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Split equirectangular images into two textures if too big.

This allows for equirectangular images on a given device to be twice as big as
they were previously, so (almost) all devices now support equirectangular
images up to 8192px across.

This technique could be extended to double the maximum size again (using eight
textures), but images bigger than 8192px should be converted to the
multi-resolution format anyway, so there's little point in implementing this
extension.
pull/668/merge
Matthew Petroff 6 years ago
parent
commit
3151cafb1c
1 changed files with 63 additions and 14 deletions
  1. +63
    -14
      src/js/libpannellum.js

+ 63
- 14
src/js/libpannellum.js View File

@@ -294,18 +294,20 @@ function Renderer(container) {
}
// Make sure image isn't too big
var width = 0, maxWidth = 0;
var maxWidth = 0;
if (imageType == 'equirectangular') {
width = Math.max(image.width, image.height);
maxWidth = gl.getParameter(gl.MAX_TEXTURE_SIZE);
if (Math.max(image.width / 2, image.height) > maxWidth) {
console.log('Error: The image is too big; it\'s ' + image.width + 'px wide, '+
'but this device\'s maximum supported size is ' + (maxWidth * 2) + 'px.');
throw {type: 'webgl size error', width: image.width, maxWidth: maxWidth * 2};
}
} else if (imageType == 'cubemap') {
width = cubeImgWidth;
maxWidth = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
}
if (width > maxWidth) {
console.log('Error: The image is too big; it\'s ' + width + 'px wide, '+
'but this device\'s maximum supported size is ' + maxWidth + 'px.');
throw {type: 'webgl size error', width: width, maxWidth: maxWidth};
if (cubeImgWidth > gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE)) {
console.log('Error: The image is too big; it\'s ' + width + 'px wide, '+
'but this device\'s maximum supported size is ' + maxWidth + 'px.');
throw {type: 'webgl size error', width: width, maxWidth: maxWidth};
}
}

// Store horizon pitch and roll if applicable
@@ -414,8 +416,44 @@ function Renderer(container) {
gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[0]);
gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image[2]);
} else {
// Upload image to the texture
gl.texImage2D(glBindType, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
if (image.width <= maxWidth) {
gl.uniform1i(gl.getUniformLocation(program, 'u_splitImage'), 0);
// Upload image to the texture
gl.texImage2D(glBindType, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image);
} else {
// Image needs to be split into two parts due to texture size limits
gl.uniform1i(gl.getUniformLocation(program, 'u_splitImage'), 1);

// Draw image on canvas
var cropCanvas = document.createElement('canvas');
cropCanvas.width = image.width;
cropCanvas.height = image.height;
var cropContext = cropCanvas.getContext('2d');
cropContext.drawImage(image, 0, 0);

// Upload first half of image to the texture
var cropImage = cropContext.getImageData(0, 0, image.width / 2, image.height);
gl.texImage2D(glBindType, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, cropImage);

// Create and bind texture for second half of image
program.texture2 = gl.createTexture();
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(glBindType, program.texture2);
gl.uniform1i(gl.getUniformLocation(program, 'u_image1'), 1);

// Upload second half of image to the texture
cropImage = cropContext.getImageData(image.width / 2, 0, image.width / 2, image.height);
gl.texImage2D(glBindType, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, cropImage);

// Set parameters for rendering any size
gl.texParameteri(glBindType, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(glBindType, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(glBindType, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(glBindType, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

// Reactive first texture unit
gl.activeTexture(gl.TEXTURE0);
}
}

// Set parameters for rendering any size
@@ -1320,7 +1358,9 @@ var fragEquiCubeBase = [
'const float PI = 3.14159265358979323846264;',

// Texture
'uniform sampler2D u_image;',
'uniform sampler2D u_image0;',
'uniform sampler2D u_image1;',
'uniform bool u_splitImage;',
'uniform samplerCube u_imageCube;',

// Coordinates passed in from vertex shader
@@ -1365,8 +1405,17 @@ var fragEquirectangular = fragEquiCubeBase + [
// Map from [-1,1] to [0,1] and flip y-axis
'if(coord.x < -u_h || coord.x > u_h || coord.y < -u_v + u_vo || coord.y > u_v + u_vo)',
'gl_FragColor = u_backgroundColor;',
'else',
'gl_FragColor = texture2D(u_image, vec2((coord.x + u_h) / (u_h * 2.0), (-coord.y + u_v + u_vo) / (u_v * 2.0)));',
'else {',
'if(u_splitImage) {',
// Image was split into two textures to work around texture size limits
'if(coord.x < 0.0)',
'gl_FragColor = texture2D(u_image0, vec2((coord.x + u_h) / u_h, (-coord.y + u_v + u_vo) / (u_v * 2.0)));',
'else',
'gl_FragColor = texture2D(u_image1, vec2((coord.x + u_h) / u_h - 1.0, (-coord.y + u_v + u_vo) / (u_v * 2.0)));',
'} else {',
'gl_FragColor = texture2D(u_image0, vec2((coord.x + u_h) / (u_h * 2.0), (-coord.y + u_v + u_vo) / (u_v * 2.0)));',
'}',
'}',
'}'
].join('\n');



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