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fix: texture upload warnning #183

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Apr 12, 2021
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21 changes: 21 additions & 0 deletions packages/core/src/Engine.ts
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,7 @@ import { Shader } from "./shader/Shader";
import { ShaderPool } from "./shader/ShaderPool";
import { ShaderProgramPool } from "./shader/ShaderProgramPool";
import { RenderState } from "./shader/state/RenderState";
import { Texture2D, TextureCubeFace, TextureCubeMap, TextureFormat } from "./texture";

/** TODO: delete */
const engineFeatureManager = new FeatureManager<EngineFeature>();
Expand All @@ -31,6 +32,10 @@ export class Engine extends EventDispatcher {
_renderElementPool: ClassPool<RenderElement> = new ClassPool(RenderElement);
_renderContext: RenderContext = new RenderContext();

/* @internal */
_whiteTexture2D: Texture2D;
/* @internal */
_whiteTextureCube: TextureCubeMap;
/* @internal */
_renderCount: number = 0;
/* @internal */
Expand Down Expand Up @@ -142,6 +147,22 @@ export class Engine extends EventDispatcher {
// @todo delete
engineFeatureManager.addObject(this);
this._sceneManager.activeScene = new Scene(this, "DefaultScene");

const whitePixel = new Uint8Array([255, 255, 255, 255]);

const whiteTextrue2D = new Texture2D(this, 1, 1, TextureFormat.R8G8B8A8, false);
whiteTextrue2D.setPixelBuffer(whitePixel);

const whiteTextrueCube = new TextureCubeMap(this, 1, TextureFormat.R8G8B8A8, false);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.PositiveX, whitePixel);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.NegativeX, whitePixel);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.PositiveY, whitePixel);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.NegativeY, whitePixel);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.PositiveZ, whitePixel);
whiteTextrueCube.setPixelBuffer(TextureCubeFace.NegativeZ, whitePixel);

this._whiteTexture2D = whiteTextrue2D;
this._whiteTextureCube = whiteTextrueCube;
}

/**
Expand Down
15 changes: 14 additions & 1 deletion packages/core/src/shader/ShaderProgram.ts
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@ import { Engine } from "../Engine";
import { Material } from "../material/Material";
import { Renderer } from "../Renderer";
import { IHardwareRenderer } from "../renderingHardwareInterface/IHardwareRenderer";
import { Texture } from "../texture";
import { ShaderDataGroup } from "./enums/ShaderDataGroup";
import { Shader } from "./Shader";
import { ShaderData } from "./ShaderData";
Expand Down Expand Up @@ -124,7 +125,11 @@ export class ShaderProgram {
for (let i = 0, n = textureUniforms.length; i < n; i++) {
const uniform = textureUniforms[i];
const texture = properties[uniform.propertyId];
texture != null && uniform.applyFunc(uniform, texture);
if (texture) {
uniform.applyFunc(uniform, texture);
} else {
uniform.applyFunc(uniform, uniform.textureDefault);
}
}
}
}
Expand Down Expand Up @@ -383,20 +388,28 @@ export class ShaderProgram {
break;
case gl.SAMPLER_2D:
case gl.SAMPLER_CUBE:
const defaultTexture = type === gl.SAMPLER_2D ? this._engine._whiteTexture2D : this._engine._whiteTextureCube;

isTexture = true;
if (isArray) {
const textureDefaults = new Array<Texture>(size);
const textureIndices = new Int32Array(size);
const glTextureIndices = new Array<number>(size);

for (let i = 0; i < size; i++) {
textureDefaults[i] = defaultTexture;
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textureIndices[i] = this._activeTextureUint;
glTextureIndices[i] = gl.TEXTURE0 + this._activeTextureUint++;
}
shaderUniform.textureDefault = textureDefaults;
shaderUniform.textureIndex = glTextureIndices;
shaderUniform.applyFunc = shaderUniform.uploadTextureArray;
this.bind();
gl.uniform1iv(location, textureIndices);
} else {
const textureIndex = gl.TEXTURE0 + this._activeTextureUint;

shaderUniform.textureDefault = defaultTexture;
shaderUniform.textureIndex = textureIndex;
shaderUniform.applyFunc = shaderUniform.uploadTexture;
this.bind();
Expand Down
3 changes: 2 additions & 1 deletion packages/core/src/shader/ShaderUniform.ts
Original file line number Diff line number Diff line change
Expand Up @@ -12,9 +12,10 @@ export class ShaderUniform {
name: string;
propertyId: number;
location: WebGLUniformLocation;
textureIndex: GLenum | GLenum[];
applyFunc: (shaderUniform: ShaderUniform, value: ShaderPropertyValueType) => void;
cacheValue: number | Vector2 | Vector3 | Vector4;
textureIndex: GLenum | GLenum[];
textureDefault: Texture | Texture[];

private _rhi: IHardwareRenderer;
private _gl: WebGLRenderingContext;
Expand Down