import BoundingRectangle from '../Core/BoundingRectangle.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import PixelFormat from '../Core/PixelFormat.js';
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import Framebuffer from '../Renderer/Framebuffer.js';
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import PassState from '../Renderer/PassState.js';
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import PixelDatatype from '../Renderer/PixelDatatype.js';
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import Texture from '../Renderer/Texture.js';
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/**
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* @private
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*/
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function PickDepthFramebuffer() {
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this._depthStencilTexture = undefined;
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this._framebuffer = undefined;
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this._passState = undefined;
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}
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function destroyResources(pickDepth) {
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pickDepth._framebuffer = pickDepth._framebuffer && pickDepth._framebuffer.destroy();
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pickDepth._depthStencilTexture = pickDepth._depthStencilTexture && pickDepth._depthStencilTexture.destroy();
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}
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function createResources(pickDepth, context) {
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var width = context.drawingBufferWidth;
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var height = context.drawingBufferHeight;
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pickDepth._depthStencilTexture = new Texture({
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context : context,
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width : width,
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height : height,
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pixelFormat : PixelFormat.DEPTH_STENCIL,
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pixelDatatype : PixelDatatype.UNSIGNED_INT_24_8
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});
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pickDepth._framebuffer = new Framebuffer({
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context : context,
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depthStencilTexture : pickDepth._depthStencilTexture,
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destroyAttachments : false
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});
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var passState = new PassState(context);
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passState.blendingEnabled = false;
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passState.scissorTest = {
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enabled : true,
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rectangle : new BoundingRectangle()
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};
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passState.viewport = new BoundingRectangle();
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pickDepth._passState = passState;
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}
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PickDepthFramebuffer.prototype.update = function(context, drawingBufferPosition, viewport) {
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var width = viewport.width;
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var height = viewport.height;
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if (!defined(this._framebuffer) || width !== this._depthStencilTexture.width || height !== this._depthStencilTexture.height) {
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destroyResources(this);
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createResources(this, context);
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}
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var framebuffer = this._framebuffer;
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var passState = this._passState;
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passState.framebuffer = framebuffer;
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passState.viewport.width = width;
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passState.viewport.height = height;
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passState.scissorTest.rectangle.x = drawingBufferPosition.x;
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passState.scissorTest.rectangle.y = height - drawingBufferPosition.y;
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passState.scissorTest.rectangle.width = 1;
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passState.scissorTest.rectangle.height = 1;
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return passState;
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};
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PickDepthFramebuffer.prototype.isDestroyed = function() {
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return false;
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};
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PickDepthFramebuffer.prototype.destroy = function() {
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destroyResources(this);
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return destroyObject(this);
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};
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export default PickDepthFramebuffer;
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