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