1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | 1× 1× 1× 1× 1× 13× 13× 13× 13× 13× 18× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× 1× | import Base from '../core/Base'; import OrthoCamera from '../camera/Orthographic'; import Plane from '../geometry/Plane'; import Shader from '../Shader'; import Material from '../Material'; import Mesh from '../Mesh'; import glenum from '../core/glenum'; import vertexEssl from '../shader/source/compositor/vertex.glsl.js'; Shader['import'](vertexEssl); var planeGeo = new Plane(); var mesh = new Mesh({ geometry: planeGeo, frustumCulling: false }); var camera = new OrthoCamera(); /** * @constructor clay.compositor.Pass * @extends clay.core.Base */ var Pass = Base.extend(function () { return /** @lends clay.compositor.Pass# */ { /** * Fragment shader string * @type {string} */ // PENDING shader or fragment ? fragment : '', /** * @type {Object} */ outputs : null, /** * @type {clay.Material} */ material : null, /** * @type {Boolean} */ blendWithPrevious: false, /** * @type {Boolean} */ clearColor: false, /** * @type {Boolean} */ clearDepth: true }; }, function() { var shader = new Shader(Shader.source('clay.compositor.vertex'), this.fragment); var material = new Material({ shader: shader }); material.enableTexturesAll(); this.material = material; }, /** @lends clay.compositor.Pass.prototype */ { /** * @param {string} name * @param {} value */ setUniform : function(name, value) { this.material.setUniform(name, value); }, /** * @param {string} name * @return {} */ getUniform : function(name) { var uniform = this.material.uniforms[name]; if (uniform) { return uniform.value; } }, /** * @param {clay.Texture} texture * @param {number} attachment */ attachOutput : function(texture, attachment) { Eif (!this.outputs) { this.outputs = {}; } attachment = attachment || glenum.COLOR_ATTACHMENT0; this.outputs[attachment] = texture; }, /** * @param {clay.Texture} texture */ detachOutput : function(texture) { for (var attachment in this.outputs) { if (this.outputs[attachment] === texture) { this.outputs[attachment] = null; } } }, bind : function(renderer, frameBuffer) { Eif (this.outputs) { for (var attachment in this.outputs) { var texture = this.outputs[attachment]; Eif (texture) { frameBuffer.attach(texture, attachment); } } } Eif (frameBuffer) { frameBuffer.bind(renderer); } }, unbind : function(renderer, frameBuffer) { frameBuffer.unbind(renderer); }, /** * @param {clay.Renderer} renderer * @param {clay.FrameBuffer} [frameBuffer] */ render : function(renderer, frameBuffer) { var _gl = renderer.gl; Eif (frameBuffer) { this.bind(renderer, frameBuffer); // MRT Support in chrome // https://www.khronos.org/registry/webgl/sdk/tests/conformance/extensions/ext-draw-buffers.html var ext = renderer.getGLExtension('EXT_draw_buffers'); Iif (ext && this.outputs) { var bufs = []; for (var attachment in this.outputs) { attachment = +attachment; if (attachment >= _gl.COLOR_ATTACHMENT0 && attachment <= _gl.COLOR_ATTACHMENT0 + 8) { bufs.push(attachment); } } ext.drawBuffersEXT(bufs); } } this.trigger('beforerender', this, renderer); // FIXME Don't clear in each pass in default, let the color overwrite the buffer // FIXME pixels may be discard var clearBit = this.clearDepth ? _gl.DEPTH_BUFFER_BIT : 0; _gl.depthMask(true); Iif (this.clearColor) { clearBit = clearBit | _gl.COLOR_BUFFER_BIT; _gl.colorMask(true, true, true, true); var cc = this.clearColor; if (Array.isArray(cc)) { _gl.clearColor(cc[0], cc[1], cc[2], cc[3]); } } _gl.clear(clearBit); Iif (this.blendWithPrevious) { // Blend with previous rendered scene in the final output // FIXME Configure blend. // FIXME It will cause screen blink? _gl.enable(_gl.BLEND); this.material.transparent = true; } else { _gl.disable(_gl.BLEND); this.material.transparent = false; } this.renderQuad(renderer); this.trigger('afterrender', this, renderer); Eif (frameBuffer) { this.unbind(renderer, frameBuffer); } }, /** * Simply do quad rendering */ renderQuad: function (renderer) { mesh.material = this.material; renderer.renderPass([mesh], camera); }, /** * @param {clay.Renderer} renderer */ dispose: function (renderer) {} }); export default Pass; |