import { Runner } from '@pixi/runner';
import { BaseTexture } from '../textures/BaseTexture';
import { DepthResource } from '../textures/resources/DepthResource';
import { FORMATS, TYPES, SCALE_MODES } from '@pixi/constants';
/**
* Frame buffer used by the BaseRenderTexture
*
* @class
* @memberof PIXI
*/
export class Framebuffer
{
/**
* @param {number} width - Width of the frame buffer
* @param {number} height - Height of the frame buffer
*/
constructor(width, height)
{
this.width = Math.ceil(width || 100);
this.height = Math.ceil(height || 100);
this.stencil = false;
this.depth = false;
this.dirtyId = 0;
this.dirtyFormat = 0;
this.dirtySize = 0;
this.depthTexture = null;
this.colorTextures = [];
this.glFramebuffers = {};
this.disposeRunner = new Runner('disposeFramebuffer', 2);
}
/**
* Reference to the colorTexture.
*
* @member {PIXI.Texture[]}
* @readonly
*/
get colorTexture()
{
return this.colorTextures[0];
}
/**
* Add texture to the colorTexture array
*
* @param {number} [index=0] - Index of the array to add the texture to
* @param {PIXI.Texture} [texture] - Texture to add to the array
*/
addColorTexture(index = 0, texture)
{
// TODO add some validation to the texture - same width / height etc?
this.colorTextures[index] = texture || new BaseTexture(null, {
scaleMode: SCALE_MODES.NEAREST,
resolution: 1,
mipmap: false,
width: this.width,
height: this.height,
});
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Add a depth texture to the frame buffer
*
* @param {PIXI.Texture} [texture] - Texture to add
*/
addDepthTexture(texture)
{
/* eslint-disable max-len */
this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {
scaleMode: SCALE_MODES.NEAREST,
resolution: 1,
width: this.width,
height: this.height,
mipmap: false,
format: FORMATS.DEPTH_COMPONENT,
type: TYPES.UNSIGNED_SHORT,
});
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Enable depth on the frame buffer
*/
enableDepth()
{
this.depth = true;
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Enable stencil on the frame buffer
*/
enableStencil()
{
this.stencil = true;
this.dirtyId++;
this.dirtyFormat++;
return this;
}
/**
* Resize the frame buffer
*
* @param {number} width - Width of the frame buffer to resize to
* @param {number} height - Height of the frame buffer to resize to
*/
resize(width, height)
{
width = Math.ceil(width);
height = Math.ceil(height);
if (width === this.width && height === this.height)
{ return; }
this.width = width;
this.height = height;
this.dirtyId++;
this.dirtySize++;
for (let i = 0; i < this.colorTextures.length; i++)
{
const texture = this.colorTextures[i];
const resolution = texture.resolution;
// take into acount the fact the texture may have a different resolution..
texture.setSize(width / resolution, height / resolution);
}
if (this.depthTexture)
{
const resolution = this.depthTexture.resolution;
this.depthTexture.setSize(width / resolution, height / resolution);
}
}
/**
* disposes WebGL resources that are connected to this geometry
*/
dispose()
{
this.disposeRunner.run(this, false);
}
}