/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var Events = require('../events'); /** * @classdesc * A Render Target encapsulates a WebGL framebuffer and the WebGL Texture that displays it. * * Instances of this class are typically created by, and belong to WebGL Pipelines, however * other Game Objects and classes can take advantage of Render Targets as well. * * @class RenderTarget * @memberof Phaser.Renderer.WebGL * @constructor * @since 3.50.0 * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the WebGLRenderer. * @param {number} width - The width of this Render Target. * @param {number} height - The height of this Render Target. * @param {number} [scale=1] - A value between 0 and 1. Controls the size of this Render Target in relation to the Renderer. * @param {number} [minFilter=0] - The minFilter mode of the texture when created. 0 is `LINEAR`, 1 is `NEAREST`. * @param {boolean} [autoClear=true] - Automatically clear this framebuffer when bound? * @param {boolean} [autoResize=false] - Automatically resize this Render Target if the WebGL Renderer resizes? */ var RenderTarget = new Class({ initialize: function RenderTarget (renderer, width, height, scale, minFilter, autoClear, autoResize) { if (scale === undefined) { scale = 1; } if (minFilter === undefined) { minFilter = 0; } if (autoClear === undefined) { autoClear = true; } if (autoResize === undefined) { autoResize = false; } /** * A reference to the WebGLRenderer instance. * * @name Phaser.Renderer.WebGL.RenderTarget#renderer * @type {Phaser.Renderer.WebGL.WebGLRenderer} * @since 3.50.0 */ this.renderer = 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; /** * Does this Render Target automatically resize when the WebGL Renderer does? * * Modify this property via the `setAutoResize` method. * * @name Phaser.Renderer.WebGL.RenderTarget#autoResize * @type {boolean} * @readonly * @since 3.50.0 */ this.autoResize = false; this.resize(width, height); if (autoResize) { this.setAutoResize(true); } }, /** * Sets if this Render Target should automatically resize when the WebGL Renderer * emits a resize event. * * @method Phaser.Renderer.WebGL.RenderTarget#setAutoResize * @since 3.50.0 * * @param {boolean} autoResize - Automatically resize this Render Target when the WebGL Renderer resizes? * * @return {this} This RenderTarget instance. */ setAutoResize: function (autoResize) { if (autoResize && !this.autoResize) { this.renderer.on(Events.RESIZE, this.resize, this); this.autoResize = true; } else if (!autoResize && this.autoResize) { this.renderer.off(Events.RESIZE, this.resize, this); this.autoResize = false; } return this; }, /** * 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 this Render Target. * @param {number} height - The new height of this Render Target. * * @return {this} This RenderTarget instance. */ resize: function (width, height) { var scaledWidth = width * this.scale; var scaledHeight = height * this.scale; if (scaledWidth !== this.width || scaledHeight !== this.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. * * If `adjustViewport` is `true` then it will flush the renderer and then adjust the GL viewport. * * @method Phaser.Renderer.WebGL.RenderTarget#bind * @since 3.50.0 * * @param {boolean} [adjustViewport=false] - Adjust the GL viewport by calling `RenderTarget.adjustViewport` ? * @param {number} [width] - Optional new width of this Render Target. * @param {number} [height] - Optional new height of this Render Target. */ bind: function (adjustViewport, width, height) { if (adjustViewport === undefined) { adjustViewport = false; } if (adjustViewport) { this.renderer.flush(); } if (width && height) { this.resize(width, height); } this.renderer.pushFramebuffer(this.framebuffer, false, false, false); if (this.autoClear) { var gl = this.renderer.gl; gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); } if (adjustViewport) { this.adjustViewport(); } }, /** * Adjusts the GL viewport to match the width and height of this Render Target. * * Also disables `SCISSOR_TEST`. * * @method Phaser.Renderer.WebGL.RenderTarget#adjustViewport * @since 3.50.0 */ adjustViewport: function () { var gl = this.renderer.gl; gl.viewport(0, 0, this.width, this.height); gl.disable(gl.SCISSOR_TEST); }, /** * Clears this Render Target. * * @method Phaser.Renderer.WebGL.RenderTarget#clear * @since 3.50.0 */ clear: function () { this.renderer.pushFramebuffer(this.framebuffer); var gl = this.renderer.gl; gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); this.renderer.popFramebuffer(); }, /** * Unbinds this Render Target and optionally flushes the WebGL Renderer first. * * @name Phaser.Renderer.WebGL.RenderTarget#unbind * @since 3.50.0 * * @param {boolean} [flush=false] - Flush the WebGL Renderer before unbinding? * * @return {WebGLFramebuffer} The Framebuffer that was set, or `null` if there aren't any more in the stack. */ unbind: function (flush) { if (flush === undefined) { flush = false; } var renderer = this.renderer; if (flush) { renderer.flush(); } return renderer.popFramebuffer(); }, /** * 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.renderer; renderer.deleteFramebuffer(this.framebuffer); renderer.deleteTexture(this.texture); renderer.off(Events.RESIZE, this.resize, this); this.renderer = null; this.framebuffer = null; this.texture = null; } }); module.exports = RenderTarget;