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WebGLRenderer: Allow for copying textures from the canvas, remove copyFramebufferToTexture #29772

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Related issue: #21734

Depends on #29769

Description

This PR adjusts copyTextureToTexture so it can take null as the first "srcTexture" argument so data can be copied from the "canvas" frame buffer, removing the need for a separate "copyFramebufferToTexture" function since this was the only remaining use case after #29662 was merged. Since this function was the only documented reason for FrameBufferTexture, that has been removed, as well.

The LensFlare addon is the last thing that needs to be changed before this PR is ready but I'll wait for feedback before making further changes.

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github-actions bot commented Oct 30, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 692.66
171.56
693.05
171.77
+394 B
+212 B
WebGPU 822.12
221.9
822.25
221.97
+136 B
+65 B
WebGPU Nodes 821.63
221.78
821.76
221.84
+136 B
+60 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 465.01
112.35
467.12
112.93
+2.1 kB
+579 B
WebGPU 542.65
146.78
542.79
146.84
+136 B
+55 B
WebGPU Nodes 498.65
136.58
498.79
136.65
+136 B
+70 B

Comment on lines -106 to +107
texture = new THREE.FramebufferTexture( textureSize, textureSize );
texture = new THREE.DataTexture( new Uint8Array( textureSize * textureSize * 4 ), textureSize, textureSize );
texture.needsUpdate = true;
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Creating an "empty" texture that is only useful for copying data into, as FramebufferTexture was, is a bit more awkward, now. In the past I've used RenderTargets to serve as "empty" texture vessels for copying data around into but there's still some extra memory overhead in that case (depth buffers, etc).

Comment on lines +2712 to +2718
const currentTarget = this.getRenderTarget();

this.setRenderTarget( null );
textures.setTexture2D( dstTexture, 0 );
_gl.copyTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, minX, minY, width, height );
state.unbindTexture();
this.setRenderTarget( currentTarget );
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I'm not sure if there's a better way to do this without calling "setRenderTarget"

@gkjohnson gkjohnson added this to the r170 milestone Oct 31, 2024
@mrdoob mrdoob modified the milestones: r170, r171 Oct 31, 2024
# Conflicts:
#	docs/api/en/renderers/WebGLRenderer.html
#	src/renderers/WebGLRenderer.js
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gkjohnson commented Nov 7, 2024

cc @Mugen87 what are your thoughts on this? I'm hoping it cuts down on some API redundancy with copyTextureToTexture. Happy to adjust it however and remove the last couple uses of copyFramebufferToTexture in examples.

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Mugen87 commented Nov 7, 2024

FYI: I've noticed the PR but I'm currently focusing on bug fixing/support in WebGPURenderer so it will take a bit until I can revisit this topic.

@mrdoob mrdoob modified the milestones: r171, r172 Nov 29, 2024
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3 participants