/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); /** * @classdesc * A Render Target encapsulates a WebGL framebuffer and the WebGL Texture that displays it. * * Instances of this class are created by, and belong to WebGL Pipelines. * * @class RenderTarget * @memberof Phaser.Renderer.WebGL * @constructor * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGLPipeline to which this Render Target belongs. * @param {number} width - The width of the WebGL Pipeline. * @param {number} height - The height of the WebGL Pipeline. * @param {number} scale - A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer. * @param {number} minFilter - The minFilter mode of the texture when created. 0 is `LINEAR`, 1 is `NEAREST`. * @param {boolean} autoClear - Automatically clear this framebuffer when bound? */ var RenderTarget = new Class({ initialize: function RenderTarget (pipeline, width, height, scale, minFilter, autoClear) { /** * A reference to the WebGLPipeline that owns this Render Target. * * A Render Target class can only belong to a single pipeline. * * @name Phaser.Renderer.WebGL.RenderTarget#pipeline * @type {Phaser.Renderer.WebGL.WebGLPipeline} * @since 3.50.0 */ this.pipeline = pipeline; /** * A reference to the WebGLRenderer instance. * * @name Phaser.Renderer.WebGL.RenderTarget#renderer * @type {Phaser.Renderer.WebGL.WebGLRenderer} * @since 3.50.0 */ this.renderer = pipeline.renderer; /** * The WebGLFramebuffer of this Render Target. * * This is created in the `RenderTarget.resize` method. * * @name Phaser.Renderer.WebGL.RenderTarget#framebuffer * @type {WebGLFramebuffer} * @since 3.50.0 */ this.framebuffer = null; /** * The WebGLTexture of this Render Target. * * This is created in the `RenderTarget.resize` method. * * @name Phaser.Renderer.WebGL.RenderTarget#texture * @type {WebGLTexture} * @since 3.50.0 */ this.texture = null; /** * The width of the texture. * * @name Phaser.Renderer.WebGL.RenderTarget#width * @type {number} * @readonly * @since 3.50.0 */ this.width = 0; /** * The height of the texture. * * @name Phaser.Renderer.WebGL.RenderTarget#height * @type {number} * @readonly * @since 3.50.0 */ this.height = 0; /** * A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer. * * A value of 1 matches it. 0.5 makes the Render Target half the size of the renderer, etc. * * @name Phaser.Renderer.WebGL.RenderTarget#scale * @type {number} * @since 3.50.0 */ this.scale = scale; /** * The minFilter mode of the texture. 0 is `LINEAR`, 1 is `NEAREST`. * * @name Phaser.Renderer.WebGL.RenderTarget#minFilter * @type {number} * @since 3.50.0 */ this.minFilter = minFilter; /** * Controls if this Render Target is automatically cleared (via `gl.COLOR_BUFFER_BIT`) * during the `RenderTarget.bind` method. * * If you need more control over how, or if, the target is cleared, you can disable * this via the config on creation, or even toggle it directly at runtime. * * @name Phaser.Renderer.WebGL.RenderTarget#autoClear * @type {boolean} * @since 3.50.0 */ this.autoClear = autoClear; this.resize(width, height); }, /** * Resizes this Render Target. * * Deletes both the frame buffer and texture, if they exist and then re-creates * them using the new sizes. * * This method is called automatically by the pipeline during its resize handler. * * @method Phaser.Renderer.WebGL.RenderTarget#resize * @since 3.50.0 * * @param {number} width - The new width of the WebGL Pipeline. * @param {number} height - The new height of the WebGL Pipeline. * * @return {this} This RenderTarget instance. */ resize: function (width, height) { var renderer = this.renderer; renderer.deleteFramebuffer(this.framebuffer); renderer.deleteTexture(this.texture); width *= this.scale; height *= this.scale; this.texture = renderer.createTextureFromSource(null, width, height, this.minFilter); this.framebuffer = renderer.createFramebuffer(width, height, this.texture, false); this.width = width; this.height = height; return this; }, /** * Pushes this Render Target as the current frame buffer of the renderer. * * If `autoClear` is set, then clears the texture. * * @method Phaser.Renderer.WebGL.RenderTarget#bind * @since 3.50.0 */ bind: function () { this.renderer.pushFramebuffer(this.framebuffer); if (this.autoClear) { var gl = this.pipeline.gl; gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); } }, /** * Unbinds this Render Target. * * @name Phaser.Renderer.WebGL.RenderTarget#unbind * @since 3.50.0 */ unbind: function () { this.renderer.popFramebuffer(); }, /** * Draws a quad to the pipeline, using this Render Target texture, * sized so that it fills the renderer. * * @name Phaser.Renderer.WebGL.RenderTarget#draw * @since 3.50.0 draw: function () { var width = this.renderer.width; var height = this.renderer.height; this.pipeline.drawFillRect(0, 0, width, height, 0, 1, this.texture); }, */ /** * Removes all external references from this class and deletes the * WebGL framebuffer and texture instances. * * Does not remove this Render Target from the parent pipeline. * * @name Phaser.Renderer.WebGL.RenderTarget#destroy * @since 3.50.0 */ destroy: function () { var renderer = this.pipeline.renderer; renderer.deleteFramebuffer(this.framebuffer); renderer.deleteTexture(this.texture); this.pipeline = null; this.framebuffer = null; this.texture = null; } }); module.exports = RenderTarget;