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render_surface_set.js
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render_surface_set.js
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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* A RenderSurfaceSet node will bind depth and color RenderSurface nodes
* to the current rendering context. All RenderNodes descending
* from the given RenderSurfaceSet node will operate on the contents of
* the bound depth and color buffers.
* Note the following usage constraints of this node:
* 1) If both a color and depth surface is bound, then they must be of
* matching dimensions.
* 2) At least one of render_surface and render_depth_surface must non-null.
*
* @param {o3d.RenderSurface} opt_renderSurface The render surface to set.
* @param {o3d.RenderDepthStencilSurface} opt_renderDepthStencilSurface The
* depth stencil render surface to set.
* @constructor
*/
o3d.RenderSurfaceSet =
function(opt_renderSurface, opt_renderDepthStencilSurface) {
o3d.RenderNode.call(this);
/**
* The render surface to which the color contents of all RenderNode children
* should be drawn.
* @type {o3d.RenderSurface}
*/
this.renderSurface = opt_renderSurface || null;
/**
* The render depth stencil surface to which the depth contents of all
* RenderNode children should be drawn.
* @type {o3d.RenderDepthStencilSurface}
*/
this.renderDepthStencilSurface = opt_renderDepthStencilSurface || null;
};
o3d.inherit('RenderSurfaceSet', 'RenderNode');
o3d.ParamObject.setUpO3DParam_(o3d.RenderSurfaceSet,
'renderSurface', 'ParamRenderSurface');
o3d.ParamObject.setUpO3DParam_(o3d.RenderSurfaceSet,
'renderDepthStencilSurface',
'ParamRenderDepthStencilSurface');
/**
* Helper function to set the framebuffer back to the default one.
* @private
*/
o3d.RenderSurfaceSet.prototype.clearFramebufferObjects_ =
function() {
this.gl.bindFramebuffer(
this.gl.FRAMEBUFFER, this.renderSurface.framebuffer_);
this.gl.framebufferRenderbuffer(
this.gl.FRAMEBUFFER,
this.gl.COLOR_ATTACHMENT0,
this.gl.RENDERBUFFER,
null);
this.gl.framebufferRenderbuffer(
this.gl.FRAMEBUFFER,
this.gl.DEPTH_ATTACHMENT,
this.gl.RENDERBUFFER,
null);
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
};
/**
* Helper function to set up both the color and depth-stencil targets.
* @private
*/
o3d.RenderSurfaceSet.prototype.installFramebufferObjects_ =
function() {
// Reset the bound attachments to the current framebuffer object.
this.clearFramebufferObjects_();
this.gl.bindFramebuffer(
this.gl.FRAMEBUFFER, this.renderSurface.framebuffer_);
if (this.renderSurface) {
var texture = this.renderSurface.texture.texture_;
var level = this.renderSurface.level;
// TODO(petersont): If it's a cube, this call should be different.
this.gl.bindTexture(this.gl.TEXTURE_2D, texture);
this.gl.framebufferTexture2D(
this.gl.FRAMEBUFFER,
this.gl.COLOR_ATTACHMENT0,
this.gl.TEXTURE_2D,
texture,
level);
}
if (this.renderDepthStencilSurface) {
var depth_stencil_buffer =
this.renderDepthStencilSurface.depth_stencil_buffer_;
// TODO(petersont): In the WebGL spec, there is a depth-stencil
// attachment, but it hasn't been implemented yet, once it is,
// this should use one of those.
this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, depth_stencil_buffer);
this.gl.framebufferRenderbuffer(
this.gl.FRAMEBUFFER,
this.gl.DEPTH_ATTACHMENT,
this.gl.RENDERBUFFER,
depth_stencil_buffer);
}
};
/**
* Called during the rendergraph traversal before the children are rendered.
* @private
*/
o3d.RenderSurfaceSet.prototype.before = function() {
this.installFramebufferObjects_();
this.previousHeight = this.gl.displayInfo.height;
this.previousWidth = this.gl.displayInfo.width;
this.previousRenderSurfaceSet = this.gl.currentRenderSurfaceSet;
this.gl.displayInfo.height = this.renderSurface.height;
this.gl.displayInfo.width = this.renderSurface.width;
this.gl.currentRenderSurfaceSet = this;
};
/**
* Called during the rendergraph traversal after the children are rendered.
* @private
*/
o3d.RenderSurfaceSet.prototype.after = function() {
this.clearFramebufferObjects_();
this.gl.displayInfo.height = this.previousHeight;
this.gl.displayInfo.width = this.previousWidth;
// This is consumed in effect.js.
this.gl.currentRenderSurfaceSet = this.previousRenderSurfaceSet;
};