import Texture from '../textures/BaseTexture';
import { FORMATS, TYPES } from '@pixi/constants';
/**
* Frame buffer used by the BaseRenderTexture
*
* @class
* @memberof PIXI
*/
export default class Framebuffer
{
/**
* @param {number} width - Width of the frame buffer
* @param {number} height - Height of the frame buffer
*/
constructor(width, height)
{
this.width = Math.ceil(width || 100);
this.height = Math.ceil(height || 100);
this.stencil = false;
this.depth = false;
this.dirtyId = 0;
this.dirtyFormat = 0;
this.dirtySize = 0;
this.depthTexture = null;
this.colorTextures = [];
this.glFramebuffers = {};
}
/**
* Reference to the colorTexture.
*
* @member {PIXI.Texture[]}
* @readonly
*/
get colorTexture()
{
return this.colorTextures[0];
}
/**
* Add texture to the colorTexture array
*
* @param {number} [index=0] - Index of the array to add the texture to
* @param {PIXI.Texture} [texture] - Texture to add to the array
*/
addColorTexture(index = 0, texture)
{
// TODO add some validation to the texture - same width / height etc?
this.colorTextures[index] = texture || new Texture(null, { scaleMode: 0,
resolution: 1,
mipmap: false,
width: this.width,
height: this.height });// || new Texture();
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Add a depth texture to the frame buffer
*
* @param {PIXI.Texture} [texture] - Texture to add
*/
addDepthTexture(texture)
{
/* eslint-disable max-len */
this.depthTexture = texture || new Texture(null, { scaleMode: 0,
resolution: 1,
width: this.width,
height: this.height,
mipmap: false,
format: FORMATS.DEPTH_COMPONENT,
type: TYPES.UNSIGNED_SHORT });// UNSIGNED_SHORT;
/* eslint-disable max-len */
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Enable depth on the frame buffer
*/
enableDepth()
{
this.depth = true;
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Enable stencil on the frame buffer
*/
enableStencil()
{
this.stencil = true;
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Resize the frame buffer
*
* @param {number} width - Width of the frame buffer to resize to
* @param {number} height - Height of the frame buffer to resize to
*/
resize(width, height)
{
width = Math.ceil(width);
height = Math.ceil(height);
if (width === this.width && height === this.height) return;
this.width = width;
this.height = height;
this.dirtyId++;
this.dirtySize++;
for (let i = 0; i < this.colorTextures.length; i++)
{
this.colorTextures[i].setSize(width, height);
}
if (this.depthTexture)
{
this.depthTexture.setSize(width, height);
}
}
}