# Code coverage report for src/compositor/FilterNode.js

# all files / src/compositor/ FilterNode.js

1.32% Statements 1/76
0% Branches 0/32
0% Functions 0/11
1.32% Lines 1/76

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    1×

     // TODO Shader library
    import Pass from './Pass';
    import CompositorNode from './CompositorNode';

    // TODO curlnoise demo wrong

    // PENDING
    // Use topological sort ?

    /**
     * Filter node
     *
     * @constructor clay.compositor.FilterNode
     * @extends clay.compositor.CompositorNode
     *
     * @example
        var node = new clay.compositor.FilterNode({
            name: 'fxaa',
            shader: clay.Shader.source('clay.compositor.fxaa'),
            inputs: {
                texture: {
                        node: 'scene',
                        pin: 'color'
                }
            },
            // Multiple outputs is preserved for MRT support in WebGL2.0
            outputs: {
                color: {
                    attachment: clay.FrameBuffer.COLOR_ATTACHMENT0
                    parameters: {
                        format: clay.Texture.RGBA,
                        width: 512,
                        height: 512
                    },
                    // Node will keep the RTT rendered in last frame
                    keepLastFrame: true,
                    // Force the node output the RTT rendered in last frame
                    outputLastFrame: true
                }
            }
        });
        *
        */
    var FilterNode = CompositorNode.extend(function () {
        return /** @lends clay.compositor.FilterNode# */ {
            /**
             * @type {string}
             */
            name: '',

            /**
             * @type {Object}
             */
            inputs: {},

            /**
             * @type {Object}
             */
            outputs: null,

            /**
             * @type {string}
             */
            shader: '',

            /**
             * 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: {},

            /**
             * @type {clay.compositor.Pass}
             */
            pass: null,

            // 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
        };
    }, function () {

        var pass = new Pass({
            fragment: this.shader
        });
        this.pass = pass;
    },
    /** @lends clay.compositor.FilterNode.prototype */
    {
        /**
         * @param  {clay.Renderer} renderer
         */
        render: function (renderer, frameBuffer) {
            this.trigger('beforerender', renderer);

            this._rendering = true;

            var _gl = renderer.gl;

            for (var inputName in this.inputLinks) {
                var link = this.inputLinks[inputName];
                var inputTexture = link.node.getOutput(renderer, link.pin);
                this.pass.setUniform(inputName, inputTexture);
            }
            // Output
            if (!this.outputs) {
                this.pass.outputs = null;

                this._compositor.getFrameBuffer().unbind(renderer);

                this.pass.render(renderer, frameBuffer);
            }
            else {
                this.pass.outputs = {};

                var attachedTextures = {};
                for (var name in this.outputs) {
                    var parameters = this.updateParameter(name, renderer);
                    if (isNaN(parameters.width)) {
                        this.updateParameter(name, renderer);
                    }
                    var outputInfo = this.outputs[name];
                    var texture = this._compositor.allocateTexture(parameters);
                    this._outputTextures[name] = texture;
                    var attachment = outputInfo.attachment || _gl.COLOR_ATTACHMENT0;
                    if (typeof(attachment) == 'string') {
                        attachment = _gl[attachment];
                    }
                    attachedTextures[attachment] = texture;
                }
                this._compositor.getFrameBuffer().bind(renderer);

                for (var attachment in attachedTextures) {
                    // FIXME attachment changes in different nodes
                    this._compositor.getFrameBuffer().attach(
                        attachedTextures[attachment], attachment
                    );
                }

                this.pass.render(renderer);

                // Because the data of texture is changed over time,
                // Here update the mipmaps of texture each time after rendered;
                this._compositor.getFrameBuffer().updateMipmap(renderer.gl);
            }

            for (var inputName in this.inputLinks) {
                var link = this.inputLinks[inputName];
                link.node.removeReference(link.pin);
            }

            this._rendering = false;
            this._rendered = true;

            this.trigger('afterrender', renderer);
        },

        // 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);
                }
            }
            parametersCopy.width = width;
            parametersCopy.height = height;

            return parametersCopy;
        },

        /**
         * Set parameter
         * @param {string} name
         * @param {} value
         */
        setParameter: function (name, value) {
            this.pass.setUniform(name, value);
        },
        /**
         * Get parameter value
         * @param  {string} name
         * @return {}
         */
        getParameter: function (name) {
            return this.pass.getUniform(name);
        },
        /**
         * Set parameters
         * @param {Object} obj
         */
        setParameters: function (obj) {
            for (var name in obj) {
                this.setParameter(name, obj[name]);
            }
        },
        // /**
        //  * Set shader code
        //  * @param {string} shaderStr
        //  */
        // setShader: function (shaderStr) {
        //     var material = this.pass.material;
        //     material.shader.setFragment(shaderStr);
        //     material.attachShader(material.shader, true);
        // },
        /**
         * Proxy of pass.material.define('fragment', xxx);
         * @param  {string} symbol
         * @param  {number} [val]
         */
        define: function (symbol, val) {
            this.pass.material.define('fragment', symbol, val);
        },

        /**
         * Proxy of pass.material.undefine('fragment', xxx)
         * @param  {string} symbol
         */
        undefine: function (symbol) {
            this.pass.material.undefine('fragment', symbol);
        },

        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]);
                }
            }
        },

        clear: function () {
            CompositorNode.prototype.clear.call(this);

            // Default disable all texture
            this.pass.material.disableTexturesAll();
        }
    });

    export default FilterNode;