/* * 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; };