cesium
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
144 lines (126 loc) • 5.21 kB
JavaScript
define([
'../Core/Color',
'../Core/defined',
'../Core/destroyObject',
'../Core/PixelFormat',
'../Renderer/ClearCommand',
'../Renderer/Framebuffer',
'../Renderer/PixelDatatype',
'../Renderer/Renderbuffer',
'../Renderer/RenderbufferFormat',
'../Renderer/RenderState',
'../Renderer/Sampler',
'../Renderer/Texture',
'../Renderer/TextureMagnificationFilter',
'../Renderer/TextureMinificationFilter',
'../Renderer/TextureWrap'
], function(
Color,
defined,
destroyObject,
PixelFormat,
ClearCommand,
Framebuffer,
PixelDatatype,
Renderbuffer,
RenderbufferFormat,
RenderState,
Sampler,
Texture,
TextureMagnificationFilter,
TextureMinificationFilter,
TextureWrap) {
'use strict';
/**
* @private
*/
function SceneFramebuffer() {
this._colorTexture = undefined;
this._depthStencilTexture = undefined;
this._depthStencilRenderbuffer = undefined;
this._framebuffer = undefined;
this._clearCommand = new ClearCommand({
color : new Color(0.0, 0.0, 0.0, 0.0),
depth : 1.0,
owner : this
});
}
function destroyResources(post) {
post._framebuffer = post._framebuffer && post._framebuffer.destroy();
post._colorTexture = post._colorTexture && post._colorTexture.destroy();
post._depthStencilTexture = post._depthStencilTexture && post._depthStencilTexture.destroy();
post._depthStencilRenderbuffer = post._depthStencilRenderbuffer && post._depthStencilRenderbuffer.destroy();
post._framebuffer = undefined;
post._colorTexture = undefined;
post._depthStencilTexture = undefined;
post._depthStencilRenderbuffer = undefined;
}
SceneFramebuffer.prototype.update = function(context) {
var width = context.drawingBufferWidth;
var height = context.drawingBufferHeight;
var colorTexture = this._colorTexture;
var textureChanged = !defined(colorTexture) || colorTexture.width !== width || colorTexture.height !== height;
if (textureChanged) {
this._colorTexture = this._colorTexture && this._colorTexture.destroy();
this._depthStencilTexture = this._depthStencilTexture && this._depthStencilTexture.destroy();
this._depthStencilRenderbuffer = this._depthStencilRenderbuffer && this._depthStencilRenderbuffer.destroy();
this._colorTexture = new Texture({
context : context,
width : width,
height : height,
pixelFormat : PixelFormat.RGBA,
pixelDatatype : PixelDatatype.UNSIGNED_BYTE,
sampler : new Sampler({
wrapS : TextureWrap.CLAMP_TO_EDGE,
wrapT : TextureWrap.CLAMP_TO_EDGE,
minificationFilter : TextureMinificationFilter.NEAREST,
magnificationFilter : TextureMagnificationFilter.NEAREST
})
});
if (context.depthTexture) {
this._depthStencilTexture = new Texture({
context : context,
width : width,
height : height,
pixelFormat : PixelFormat.DEPTH_STENCIL,
pixelDatatype : PixelDatatype.UNSIGNED_INT_24_8
});
} else {
this._depthStencilRenderbuffer = new Renderbuffer({
context : context,
width : width,
height : height,
format : RenderbufferFormat.DEPTH_STENCIL
});
}
}
if (!defined(this._framebuffer) || textureChanged) {
this._framebuffer = this._framebuffer && this._framebuffer.destroy();
this._framebuffer = new Framebuffer({
context : context,
colorTextures : [this._colorTexture],
depthStencilTexture : this._depthStencilTexture,
depthStencilRenderbuffer : this._depthStencilRenderbuffer,
destroyAttachments : false
});
}
};
SceneFramebuffer.prototype.clear = function(context, passState, clearColor) {
var framebuffer = passState.framebuffer;
passState.framebuffer = this._framebuffer;
Color.clone(clearColor, this._clearCommand.color);
this._clearCommand.execute(context, passState);
passState.framebuffer = framebuffer;
};
SceneFramebuffer.prototype.getFramebuffer = function() {
return this._framebuffer;
};
SceneFramebuffer.prototype.isDestroyed = function() {
return false;
};
SceneFramebuffer.prototype.destroy = function() {
destroyResources(this);
return destroyObject(this);
};
return SceneFramebuffer;
});