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';
import type { Renderer } from '../Renderer';
import type { IRenderingContext } from '../IRenderingContext';
const tempRectangle = new Rectangle();
/**
* System plugin to the renderer to manage framebuffers.
*
* @class
* @extends PIXI.System
* @memberof PIXI
*/
export class FramebufferSystem extends System
{
public readonly managedFramebuffers: Array<Framebuffer>;
public current: Framebuffer;
public viewport: Rectangle;
public hasMRT: boolean;
public writeDepthTexture: boolean;
protected CONTEXT_UID: number;
protected gl: IRenderingContext;
protected unknownFramebuffer: Framebuffer;
protected msaaSamples: Array<number>;
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer: 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.
*/
protected contextChange(): void
{
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: number[]): void =>
nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);
}
else
{
this.hasMRT = false;
gl.drawBuffers = (): void =>
{
// 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?: Framebuffer, frame?: Rectangle): void
{
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: number, y: number, width: number, height: number): void
{
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(): { x: number; y: number; width: number; height: number }
{
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: number, g: number, b: number, a: number, mask: BUFFER_BITS = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH): void
{
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: Framebuffer): GLFramebuffer
{
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: Framebuffer): void
{
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: Framebuffer): void
{
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
*/
protected detectSamples(samples: MSAA_QUALITY): MSAA_QUALITY
{
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
*/
public blit(framebuffer?: Framebuffer, sourcePixels?: Rectangle, destPixels?: Rectangle): void
{
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: Framebuffer, contextLost?: boolean): void
{
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?: boolean): void
{
const list = this.managedFramebuffers;
(this.managedFramebuffers as any) = [];
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(): void
{
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(): void
{
this.current = this.unknownFramebuffer;
this.viewport = new Rectangle();
}
}