cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import Color from '../Core/Color.js';
import defined from '../Core/defined.js';
import destroyObject from '../Core/destroyObject.js';
import PixelFormat from '../Core/PixelFormat.js';
import ClearCommand from '../Renderer/ClearCommand.js';
import Framebuffer from '../Renderer/Framebuffer.js';
import PixelDatatype from '../Renderer/PixelDatatype.js';
import Renderbuffer from '../Renderer/Renderbuffer.js';
import RenderbufferFormat from '../Renderer/RenderbufferFormat.js';
import Sampler from '../Renderer/Sampler.js';
import Texture from '../Renderer/Texture.js';
import TextureMagnificationFilter from '../Renderer/TextureMagnificationFilter.js';
import TextureMinificationFilter from '../Renderer/TextureMinificationFilter.js';
import TextureWrap from '../Renderer/TextureWrap.js';
/**
* @private
*/
function SceneFramebuffer() {
this._colorTexture = undefined;
this._idTexture = undefined;
this._depthStencilTexture = undefined;
this._depthStencilRenderbuffer = undefined;
this._framebuffer = undefined;
this._idFramebuffer = undefined;
this._idClearColor = new Color(0.0, 0.0, 0.0, 0.0);
this._useHdr = 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._idFramebuffer = post._idFramebuffer && post._idFramebuffer.destroy();
post._colorTexture = post._colorTexture && post._colorTexture.destroy();
post._idTexture = post._idTexture && post._idTexture.destroy();
post._depthStencilTexture = post._depthStencilTexture && post._depthStencilTexture.destroy();
post._depthStencilRenderbuffer = post._depthStencilRenderbuffer && post._depthStencilRenderbuffer.destroy();
post._depthStencilIdTexture = post._depthStencilIdTexture && post._depthStencilIdTexture.destroy();
post._depthStencilIdRenderbuffer = post._depthStencilIdRenderbuffer && post._depthStencilIdRenderbuffer.destroy();
post._framebuffer = undefined;
post._idFramebuffer = undefined;
post._colorTexture = undefined;
post._idTexture = undefined;
post._depthStencilTexture = undefined;
post._depthStencilRenderbuffer = undefined;
post._depthStencilIdTexture = undefined;
post._depthStencilIdRenderbuffer = undefined;
}
SceneFramebuffer.prototype.update = function(context, viewport, hdr) {
var width = viewport.width;
var height = viewport.height;
var colorTexture = this._colorTexture;
if (defined(colorTexture) && colorTexture.width === width && colorTexture.height === height && hdr === this._useHdr) {
return;
}
destroyResources(this);
this._useHdr = hdr;
var pixelDatatype = hdr ? (context.halfFloatingPointTexture ? PixelDatatype.HALF_FLOAT : PixelDatatype.FLOAT) : PixelDatatype.UNSIGNED_BYTE;
this._colorTexture = new Texture({
context : context,
width : width,
height : height,
pixelFormat : PixelFormat.RGBA,
pixelDatatype : pixelDatatype,
sampler : new Sampler({
wrapS : TextureWrap.CLAMP_TO_EDGE,
wrapT : TextureWrap.CLAMP_TO_EDGE,
minificationFilter : TextureMinificationFilter.NEAREST,
magnificationFilter : TextureMagnificationFilter.NEAREST
})
});
this._idTexture = 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,
sampler : new Sampler({
wrapS : TextureWrap.CLAMP_TO_EDGE,
wrapT : TextureWrap.CLAMP_TO_EDGE,
minificationFilter : TextureMinificationFilter.NEAREST,
magnificationFilter : TextureMagnificationFilter.NEAREST
})
});
this._depthStencilIdTexture = new Texture({
context : context,
width : width,
height : height,
pixelFormat : PixelFormat.DEPTH_STENCIL,
pixelDatatype : PixelDatatype.UNSIGNED_INT_24_8,
sampler : new Sampler({
wrapS : TextureWrap.CLAMP_TO_EDGE,
wrapT : TextureWrap.CLAMP_TO_EDGE,
minificationFilter : TextureMinificationFilter.NEAREST,
magnificationFilter : TextureMagnificationFilter.NEAREST
})
});
} else {
this._depthStencilRenderbuffer = new Renderbuffer({
context : context,
width : width,
height : height,
format : RenderbufferFormat.DEPTH_STENCIL
});
this._depthStencilIdRenderbuffer = new Renderbuffer({
context : context,
width : width,
height : height,
format : RenderbufferFormat.DEPTH_STENCIL
});
}
this._framebuffer = new Framebuffer({
context : context,
colorTextures : [this._colorTexture],
depthStencilTexture : this._depthStencilTexture,
depthStencilRenderbuffer : this._depthStencilRenderbuffer,
destroyAttachments : false
});
this._idFramebuffer = new Framebuffer({
context : context,
colorTextures : [this._idTexture],
depthStencilTexture : this._depthStencilIdTexture,
depthStencilRenderbuffer : this._depthStencilIdRenderbuffer,
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 = this._idFramebuffer;
Color.clone(this._idClearColor, this._clearCommand.color);
this._clearCommand.execute(context, passState);
passState.framebuffer = framebuffer;
};
SceneFramebuffer.prototype.getFramebuffer = function() {
return this._framebuffer;
};
SceneFramebuffer.prototype.getIdFramebuffer = function() {
return this._idFramebuffer;
};
SceneFramebuffer.prototype.isDestroyed = function() {
return false;
};
SceneFramebuffer.prototype.destroy = function() {
destroyResources(this);
return destroyObject(this);
};
export default SceneFramebuffer;