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📄 DataArrayTexture.js

📊 Analysis Summary

Metric Count
🔧 Functions 2
🧱 Classes 1
📦 Imports 3

📚 Table of Contents

🛠️ File Location:

📂 src/textures/DataArrayTexture.js

📦 Imports

Name Source
Texture ./Texture.js
ClampToEdgeWrapping ../constants.js
NearestFilter ../constants.js

Functions

DataArrayTexture.addLayerUpdate(layerIndex: number): void

JSDoc:

/**
     * Describes that a specific layer of the texture needs to be updated.
     * Normally when {@link Texture#needsUpdate} is set to `true`, the
     * entire data texture array is sent to the GPU. Marking specific
     * layers will only transmit subsets of all mipmaps associated with a
     * specific depth in the array which is often much more performant.
     *
     * @param {number} layerIndex - The layer index that should be updated.
     */

Parameters:

  • layerIndex number

Returns: void

Calls:

  • this.layerUpdates.add
Code
addLayerUpdate( layerIndex ) {

        this.layerUpdates.add( layerIndex );

    }

DataArrayTexture.clearLayerUpdates(): void

JSDoc:

/**
     * Resets the layer updates registry.
     */

Returns: void

Calls:

  • this.layerUpdates.clear
Code
clearLayerUpdates() {

        this.layerUpdates.clear();

    }

Classes

DataArrayTexture

Class Code
class DataArrayTexture extends Texture {

    /**
     * Constructs a new data array texture.
     *
     * @param {?TypedArray} [data=null] - The buffer data.
     * @param {number} [width=1] - The width of the texture.
     * @param {number} [height=1] - The height of the texture.
     * @param {number} [depth=1] - The depth of the texture.
     */
    constructor( data = null, width = 1, height = 1, depth = 1 ) {

        super( null );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isDataArrayTexture = true;

        /**
         * The image definition of a data texture.
         *
         * @type {{data:TypedArray,width:number,height:number,depth:number}}
         */
        this.image = { data, width, height, depth };

        /**
         * How the texture is sampled when a texel covers more than one pixel.
         *
         * Overwritten and set to `NearestFilter` by default.
         *
         * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
         * @default NearestFilter
         */
        this.magFilter = NearestFilter;

        /**
         * How the texture is sampled when a texel covers less than one pixel.
         *
         * Overwritten and set to `NearestFilter` by default.
         *
         * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
         * @default NearestFilter
         */
        this.minFilter = NearestFilter;

        /**
         * This defines how the texture is wrapped in the depth and corresponds to
         * *W* in UVW mapping.
         *
         * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
         * @default ClampToEdgeWrapping
         */
        this.wrapR = ClampToEdgeWrapping;

        /**
         * Whether to generate mipmaps (if possible) for a texture.
         *
         * Overwritten and set to `false` by default.
         *
         * @type {boolean}
         * @default false
         */
        this.generateMipmaps = false;

        /**
         * If set to `true`, the texture is flipped along the vertical axis when
         * uploaded to the GPU.
         *
         * Overwritten and set to `false` by default.
         *
         * @type {boolean}
         * @default false
         */
        this.flipY = false;

        /**
         * Specifies the alignment requirements for the start of each pixel row in memory.
         *
         * Overwritten and set to `1` by default.
         *
         * @type {boolean}
         * @default 1
         */
        this.unpackAlignment = 1;

        /**
         * A set of all layers which need to be updated in the texture.
         *
         * @type {Set<number>}
         */
        this.layerUpdates = new Set();

    }

    /**
     * Describes that a specific layer of the texture needs to be updated.
     * Normally when {@link Texture#needsUpdate} is set to `true`, the
     * entire data texture array is sent to the GPU. Marking specific
     * layers will only transmit subsets of all mipmaps associated with a
     * specific depth in the array which is often much more performant.
     *
     * @param {number} layerIndex - The layer index that should be updated.
     */
    addLayerUpdate( layerIndex ) {

        this.layerUpdates.add( layerIndex );

    }

    /**
     * Resets the layer updates registry.
     */
    clearLayerUpdates() {

        this.layerUpdates.clear();

    }

}

Methods

addLayerUpdate(layerIndex: number): void
Code
addLayerUpdate( layerIndex ) {

        this.layerUpdates.add( layerIndex );

    }
clearLayerUpdates(): void
Code
clearLayerUpdates() {

        this.layerUpdates.clear();

    }