@pixi/core
Version:
Core PixiJS
305 lines (304 loc) • 16.2 kB
JavaScript
import { ENV, BUFFER_BITS, MSAA_QUALITY } from "@pixi/constants";
import { ExtensionType, extensions } from "@pixi/extensions";
import { Rectangle } from "@pixi/math";
import { settings } from "@pixi/settings";
import { Framebuffer } from "./Framebuffer.mjs";
import { GLFramebuffer } from "./GLFramebuffer.mjs";
const tempRectangle = new Rectangle();
class FramebufferSystem {
/**
* @param renderer - The renderer this System works for.
*/
constructor(renderer) {
this.renderer = renderer, this.managedFramebuffers = [], this.unknownFramebuffer = new Framebuffer(10, 10), this.msaaSamples = null;
}
/** Sets up the renderer context and necessary buffers. */
contextChange() {
this.disposeAll(!0);
const gl = this.gl = this.renderer.gl;
if (this.CONTEXT_UID = this.renderer.CONTEXT_UID, this.current = this.unknownFramebuffer, this.viewport = new Rectangle(), this.hasMRT = !0, this.writeDepthTexture = !0, this.renderer.context.webGLVersion === 1) {
let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers, nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;
settings.PREFER_ENV === ENV.WEBGL_LEGACY && (nativeDrawBuffersExtension = null, nativeDepthTextureExtension = null), nativeDrawBuffersExtension ? gl.drawBuffers = (activeTextures) => nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures) : (this.hasMRT = !1, gl.drawBuffers = () => {
}), nativeDepthTextureExtension || (this.writeDepthTexture = !1);
} else
this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);
}
/**
* Bind a framebuffer.
* @param framebuffer
* @param frame - frame, default is framebuffer size
* @param mipLevel - optional mip level to set on the framebuffer - defaults to 0
*/
bind(framebuffer, frame, mipLevel = 0) {
const { gl } = this;
if (framebuffer) {
const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);
this.current !== framebuffer && (this.current = framebuffer, gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer)), fbo.mipLevel !== mipLevel && (framebuffer.dirtyId++, framebuffer.dirtyFormat++, fbo.mipLevel = mipLevel), fbo.dirtyId !== framebuffer.dirtyId && (fbo.dirtyId = framebuffer.dirtyId, fbo.dirtyFormat !== framebuffer.dirtyFormat ? (fbo.dirtyFormat = framebuffer.dirtyFormat, fbo.dirtySize = framebuffer.dirtySize, this.updateFramebuffer(framebuffer, mipLevel)) : fbo.dirtySize !== framebuffer.dirtySize && (fbo.dirtySize = framebuffer.dirtySize, this.resizeFramebuffer(framebuffer)));
for (let i = 0; i < framebuffer.colorTextures.length; i++) {
const tex = framebuffer.colorTextures[i];
this.renderer.texture.unbind(tex.parentTextureArray || tex);
}
if (framebuffer.depthTexture && this.renderer.texture.unbind(framebuffer.depthTexture), frame) {
const mipWidth = frame.width >> mipLevel, mipHeight = frame.height >> mipLevel, scale = mipWidth / frame.width;
this.setViewport(
frame.x * scale,
frame.y * scale,
mipWidth,
mipHeight
);
} else {
const mipWidth = framebuffer.width >> mipLevel, mipHeight = framebuffer.height >> mipLevel;
this.setViewport(0, 0, mipWidth, mipHeight);
}
} else
this.current && (this.current = null, gl.bindFramebuffer(gl.FRAMEBUFFER, null)), frame ? this.setViewport(frame.x, frame.y, frame.width, frame.height) : this.setViewport(0, 0, this.renderer.width, this.renderer.height);
}
/**
* Set the WebGLRenderingContext's viewport.
* @param x - X position of viewport
* @param y - Y position of viewport
* @param width - Width of viewport
* @param height - Height of viewport
*/
setViewport(x, y, width, height) {
const v = this.viewport;
x = Math.round(x), y = Math.round(y), width = Math.round(width), height = Math.round(height), (v.width !== width || v.height !== height || v.x !== x || v.y !== y) && (v.x = x, v.y = y, v.width = width, v.height = height, this.gl.viewport(x, y, width, height));
}
/**
* Get the size of the current width and height. Returns object with `width` and `height` values.
* @readonly
*/
get size() {
return this.current ? { x: 0, y: 0, width: this.current.width, height: this.current.height } : { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };
}
/**
* Clear the color of the context
* @param r - Red value from 0 to 1
* @param g - Green value from 0 to 1
* @param b - Blue value from 0 to 1
* @param a - Alpha value from 0 to 1
* @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks
* that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.
*/
clear(r, g, b, a, mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH) {
const { gl } = this;
gl.clearColor(r, g, b, a), gl.clear(mask);
}
/**
* Initialize framebuffer for this context
* @protected
* @param framebuffer
* @returns - created GLFramebuffer
*/
initFramebuffer(framebuffer) {
const { gl } = this, fbo = new GLFramebuffer(gl.createFramebuffer());
return fbo.multisample = this.detectSamples(framebuffer.multisample), framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo, this.managedFramebuffers.push(framebuffer), framebuffer.disposeRunner.add(this), fbo;
}
/**
* Resize the framebuffer
* @param framebuffer
* @protected
*/
resizeFramebuffer(framebuffer) {
const { gl } = this, fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];
if (fbo.stencil) {
gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);
let stencilFormat;
this.renderer.context.webGLVersion === 1 ? stencilFormat = gl.DEPTH_STENCIL : framebuffer.depth && framebuffer.stencil ? stencilFormat = gl.DEPTH24_STENCIL8 : framebuffer.depth ? stencilFormat = gl.DEPTH_COMPONENT24 : stencilFormat = gl.STENCIL_INDEX8, fbo.msaaBuffer ? gl.renderbufferStorageMultisample(
gl.RENDERBUFFER,
fbo.multisample,
stencilFormat,
framebuffer.width,
framebuffer.height
) : gl.renderbufferStorage(gl.RENDERBUFFER, stencilFormat, framebuffer.width, framebuffer.height);
}
const colorTextures = framebuffer.colorTextures;
let count = colorTextures.length;
gl.drawBuffers || (count = Math.min(count, 1));
for (let i = 0; i < count; i++) {
const texture = colorTextures[i], parentTexture = texture.parentTextureArray || texture;
this.renderer.texture.bind(parentTexture, 0), i === 0 && fbo.msaaBuffer && (gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer), gl.renderbufferStorageMultisample(
gl.RENDERBUFFER,
fbo.multisample,
parentTexture._glTextures[this.CONTEXT_UID].internalFormat,
framebuffer.width,
framebuffer.height
));
}
framebuffer.depthTexture && this.writeDepthTexture && this.renderer.texture.bind(framebuffer.depthTexture, 0);
}
/**
* Update the framebuffer
* @param framebuffer
* @param mipLevel
* @protected
*/
updateFramebuffer(framebuffer, mipLevel) {
const { gl } = this, fbo = framebuffer.glFramebuffers[this.CONTEXT_UID], colorTextures = framebuffer.colorTextures;
let count = colorTextures.length;
gl.drawBuffers || (count = Math.min(count, 1)), fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer) ? fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer() : fbo.msaaBuffer && (gl.deleteRenderbuffer(fbo.msaaBuffer), fbo.msaaBuffer = null, fbo.blitFramebuffer && (fbo.blitFramebuffer.dispose(), fbo.blitFramebuffer = null));
const activeTextures = [];
for (let i = 0; i < count; i++) {
const texture = colorTextures[i], parentTexture = texture.parentTextureArray || texture;
this.renderer.texture.bind(parentTexture, 0), i === 0 && fbo.msaaBuffer ? (gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer), gl.renderbufferStorageMultisample(
gl.RENDERBUFFER,
fbo.multisample,
parentTexture._glTextures[this.CONTEXT_UID].internalFormat,
framebuffer.width,
framebuffer.height
), gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer)) : (gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0 + i,
texture.target,
parentTexture._glTextures[this.CONTEXT_UID].texture,
mipLevel
), activeTextures.push(gl.COLOR_ATTACHMENT0 + i));
}
if (activeTextures.length > 1 && gl.drawBuffers(activeTextures), framebuffer.depthTexture && this.writeDepthTexture) {
const depthTexture = framebuffer.depthTexture;
this.renderer.texture.bind(depthTexture, 0), gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.TEXTURE_2D,
depthTexture._glTextures[this.CONTEXT_UID].texture,
mipLevel
);
}
if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {
fbo.stencil = fbo.stencil || gl.createRenderbuffer();
let stencilAttachment, stencilFormat;
this.renderer.context.webGLVersion === 1 ? (stencilAttachment = gl.DEPTH_STENCIL_ATTACHMENT, stencilFormat = gl.DEPTH_STENCIL) : framebuffer.depth && framebuffer.stencil ? (stencilAttachment = gl.DEPTH_STENCIL_ATTACHMENT, stencilFormat = gl.DEPTH24_STENCIL8) : framebuffer.depth ? (stencilAttachment = gl.DEPTH_ATTACHMENT, stencilFormat = gl.DEPTH_COMPONENT24) : (stencilAttachment = gl.STENCIL_ATTACHMENT, stencilFormat = gl.STENCIL_INDEX8), gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil), fbo.msaaBuffer ? gl.renderbufferStorageMultisample(
gl.RENDERBUFFER,
fbo.multisample,
stencilFormat,
framebuffer.width,
framebuffer.height
) : gl.renderbufferStorage(gl.RENDERBUFFER, stencilFormat, framebuffer.width, framebuffer.height), gl.framebufferRenderbuffer(gl.FRAMEBUFFER, stencilAttachment, gl.RENDERBUFFER, fbo.stencil);
} else
fbo.stencil && (gl.deleteRenderbuffer(fbo.stencil), fbo.stencil = null);
}
/**
* Returns true if the frame buffer can be multisampled.
* @param framebuffer
*/
canMultisampleFramebuffer(framebuffer) {
return this.renderer.context.webGLVersion !== 1 && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;
}
/**
* Detects number of samples that is not more than a param but as close to it as possible
* @param samples - number of samples
* @returns - recommended number of samples
*/
detectSamples(samples) {
const { msaaSamples } = this;
let res = MSAA_QUALITY.NONE;
if (samples <= 1 || msaaSamples === null)
return res;
for (let i = 0; i < msaaSamples.length; i++)
if (msaaSamples[i] <= samples) {
res = msaaSamples[i];
break;
}
return res === 1 && (res = MSAA_QUALITY.NONE), res;
}
/**
* Only works with WebGL2
*
* blits framebuffer to another of the same or bigger size
* after that target framebuffer is bound
*
* Fails with WebGL warning if blits multisample framebuffer to different size
* @param framebuffer - by default it blits "into itself", from renderBuffer to texture.
* @param sourcePixels - source rectangle in pixels
* @param destPixels - dest rectangle in pixels, assumed to be the same as sourcePixels
*/
blit(framebuffer, sourcePixels, destPixels) {
const { current, renderer, gl, CONTEXT_UID } = this;
if (renderer.context.webGLVersion !== 2 || !current)
return;
const fbo = current.glFramebuffers[CONTEXT_UID];
if (!fbo)
return;
if (!framebuffer) {
if (!fbo.msaaBuffer)
return;
const colorTexture = current.colorTextures[0];
if (!colorTexture)
return;
fbo.blitFramebuffer || (fbo.blitFramebuffer = new Framebuffer(current.width, current.height), fbo.blitFramebuffer.addColorTexture(0, colorTexture)), framebuffer = fbo.blitFramebuffer, framebuffer.colorTextures[0] !== colorTexture && (framebuffer.colorTextures[0] = colorTexture, framebuffer.dirtyId++, framebuffer.dirtyFormat++), (framebuffer.width !== current.width || framebuffer.height !== current.height) && (framebuffer.width = current.width, framebuffer.height = current.height, framebuffer.dirtyId++, framebuffer.dirtySize++);
}
sourcePixels || (sourcePixels = tempRectangle, sourcePixels.width = current.width, sourcePixels.height = current.height), destPixels || (destPixels = sourcePixels);
const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;
this.bind(framebuffer), gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer), gl.blitFramebuffer(
sourcePixels.left,
sourcePixels.top,
sourcePixels.right,
sourcePixels.bottom,
destPixels.left,
destPixels.top,
destPixels.right,
destPixels.bottom,
gl.COLOR_BUFFER_BIT,
sameSize ? gl.NEAREST : gl.LINEAR
), gl.bindFramebuffer(gl.READ_FRAMEBUFFER, framebuffer.glFramebuffers[this.CONTEXT_UID].framebuffer);
}
/**
* Disposes framebuffer.
* @param framebuffer - framebuffer that has to be disposed of
* @param contextLost - If context was lost, we suppress all delete function calls
*/
disposeFramebuffer(framebuffer, contextLost) {
const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID], gl = this.gl;
if (!fbo)
return;
delete framebuffer.glFramebuffers[this.CONTEXT_UID];
const index = this.managedFramebuffers.indexOf(framebuffer);
index >= 0 && this.managedFramebuffers.splice(index, 1), framebuffer.disposeRunner.remove(this), contextLost || (gl.deleteFramebuffer(fbo.framebuffer), fbo.msaaBuffer && gl.deleteRenderbuffer(fbo.msaaBuffer), fbo.stencil && gl.deleteRenderbuffer(fbo.stencil)), fbo.blitFramebuffer && this.disposeFramebuffer(fbo.blitFramebuffer, contextLost);
}
/**
* Disposes all framebuffers, but not textures bound to them.
* @param [contextLost=false] - If context was lost, we suppress all delete function calls
*/
disposeAll(contextLost) {
const list = this.managedFramebuffers;
this.managedFramebuffers = [];
for (let i = 0; i < list.length; i++)
this.disposeFramebuffer(list[i], contextLost);
}
/**
* Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.
* Used by MaskSystem, when its time to use stencil mask for Graphics element.
*
* Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.
* @private
*/
forceStencil() {
const framebuffer = this.current;
if (!framebuffer)
return;
const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];
if (!fbo || fbo.stencil && framebuffer.stencil)
return;
framebuffer.stencil = !0;
const w = framebuffer.width, h = framebuffer.height, gl = this.gl, stencil = fbo.stencil = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);
let stencilAttachment, stencilFormat;
this.renderer.context.webGLVersion === 1 ? (stencilAttachment = gl.DEPTH_STENCIL_ATTACHMENT, stencilFormat = gl.DEPTH_STENCIL) : framebuffer.depth ? (stencilAttachment = gl.DEPTH_STENCIL_ATTACHMENT, stencilFormat = gl.DEPTH24_STENCIL8) : (stencilAttachment = gl.STENCIL_ATTACHMENT, stencilFormat = gl.STENCIL_INDEX8), fbo.msaaBuffer ? gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, stencilFormat, w, h) : gl.renderbufferStorage(gl.RENDERBUFFER, stencilFormat, w, h), gl.framebufferRenderbuffer(gl.FRAMEBUFFER, stencilAttachment, gl.RENDERBUFFER, stencil);
}
/** Resets framebuffer stored state, binds screen framebuffer. Should be called before renderTexture reset(). */
reset() {
this.current = this.unknownFramebuffer, this.viewport = new Rectangle();
}
destroy() {
this.renderer = null;
}
}
FramebufferSystem.extension = {
type: ExtensionType.RendererSystem,
name: "framebuffer"
};
extensions.add(FramebufferSystem);
export {
FramebufferSystem
};
//# sourceMappingURL=FramebufferSystem.mjs.map