Files
nothoughts/node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTarget.js
2025-08-04 18:57:35 +02:00

150 lines
4.9 KiB
JavaScript

'use strict';
var uid = require('../../../../utils/data/uid.js');
var TextureSource = require('../texture/sources/TextureSource.js');
var Texture = require('../texture/Texture.js');
"use strict";
const _RenderTarget = class _RenderTarget {
/**
* @param [descriptor] - Options for creating a render target.
*/
constructor(descriptor = {}) {
/** unique id for this render target */
this.uid = uid.uid("renderTarget");
/**
* An array of textures that can be written to by the GPU - mostly this has one texture in Pixi, but you could
* write to multiple if required! (eg deferred lighting)
*/
this.colorTextures = [];
this.dirtyId = 0;
this.isRoot = false;
this._size = new Float32Array(2);
/** if true, then when the render target is destroyed, it will destroy all the textures that were created for it. */
this._managedColorTextures = false;
descriptor = { ..._RenderTarget.defaultOptions, ...descriptor };
this.stencil = descriptor.stencil;
this.depth = descriptor.depth;
this.isRoot = descriptor.isRoot;
if (typeof descriptor.colorTextures === "number") {
this._managedColorTextures = true;
for (let i = 0; i < descriptor.colorTextures; i++) {
this.colorTextures.push(
new TextureSource.TextureSource({
width: descriptor.width,
height: descriptor.height,
resolution: descriptor.resolution,
antialias: descriptor.antialias
})
);
}
} else {
this.colorTextures = [...descriptor.colorTextures.map((texture) => texture.source)];
const colorSource = this.colorTexture.source;
this.resize(colorSource.width, colorSource.height, colorSource._resolution);
}
this.colorTexture.source.on("resize", this.onSourceResize, this);
if (descriptor.depthStencilTexture || this.stencil) {
if (descriptor.depthStencilTexture instanceof Texture.Texture || descriptor.depthStencilTexture instanceof TextureSource.TextureSource) {
this.depthStencilTexture = descriptor.depthStencilTexture.source;
} else {
this.ensureDepthStencilTexture();
}
}
}
get size() {
const _size = this._size;
_size[0] = this.pixelWidth;
_size[1] = this.pixelHeight;
return _size;
}
get width() {
return this.colorTexture.source.width;
}
get height() {
return this.colorTexture.source.height;
}
get pixelWidth() {
return this.colorTexture.source.pixelWidth;
}
get pixelHeight() {
return this.colorTexture.source.pixelHeight;
}
get resolution() {
return this.colorTexture.source._resolution;
}
get colorTexture() {
return this.colorTextures[0];
}
onSourceResize(source) {
this.resize(source.width, source.height, source._resolution, true);
}
/**
* This will ensure a depthStencil texture is created for this render target.
* Most likely called by the mask system to make sure we have stencil buffer added.
* @internal
* @ignore
*/
ensureDepthStencilTexture() {
if (!this.depthStencilTexture) {
this.depthStencilTexture = new TextureSource.TextureSource({
width: this.width,
height: this.height,
resolution: this.resolution,
format: "depth24plus-stencil8",
autoGenerateMipmaps: false,
antialias: false,
mipLevelCount: 1
// sampleCount: handled by the render target system..
});
}
}
resize(width, height, resolution = this.resolution, skipColorTexture = false) {
this.dirtyId++;
this.colorTextures.forEach((colorTexture, i) => {
if (skipColorTexture && i === 0)
return;
colorTexture.source.resize(width, height, resolution);
});
if (this.depthStencilTexture) {
this.depthStencilTexture.source.resize(width, height, resolution);
}
}
destroy() {
this.colorTexture.source.off("resize", this.onSourceResize, this);
if (this._managedColorTextures) {
this.colorTextures.forEach((texture) => {
texture.destroy();
});
}
if (this.depthStencilTexture) {
this.depthStencilTexture.destroy();
delete this.depthStencilTexture;
}
}
};
/** The default options for a render target */
_RenderTarget.defaultOptions = {
/** the width of the RenderTarget */
width: 0,
/** the height of the RenderTarget */
height: 0,
/** the resolution of the RenderTarget */
resolution: 1,
/** an array of textures, or a number indicating how many color textures there should be */
colorTextures: 1,
/** should this render target have a stencil buffer? */
stencil: false,
/** should this render target have a depth buffer? */
depth: false,
/** should this render target be antialiased? */
antialias: false,
// save on perf by default!
/** is this a root element, true if this is gl context owners render target */
isRoot: false
};
let RenderTarget = _RenderTarget;
exports.RenderTarget = RenderTarget;
//# sourceMappingURL=RenderTarget.js.map