r3-legacy/src/game-lib-d3-render-target.js

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/**
* Renders a scene with a camera
* @param graphics GameLib.D3.Graphics
* @param apiRenderTarget GameLib.D3.API.RenderTarget
* @constructor
*/
GameLib.D3.RenderTarget = function (
graphics,
apiRenderTarget
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiRenderTarget)) {
apiRenderTarget = {};
}
if (apiRenderTarget instanceof GameLib.D3.RenderTarget) {
return apiRenderTarget;
}
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GameLib.D3.API.RenderTarget.call(
this,
apiRenderTarget.id,
apiRenderTarget.name,
apiRenderTarget.width,
apiRenderTarget.height,
apiRenderTarget.minFilter,
apiRenderTarget.magFilter,
apiRenderTarget.format,
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apiRenderTarget.stencilBuffer,
apiRenderTarget.texture
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);
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GameLib.Component.call(
this,
GameLib.Component.COMPONENT_RENDER_TARGET,
{
'texture' : GameLib.D3.Texture
}
);
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};
GameLib.D3.RenderTarget.prototype = Object.create(GameLib.D3.API.RenderTarget.prototype);
GameLib.D3.RenderTarget.prototype.constructor = GameLib.D3.RenderTarget;
/**
* Some constants (based on THREE.js constants - update if needed)
* @type {number}
*/
GameLib.D3.RenderTarget.LINEAR_FILTER = 1006;
GameLib.D3.RenderTarget.RGB_FORMAT = 1022;
GameLib.D3.RenderTarget.RGBA_FORMAT = 1023;
/**
* Creates a Render Target instance
* @param update
* @returns {*}
*/
GameLib.D3.RenderTarget.prototype.createInstance = function(update) {
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if (!this.loaded) {
console.log('Attempted to create an instance but the runtime object is not fully loaded : ' + this.name);
return null;
}
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var instance = null;
if (update) {
instance = this.instance;
instance.width = this.width;
instance.height = this.height;
instance.minFilter = this.minFilter;
instance.magFilter = this.magFilter;
instance.format = this.format;
instance.stencilBuffer = this.stencilBuffer;
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instance.texture = this.texture.instance;
instance.texture.needsUpdate = true;
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} else {
instance = new THREE.WebGLRenderTarget(
this.width,
this.height,
{
minFilter : this.minFilter,
magFilter : this.magFilter,
format : this.format,
stencilBuffer : this.stencilBuffer
}
);
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if (this.texture instanceof GameLib.D3.Texture && this.texture.instance) {
instance.texture = this.texture.instance;
}
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}
return instance;
};
/**
* updates instance
*/
GameLib.D3.RenderTarget.prototype.updateInstance = function() {
this.instance = this.createInstance(true);
};
/**
* Render Target to API Render Target
* @returns {GameLib.D3.API.RenderTarget}
*/
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GameLib.D3.RenderTarget.prototype.toApiObject = function() {
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var apiRenderTarget = new GameLib.D3.API.RenderTarget(
this.id,
this.name,
this.width,
this.height,
this.minFilter,
this.magFilter,
this.format,
this.stencilBuffer,
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GameLib.Utils.IdOrNull(this.texture),
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GameLib.Utils.IdOrNull(this.parentEntity)
);
return apiRenderTarget;
};
/**
*
* @param graphics
* @param objectComponent
* @returns {GameLib.D3.RenderTarget}
* @constructor
*/
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GameLib.D3.RenderTarget.FromObject = function(graphics, objectComponent) {
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var apiRenderTarget = GameLib.D3.API.RenderTarget.FromObject(objectComponent);
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return new GameLib.D3.RenderTarget(
graphics,
apiRenderTarget
);
};