIVE_Y, 1 face of a cubemap
* FACE_POSITIVE_Z, 1 face of a cubemap
* FACE_NEGATIVE_Z, 1 face of a cubemap
* IMAGE, normal 2d image
* SLICE, a slice of a 3d texture.
*/
o3d.Bitmap.FACE_POSITIVE_X = 0;
o3d.Bitmap.FACE_NEGATIVE_X = 1;
o3d.Bitmap.FACE_POSITIVE_Y = 2;
o3d.Bitmap.FACE_NEGATIVE_Y = 3;
o3d.Bitmap.FACE_POSITIVE_Z = 4;
o3d.Bitmap.FACE_NEGATIVE_Z = 5;
o3d.Bitmap.IMAGE = 6;
o3d.Bitmap.SLICE = 7;
/**
* The scratch canvas object.
* @private
*/
o3d.Bitmap.scratch_canvas_ = null;
/**
* Gets a canvas to use for scratch work.
* @return {Canvas} The canvas.
* @private
*/
o3d.Bitmap.getScratchCanvas_ = function() {
if (!o3d.Bitmap.scratch_canvas_)
o3d.Bitmap.scratch_canvas_ = document.createElement('CANVAS');
return o3d.Bitmap.scratch_canvas_;
}
/**
* In webgl the bitmap object is represented by an offscreen canvas.
* @type {Canvas}
* @private
*/
o3d.Bitmap.prototype.canvas_ = null;
/**
* Flips a bitmap vertically in place.
*/
o3d.Bitmap.prototype.flipVertically = function() {
var temp_canvas = document.createElement('CANVAS');
temp_canvas.width = this.width;
temp_canvas.height = this.height;
var context = temp_canvas.getContext('2d');
// Flip it.
context.translate(0, this.height);
context.scale(1, -1);
context.drawImage(this.canvas_,
0, 0, this.width, this.height);
this.canvas_ = temp_canvas;
};
/**
* Flips a bitmap vertically in place lazily.
* @private
*/
o3d.Bitmap.prototype.flipVerticallyLazily_ = function() {
this.defer_flip_vertically_to_texture_ = true;
};
/**
* Generates mip maps from the source level to lower levels.
*
* You can not currently generate mips for DXT textures although you can load
* them from dds files.
*
* @param {number} source_level The level to use as the source of the mips.
* @param {number} num_levels The number of levels to generate below the
* source level.
*/
o3d.Bitmap.prototype.generateMips =
function(source_level, num_levels) {
this.defer_mipmaps_to_texture_ = true;
};
/**
* The width of the bitmap (read only).
* @type {number}
*/
o3d.Bitmap.prototype.width = 0;
/**
* The height of the bitmap (read only).
* @type {number}
*/
o3d.Bitmap.prototype.height = 0;
/**
* Instead of generating mipmaps in the bitmap object, just set this boolean
* to true, then the texture will generate mipmaps when it loads the bitmap.
* @type {boolean}
* @private
*/
o3d.Bitmap.prototype.defer_mipmaps_to_texture_ = false;
/**
* Instead of flipping vertically in the bitmap object, just set this boolean
* to true, then the texture will generate mipmaps when it loads the bitmap.
* @type {boolean}
* @private
*/
o3d.Bitmap.prototype.defer_flip_vertically_to_texture_ = false;
/**
* The format of the bitmap (read only).
* @type {!o3d.Texture.Format}
*/
o3d.Bitmap.prototype.format = o3d.Texture.UNKNOWN_FORMAT;
/**
* Number mip-maps (read only)
* @type {number}
*/
o3d.Bitmap.prototype.numMipmaps = 1;
/**
* The Semantic of the bitmap.
* @type {!o3d.Bitmap.Semantic}
*/
o3d.Bitmap.prototype.semantic = o3d.Bitmap.UNKNOWN_SEMANTIC;