KhronosTextureContainer constructor
KhronosTextureContainer(
- ByteBuffer arrayBuffer,
- int facesExpected
- @param {ArrayBuffer} arrayBuffer- contents of the KTX container file
- @param {number} facesExpected- should be either 1 or 6, based whether a cube texture or or
- @param {boolean} threeDExpected- provision for indicating that data should be a 3D texture, not implemented
- @param {boolean} textureArrayExpected- provision for indicating that data should be a texture array, not implemented
- @param {number} facesExpected- should be either 1 or 6, based whether a cube texture or or
Implementation
KhronosTextureContainer(this.arrayBuffer, int facesExpected /*, threeDExpected, textureArrayExpected */ ) {
// Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
// '´', 'K', 'T', 'X', ' ', '1', '1', 'ª', '\r', '\n', '\x1A', '\n'
// 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
final identifier = arrayBuffer.asUint8List().sublist(0,12);
if ( identifier[0] != 0xAB ||
identifier[ 1 ] != 0x4B ||
identifier[ 2 ] != 0x54 ||
identifier[ 3 ] != 0x58 ||
identifier[ 4 ] != 0x20 ||
identifier[ 5 ] != 0x31 ||
identifier[ 6 ] != 0x31 ||
identifier[ 7 ] != 0xBB ||
identifier[ 8 ] != 0x0D ||
identifier[ 9 ] != 0x0A ||
identifier[ 10 ] != 0x1A ||
identifier[ 11 ] != 0x0A ) {
console.error( 'texture missing KTX identifier' );
return;
}
// load the reset of the header in native 32 bit uint
const dataSize = 4;
final headerDataView = arrayBuffer.asByteData();//DataView(arrayBuffer, 12, 13 * dataSize );
final endianness = headerDataView.getUint32( 0, Endian.little );
final littleEndian = endianness == 0x04030201? Endian.little :Endian.big;
glType = headerDataView.getUint32( 1 * dataSize, littleEndian ); // must be 0 for compressed textures
glTypeSize = headerDataView.getUint32( 2 * dataSize, littleEndian ); // must be 1 for compressed textures
glFormat = headerDataView.getUint32( 3 * dataSize, littleEndian ); // must be 0 for compressed textures
glInternalFormat = headerDataView.getUint32( 4 * dataSize, littleEndian ); // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
glBaseInternalFormat = headerDataView.getUint32( 5 * dataSize, littleEndian ); // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
pixelWidth = headerDataView.getUint32( 6 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
pixelHeight = headerDataView.getUint32( 7 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
pixelDepth = headerDataView.getUint32( 8 * dataSize, littleEndian ); // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
numberOfArrayElements = headerDataView.getUint32( 9 * dataSize, littleEndian ); // used for texture arrays
numberOfFaces = headerDataView.getUint32( 10 * dataSize, littleEndian ); // used for cubemap textures, should either be 1 or 6
numberOfMipmapLevels = headerDataView.getUint32( 11 * dataSize, littleEndian ); // number of levels; disregard possibility of 0 for compressed textures
bytesOfKeyValueData = headerDataView.getUint32( 12 * dataSize, littleEndian ); // the amount of space after the header for meta-data
// Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
if (glType != 0) {
console.warning( 'only compressed formats currently supported' );
return;
} else {
// value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
numberOfMipmapLevels = math.max( 1, numberOfMipmapLevels );
}
if (pixelHeight == 0 || pixelDepth != 0 ) {
console.warning( 'only 2D textures currently supported' );
return;
}
if (numberOfArrayElements != 0 ) {
console.warning( 'texture arrays not currently supported' );
return;
}
if (numberOfFaces != facesExpected ) {
console.warning( 'number of faces expected $facesExpected, but found $numberOfFaces' );
return;
}
// we now have a completely validated file, so could use existence of loadType as success
// would need to make this more elaborate & adjust checks above to support more than one load type
loadType = 0;
}