import math from '../../../math'; import CONST from '../../../const'; import {GLFramebuffer} from 'pixi-gl-core'; /** * @class * @memberof PIXI * @param gl {WebGLRenderingContext} the current WebGL drawing context * @param [width=0] {number} the horizontal range of the filter * @param [height=0] {number} the vertical range of the filter * @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} See {@link PIXI.SCALE_MODES} for possible values * @param [resolution=1] {number} The current resolution / device pixel ratio * @param [root=false] {boolean} Whether this object is the root element or not */ class RenderTarget { constructor(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 {PIXI.glCore.GLFramebuffer} */ this.frameBuffer = null; /** * The texture * * @member {PIXI.glCore.GLTexture} */ this.texture = null; /** * The background colour of this render target, as an array of [r,g,b,a] values * * @member {number[]} */ 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 / device pixel ratio * * @member {number} * @default 1 */ 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; /** * The stencil buffer stores masking data for the render target * * @member {glCore.GLBuffer} */ this.defaultFrame = new math.Rectangle(); this.destinationFrame = null; this.sourceFrame = null; /** * The stencil buffer stores masking data for the render target * * @member {glCore.GLBuffer} */ this.stencilBuffer = null; /** * The data structure for the stencil masks * * @member {PIXI.Graphics[]} */ this.stencilMaskStack = []; /** * Stores filter data for the render target * * @member {object[]} */ this.filterData = null; /** * 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; if (!this.root) { this.frameBuffer = GLFramebuffer.createRGBA(gl, 100, 100); if( this.scaleMode === CONST.SCALE_MODES.NEAREST) { this.frameBuffer.texture.enableNearestScaling(); } else { this.frameBuffer.texture.enableLinearScaling(); } /* A frame buffer needs a target to render to.. create a texture and bind it attach it to the framebuffer.. */ // this is used by the base texture this.texture = this.frameBuffer.texture; } else { // make it a null framebuffer.. this.frameBuffer = new GLFramebuffer(gl, 100, 100); this.frameBuffer.framebuffer = null; } this.setFrame(); this.resize(width, height); } /** * Clears the filter texture. * * @param [clearColor=this.clearColor] {number[]} Array of [r,g,b,a] to clear the framebuffer */ clear(clearColor) { const cc = clearColor || this.clearColor; this.frameBuffer.clear(cc[0],cc[1],cc[2],cc[3]);//r,g,b,a); } /** * Binds the stencil buffer. * */ attachStencilBuffer() { //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(); } } setFrame(destinationFrame, sourceFrame) { this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; } /** * Binds the buffers and initialises the viewport. * */ activate() { //TOOD refactor usage of frame.. const gl = this.gl; // make surethe texture is unbound! this.frameBuffer.bind(); this.calculateProjection( this.destinationFrame, this.sourceFrame ); if(this.transform) { this.projectionMatrix.append(this.transform); } //TODO add a check as them may be the same! if(this.destinationFrame !== this.sourceFrame) { gl.enable(gl.SCISSOR_TEST); gl.scissor(this.destinationFrame.x | 0,this.destinationFrame.y | 0, (this.destinationFrame.width * this.resolution) | 0, (this.destinationFrame.height* this.resolution) | 0); } else { gl.disable(gl.SCISSOR_TEST); } // TODO - does not need to be updated all the time?? gl.viewport(this.destinationFrame.x | 0,this.destinationFrame.y | 0, (this.destinationFrame.width * this.resolution) | 0, (this.destinationFrame.height * this.resolution)|0); } /** * Updates the projection matrix based on a projection frame (which is a rectangle) * */ calculateProjection(destinationFrame, sourceFrame) { const 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 */ resize(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); const projectionFrame = this.frame || this.size; this.calculateProjection( projectionFrame ); } /** * Destroys the render target. * */ destroy() { this.frameBuffer.destroy(); this.frameBuffer = null; this.texture = null; } } export default RenderTarget;