Source: packages/core/src/framebuffer/FramebufferSystem.js

packages/core/src/framebuffer/FramebufferSystem.js

import { System } from '../System';
import { Rectangle } from '@pixi/math';
import { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';
import { settings } from '../settings';
import { Framebuffer } from './Framebuffer';
import { GLFramebuffer } from './GLFramebuffer';
const tempRectangle = new Rectangle();
/**
 * System plugin to the renderer to manage framebuffers.
 *
 * @class
 * @extends PIXI.System
 * @memberof PIXI.systems
 */
export class FramebufferSystem extends System {
    /**
     * @param {PIXI.Renderer} renderer - The renderer this System works for.
     */
    constructor(renderer) {
        super(renderer);
        /**
         * A list of managed framebuffers
         * @member {PIXI.Framebuffer[]}
         * @readonly
         */
        this.managedFramebuffers = [];
        /**
         * Framebuffer value that shows that we don't know what is bound
         * @member {Framebuffer}
         * @readonly
         */
        this.unknownFramebuffer = new Framebuffer(10, 10);
        this.msaaSamples = null;
    }
    /**
     * Sets up the renderer context and necessary buffers.
     */
    contextChange() {
        const gl = this.gl = this.renderer.gl;
        this.CONTEXT_UID = this.renderer.CONTEXT_UID;
        this.current = this.unknownFramebuffer;
        this.viewport = new Rectangle();
        this.hasMRT = true;
        this.writeDepthTexture = true;
        this.disposeAll(true);
        // webgl2
        if (this.renderer.context.webGLVersion === 1) {
            // webgl 1!
            let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;
            let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;
            if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {
                nativeDrawBuffersExtension = null;
                nativeDepthTextureExtension = null;
            }
            if (nativeDrawBuffersExtension) {
                gl.drawBuffers = (activeTextures) => nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);
            }
            else {
                this.hasMRT = false;
                gl.drawBuffers = () => {
                    // empty
                };
            }
            if (!nativeDepthTextureExtension) {
                this.writeDepthTexture = false;
            }
        }
        else {
            // WebGL2
            // cache possible MSAA samples
            this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);
        }
    }
    /**
     * Bind a framebuffer
     *
     * @param {PIXI.Framebuffer} framebuffer
     * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size
     */
    bind(framebuffer, frame) {
        const { gl } = this;
        if (framebuffer) {
            // TODO caching layer!
            const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);
            if (this.current !== framebuffer) {
                this.current = framebuffer;
                gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);
            }
            // make sure all textures are unbound..
            // now check for updates...
            if (fbo.dirtyId !== framebuffer.dirtyId) {
                fbo.dirtyId = framebuffer.dirtyId;
                if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {
                    fbo.dirtyFormat = framebuffer.dirtyFormat;
                    this.updateFramebuffer(framebuffer);
                }
                else if (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);
            }
            if (frame) {
                this.setViewport(frame.x, frame.y, frame.width, frame.height);
            }
            else {
                this.setViewport(0, 0, framebuffer.width, framebuffer.height);
            }
        }
        else {
            if (this.current) {
                this.current = null;
                gl.bindFramebuffer(gl.FRAMEBUFFER, null);
            }
            if (frame) {
                this.setViewport(frame.x, frame.y, frame.width, frame.height);
            }
            else {
                this.setViewport(0, 0, this.renderer.width, this.renderer.height);
            }
        }
    }
    /**
     * Set the WebGLRenderingContext's viewport.
     *
     * @param {Number} x - X position of viewport
     * @param {Number} y - Y position of viewport
     * @param {Number} width - Width of viewport
     * @param {Number} height - Height of viewport
     */
    setViewport(x, y, width, height) {
        const v = this.viewport;
        if (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.
     *
     * @member {object}
     * @readonly
     */
    get size() {
        if (this.current) {
            // TODO store temp
            return { x: 0, y: 0, width: this.current.width, height: this.current.height };
        }
        return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };
    }
    /**
     * Clear the color of the context
     *
     * @param {Number} r - Red value from 0 to 1
     * @param {Number} g - Green value from 0 to 1
     * @param {Number} b - Blue value from 0 to 1
     * @param {Number} 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;
        // TODO clear color can be set only one right?
        gl.clearColor(r, g, b, a);
        gl.clear(mask);
    }
    /**
     * Initialize framebuffer for this context
     *
     * @protected
     * @param {PIXI.Framebuffer} framebuffer
     * @returns {PIXI.GLFramebuffer} created GLFramebuffer
     */
    initFramebuffer(framebuffer) {
        const { gl } = this;
        const fbo = new GLFramebuffer(gl.createFramebuffer());
        fbo.multisample = this.detectSamples(framebuffer.multisample);
        framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;
        this.managedFramebuffers.push(framebuffer);
        framebuffer.disposeRunner.add(this);
        return fbo;
    }
    /**
     * Resize the framebuffer
     *
     * @protected
     * @param {PIXI.Framebuffer} framebuffer
     */
    resizeFramebuffer(framebuffer) {
        const { gl } = this;
        const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];
        if (fbo.stencil) {
            gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);
            gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);
        }
        const colorTextures = framebuffer.colorTextures;
        for (let i = 0; i < colorTextures.length; i++) {
            this.renderer.texture.bind(colorTextures[i], 0);
        }
        if (framebuffer.depthTexture) {
            this.renderer.texture.bind(framebuffer.depthTexture, 0);
        }
    }
    /**
     * Update the framebuffer
     *
     * @protected
     * @param {PIXI.Framebuffer} framebuffer
     */
    updateFramebuffer(framebuffer) {
        const { gl } = this;
        const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];
        // bind the color texture
        const colorTextures = framebuffer.colorTextures;
        let count = colorTextures.length;
        if (!gl.drawBuffers) {
            count = Math.min(count, 1);
        }
        if (fbo.multisample > 1) {
            fbo.msaaBuffer = gl.createRenderbuffer();
            gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);
            gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height);
            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);
        }
        const activeTextures = [];
        for (let i = 0; i < count; i++) {
            if (i === 0 && fbo.multisample > 1) {
                continue;
            }
            const texture = framebuffer.colorTextures[i];
            const parentTexture = texture.parentTextureArray || texture;
            this.renderer.texture.bind(parentTexture, 0);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, 0);
            activeTextures.push(gl.COLOR_ATTACHMENT0 + i);
        }
        if (activeTextures.length > 1) {
            gl.drawBuffers(activeTextures);
        }
        if (framebuffer.depthTexture) {
            const writeDepthTexture = this.writeDepthTexture;
            if (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, 0);
            }
        }
        if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth)) {
            fbo.stencil = gl.createRenderbuffer();
            gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);
            gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);
            // TODO.. this is depth AND stencil?
            if (!framebuffer.depthTexture) { // you can't have both, so one should take priority if enabled
                gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);
            }
        }
    }
    /**
     * Detects number of samples that is not more than a param but as close to it as possible
     *
     * @param {PIXI.MSAA_QUALITY} samples - number of samples
     * @returns {PIXI.MSAA_QUALITY} - 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;
            }
        }
        if (res === 1) {
            res = MSAA_QUALITY.NONE;
        }
        return 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 {PIXI.Framebuffer} [framebuffer] - by default it blits "into itself", from renderBuffer to texture.
     * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels
     * @param {PIXI.Rectangle} [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) {
            return;
        }
        if (!current) {
            return;
        }
        const fbo = current.glFramebuffers[CONTEXT_UID];
        if (!fbo) {
            return;
        }
        if (!framebuffer) {
            if (fbo.multisample <= 1) {
                return;
            }
            if (!fbo.blitFramebuffer) {
                fbo.blitFramebuffer = new Framebuffer(current.width, current.height);
                fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]);
            }
            framebuffer = fbo.blitFramebuffer;
            framebuffer.width = current.width;
            framebuffer.height = current.height;
        }
        if (!sourcePixels) {
            sourcePixels = tempRectangle;
            sourcePixels.width = current.width;
            sourcePixels.height = current.height;
        }
        if (!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.x, sourcePixels.y, sourcePixels.width, sourcePixels.height, destPixels.x, destPixels.y, destPixels.width, destPixels.height, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);
    }
    /**
     * Disposes framebuffer
     * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of
     * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls
     */
    disposeFramebuffer(framebuffer, contextLost) {
        const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];
        const gl = this.gl;
        if (!fbo) {
            return;
        }
        delete framebuffer.glFramebuffers[this.CONTEXT_UID];
        const index = this.managedFramebuffers.indexOf(framebuffer);
        if (index >= 0) {
            this.managedFramebuffers.splice(index, 1);
        }
        framebuffer.disposeRunner.remove(this);
        if (!contextLost) {
            gl.deleteFramebuffer(fbo.framebuffer);
            if (fbo.stencil) {
                gl.deleteRenderbuffer(fbo.stencil);
            }
        }
    }
    /**
     * Disposes all framebuffers, but not textures bound to them
     * @param {boolean} [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) {
            return;
        }
        framebuffer.enableStencil();
        const w = framebuffer.width;
        const h = framebuffer.height;
        const gl = this.gl;
        const stencil = gl.createRenderbuffer();
        gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);
        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);
        fbo.stencil = stencil;
        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, 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();
    }
}