var math = require('../../../math'),
CONST = require('../../../const'),
//StencilManager = require('../managers/StencilManager'),
StencilMaskStack = require('./StencilMaskStack');
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* @class FrameBuffer
* @constructor
* @param gl {WebGLContext} 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 {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/
var RenderTarget = function(gl, width, height, scaleMode, root, createStencilBuffer)
{
//TODO Resolution could go here ( eg low res blurs )
/**
* @property gl
* @type WebGLContext
*/
this.gl = gl;
// next time to create a frame buffer and texture
/**
* @property frameBuffer
* @type Any
*/
this.frameBuffer = null;
/**
* @property texture
* @type Any
*/
this.texture = null;
this.size = new math.Rectangle(0, 0, 1, 1);
this.resolution = 1;
this.projectionMatrix = new math.Matrix();
this.frame = null;
this.stencilBuffer = null;
this.stencilMaskStack = new StencilMaskStack();
/**
* @property scaleMode
* @type Number
*/
this.scaleMode = scaleMode || CONST.scaleModes.DEFAULT;
this.root = root;
if (!this.root)
{
// this.flipY = true;
this.frameBuffer = gl.createFramebuffer();
/*
A frame buffer needs a target to render to..
create a texture and bind it attach it to the framebuffer..
*/
this.texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, this.texture);
// set the scale properties of the texture..
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, scaleMode === CONST.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, scaleMode === CONST.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer );
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0);
}
this.resize(width, height);
if (createStencilBuffer)
{
this.attachStenilBuffer();
}
};
RenderTarget.prototype.constructor = RenderTarget;
module.exports = RenderTarget;
/**
* Clears the filter texture.
*
* @method clear
*/
RenderTarget.prototype.clear = function()
{
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer);
gl.clearColor(0,0,0,0);
gl.clear(gl.COLOR_BUFFER_BIT);
};
RenderTarget.prototype.attachStenilBuffer = function()
{
if ( this.stencilBuffer )
{
return;
}
/*
The stencil buffer is used for masking in pixi
lets create one and then add attach it to the framebuffer..
*/
if (!this.root)
{
var gl = this.gl;
this.stencilBuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencilBuffer);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width , this.height );
}
};
RenderTarget.prototype.activate = function()
{
//TOOD refactor usage of frame..
var gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer);
var projectionFrame = this.frame || this.size;
// TODO add a dirty flag to this of a setter for the frame?
this.calculateProjection( projectionFrame );
gl.viewport(0,0, projectionFrame.width, projectionFrame.height);
};
RenderTarget.prototype.calculateProjection = function( projectionFrame )
{
var pm = this.projectionMatrix;
pm.identity();
if (!this.root)
{
pm.a = 1 / projectionFrame.width*2;
pm.d = 1 / projectionFrame.height*2;
pm.tx = -1 - projectionFrame.x * pm.a;
pm.ty = -1 - projectionFrame.y * pm.d;
}
else
{
pm.a = 1 / projectionFrame.width*2;
pm.d = -1 / projectionFrame.height*2;
pm.tx = -1 - projectionFrame.x * pm.a;
pm.ty = 1 - projectionFrame.y * pm.d;
}
};
/**
* Resizes the texture to the specified width and height
*
* @method resize
* @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;
if (!this.root)
{
var gl = this.gl;
gl.bindTexture(gl.TEXTURE_2D, this.texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width , height , 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
if (this.stencilBuffer )
{
// update the stencil buffer width and height
gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencilBuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width , height );
}
}
var projectionFrame = this.frame || this.size;
this.calculateProjection( projectionFrame );
};
/**
* Destroys the filter texture.
*
* @method destroy
*/
RenderTarget.prototype.destroy = function()
{
var gl = this.gl;
gl.deleteFramebuffer( this.frameBuffer );
gl.deleteTexture( this.texture );
this.frameBuffer = null;
this.texture = null;
};