📄 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
DataArrayTexture.clearLayerUpdates(): void
¶
JSDoc:
Returns: void
Calls:
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();
}
}