var math = require('../../../math'),
utils = require('../../../utils'),
CONST = require('../../../const'),
GLTexture = require('pixi-gl-core').GLTexture,
GLFramebuffer = require('pixi-gl-core').GLFramebuffer,
StencilMaskStack = require('./StencilMaskStack');
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class
* @memberof PIXI
* @param gl {WebGLRenderingContext} the current WebGL drawing context
* @param width {number} the horizontal range of the filter
* @param height {number} the vertical range of the filter
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @param resolution {number} the current resolution
* @param root {boolean} Whether this object is the root element or not
*/
var RenderTarget = function(gl, width, height, scaleMode, resolution, root)
{
//TODO Resolution could go here ( eg low res blurs )
/**
* The current WebGL drawing context.
*
* @member {WebGLRenderingContext}
*/
this.gl = gl;
// next time to create a frame buffer and texture
/**
* A frame buffer
*
* @member {WebGLFrameBuffer}
*/
this.frameBuffer = null;
/**
* The texture
*
* @member {PIXI.Texture}
*/
this.texture = null;
this.clearColor = [0, 0, 0, 0];
/**
* The size of the object as a rectangle
*
* @member {PIXI.Rectangle}
*/
this.size = new math.Rectangle(0, 0, 1, 1);
/**
* The current resolution
*
* @member {number}
*/
this.resolution = resolution || CONST.RESOLUTION;
/**
* The projection matrix
*
* @member {PIXI.Matrix}
*/
this.projectionMatrix = new math.Matrix();
/**
* The object's transform
*
* @member {PIXI.Matrix}
*/
this.transform = null;
/**
* The frame.
*
* @member {PIXI.Rectangle}
*/
this.frame = null;
this.defaultFrame = new PIXI.Rectangle();
this.destinationFrame = null;
this.sourceFrame = null;
/**
* The stencil buffer stores masking data for the render target
*
* @member {WebGLRenderBuffer}
*/
this.stencilBuffer = null;
/**
* The data structure for the stencil masks
*
* @member {PIXI.StencilMaskStack}
*/
this.stencilMaskStack = new StencilMaskStack();
/**
* Stores filter data for the render target
*
* @member {object[]}
*/
this.filterStack = [
{
renderTarget:this,
filter:[],
bounds:this.size
}
];
/**
* The scale mode.
*
* @member {number}
* @default PIXI.SCALE_MODES.DEFAULT
* @see PIXI.SCALE_MODES
*/
this.scaleMode = scaleMode || CONST.SCALE_MODES.DEFAULT;
/**
* Whether this object is the root element or not
*
* @member {boolean}
*/
this.root = root;
this.frameBuffer = GLFramebuffer.createRGBA(gl, 100, 100);
if (!this.root)
{
/*
A frame buffer needs a target to render to..
create a texture and bind it attach it to the framebuffer..
*/
// TODO change!
// this is used by the base texture
this.texture = this.frameBuffer.texture;
}
else
{
// make it a null framebuffer..
this.frameBuffer.framebuffer = null;
}
this.resize(width, height);
};
RenderTarget.prototype.constructor = RenderTarget;
module.exports = RenderTarget;
/**
* Clears the filter texture.
*
* @param [bind=false] {boolean} Should we bind our framebuffer before clearing?
*/
RenderTarget.prototype.clear = function(clearColor)
{
var cc = clearColor || this.clearColor
this.frameBuffer.clear(cc[0],cc[1],cc[2],cc[3])//r,g,b,a);
};
/**
* Binds the stencil buffer.
*
*/
RenderTarget.prototype.attachStencilBuffer = function()
{
//TODO check if stencil is done?
/**
* The stencil buffer is used for masking in pixi
* lets create one and then add attach it to the framebuffer..
*/
if (!this.root)
{
this.frameBuffer.enableStencil();
}
};
/**
* Binds the buffers and initialises the viewport.
*
*/
RenderTarget.prototype.activate = function(destinationFrame, sourceFrame)
{
//TOOD refactor usage of frame..
var gl = this.gl;
this.frameBuffer.bind();
this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;
this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;
this.calculateProjection( this.destinationFrame, this.sourceFrame );
if(this.transform)
{
this.projectionMatrix.append(this.transform);
}
if(this.destinationFrame !== this.sourceFrame)
{
gl.enable(gl.SCISSOR_TEST);
gl.scissor(this.destinationFrame.x, this.destinationFrame.y, this.destinationFrame.width* this.resolution, this.destinationFrame.height* this.resolution);
}
else
{
gl.disable(gl.SCISSOR_TEST);
}
// TODO - does not need to be updated all the time??
gl.viewport(this.destinationFrame.x,this.destinationFrame.y, this.destinationFrame.width * this.resolution, this.destinationFrame.height * this.resolution);
};
/**
* Updates the projection matrix based on a projection frame (which is a rectangle)
*
*/
RenderTarget.prototype.calculateProjection = function (destinationFrame, sourceFrame)
{
var pm = this.projectionMatrix;
sourceFrame = sourceFrame || destinationFrame;
pm.identity();
// TODO: make dest scale source
if (!this.root)
{
pm.a = 1 / destinationFrame.width*2;
pm.d = 1 / destinationFrame.height*2;
pm.tx = -1 - sourceFrame.x * pm.a;
pm.ty = -1 - sourceFrame.y * pm.d;
}
else
{
pm.a = 1 / destinationFrame.width*2;
pm.d = -1 / destinationFrame.height*2;
pm.tx = -1 - sourceFrame.x * pm.a;
pm.ty = 1 - sourceFrame.y * pm.d;
}
};
/**
* Resizes the texture to the specified width and height
*
* @param width {Number} the new width of the texture
* @param height {Number} the new height of the texture
*/
RenderTarget.prototype.resize = function (width, height)
{
width = width | 0;
height = height | 0;
if (this.size.width === width && this.size.height === height)
{
return;
}
this.size.width = width;
this.size.height = height;
this.defaultFrame.width = width;
this.defaultFrame.height = height;
this.frameBuffer.resize(width * this.resolution, height * this.resolution);
var projectionFrame = this.frame || this.size;
this.calculateProjection( projectionFrame );
};
/**
* Destroys the render target.
*
*/
RenderTarget.prototype.destroy = function ()
{
var gl = this.gl;
this.frameBuffer.destroy();
this.frameBuffer = null;
this.texture = null;
};