# all files / src/compositor/ Node.js

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    1×

     import Base from '../core/Base';

    // PENDING
    // Use topological sort ?

    /**
     * Node of graph based post processing.
     *
     * @constructor clay.compositor.Node
     * @extends clay.core.Base
     *
     */
    var Node = Base.extend(function () {
        return /** @lends clay.compositor.Node# */ {
            /**
             * @type {string}
             */
            name: '',

            /**
             * Input links, will be updated by the graph
             * @example:
             *     inputName: {
             *         node: someNode,
             *         pin: 'xxxx'
             *     }
             * @type {Object}
             */
            inputLinks: {},

            /**
             * Output links, will be updated by the graph
             * @example:
             *     outputName: {
             *         node: someNode,
             *         pin: 'xxxx'
             *     }
             * @type {Object}
             */
            outputLinks: {},

            // Save the output texture of previous frame
            // Will be used when there exist a circular reference
            _prevOutputTextures: {},
            _outputTextures: {},

            // Example: { name: 2 }
            _outputReferences: {},

            _rendering: false,
            // If rendered in this frame
            _rendered: false,

            _compositor: null
        };
    },
    /** @lends clay.compositor.Node.prototype */
    {

        // TODO Remove parameter function callback
        updateParameter: function (outputName, renderer) {
            var outputInfo = this.outputs[outputName];
            var parameters = outputInfo.parameters;
            var parametersCopy = outputInfo._parametersCopy;
            if (!parametersCopy) {
                parametersCopy = outputInfo._parametersCopy = {};
            }
            if (parameters) {
                for (var key in parameters) {
                    if (key !== 'width' && key !== 'height') {
                        parametersCopy[key] = parameters[key];
                    }
                }
            }
            var width, height;
            if (parameters.width instanceof Function) {
                width = parameters.width.call(this, renderer);
            }
            else {
                width = parameters.width;
            }
            if (parameters.height instanceof Function) {
                height = parameters.height.call(this, renderer);
            }
            else {
                height = parameters.height;
            }
            if (
                parametersCopy.width !== width
                || parametersCopy.height !== height
            ) {
                if (this._outputTextures[outputName]) {
                    this._outputTextures[outputName].dispose(renderer.gl);
                }
            }
            parametersCopy.width = width;
            parametersCopy.height = height;

            return parametersCopy;
        },

        /**
         * Set parameter
         * @param {string} name
         * @param {} value
         */
        setParameter: function (name, value) {},
        /**
         * Get parameter value
         * @param  {string} name
         * @return {}
         */
        getParameter: function (name) {},
        /**
         * Set parameters
         * @param {Object} obj
         */
        setParameters: function (obj) {
            for (var name in obj) {
                this.setParameter(name, obj[name]);
            }
        },

        render: function () {},

        getOutput: function (renderer /*optional*/, name) {
            if (name == null) {
                // Return the output texture without rendering
                name = renderer;
                return this._outputTextures[name];
            }
            var outputInfo = this.outputs[name];
            if (!outputInfo) {
                return ;
            }

            // Already been rendered in this frame
            if (this._rendered) {
                // Force return texture in last frame
                if (outputInfo.outputLastFrame) {
                    return this._prevOutputTextures[name];
                }
                else {
                    return this._outputTextures[name];
                }
            }
            else if (
                // TODO
                this._rendering   // Solve Circular Reference
            ) {
                if (!this._prevOutputTextures[name]) {
                    // Create a blank texture at first pass
                    this._prevOutputTextures[name] = this._compositor.allocateTexture(outputInfo.parameters || {});
                }
                return this._prevOutputTextures[name];
            }

            this.render(renderer);

            return this._outputTextures[name];
        },

        removeReference: function (outputName) {
            this._outputReferences[outputName]--;
            if (this._outputReferences[outputName] === 0) {
                var outputInfo = this.outputs[outputName];
                if (outputInfo.keepLastFrame) {
                    if (this._prevOutputTextures[outputName]) {
                        this._compositor.releaseTexture(this._prevOutputTextures[outputName]);
                    }
                    this._prevOutputTextures[outputName] = this._outputTextures[outputName];
                }
                else {
                    // Output of this node have alreay been used by all other nodes
                    // Put the texture back to the pool.
                    this._compositor.releaseTexture(this._outputTextures[outputName]);
                }
            }
        },

        link: function (inputPinName, fromNode, fromPinName) {

            // The relationship from output pin to input pin is one-on-multiple
            this.inputLinks[inputPinName] = {
                node: fromNode,
                pin: fromPinName
            };
            if (!fromNode.outputLinks[fromPinName]) {
                fromNode.outputLinks[fromPinName] = [];
            }
            fromNode.outputLinks[fromPinName].push({
                node: this,
                pin: inputPinName
            });

            // Enabled the pin texture in shader
            this.pass.material.enableTexture(inputPinName);
        },

        clear: function () {
            this.inputLinks = {};
            this.outputLinks = {};
        },

        updateReference: function (outputName) {
            if (!this._rendering) {
                this._rendering = true;
                for (var inputName in this.inputLinks) {
                    var link = this.inputLinks[inputName];
                    link.node.updateReference(link.pin);
                }
                this._rendering = false;
            }
            if (outputName) {
                this._outputReferences[outputName] ++;
            }
        },

        beforeFrame: function () {
            this._rendered = false;

            for (var name in this.outputLinks) {
                this._outputReferences[name] = 0;
            }
        },

        afterFrame: function () {
            // Put back all the textures to pool
            for (var name in this.outputLinks) {
                if (this._outputReferences[name] > 0) {
                    var outputInfo = this.outputs[name];
                    if (outputInfo.keepLastFrame) {
                        if (this._prevOutputTextures[name]) {
                            this._compositor.releaseTexture(this._prevOutputTextures[name]);
                        }
                        this._prevOutputTextures[name] = this._outputTextures[name];
                    }
                    else {
                        this._compositor.releaseTexture(this._outputTextures[name]);
                    }
                }
            }
        }
    });

    export default Node;