# Code coverage report for src/FrameBuffer.js

# all files / src/ FrameBuffer.js

81.21% Statements 134/165
66.98% Branches 71/106
92.31% Functions 12/13
81.21% Lines 134/165

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    188
    189
    190
    191
    192
    193
    194
    195
    196
    197
    198
    199
    200
    201
    202
    203
    204
    205
    206
    207
    208
    209
    210
    211
    212
    213
    214
    215
    216
    217
    218
    219
    220
    221
    222
    223
    224
    225
    226
    227
    228
    229
    230
    231
    232
    233
    234
    235
    236
    237
    238
    239
    240
    241
    242
    243
    244
    245
    246
    247
    248
    249
    250
    251
    252
    253
    254
    255
    256
    257
    258
    259
    260
    261
    262
    263
    264
    265
    266
    267
    268
    269
    270
    271
    272
    273
    274
    275
    276
    277
    278
    279
    280
    281
    282
    283
    284
    285
    286
    287
    288
    289
    290
    291
    292
    293
    294
    295
    296
    297
    298
    299
    300
    301
    302
    303
    304
    305
    306
    307
    308
    309
    310
    311
    312
    313
    314
    315
    316
    317
    318
    319
    320
    321
    322
    323
    324
    325
    326
    327
    328
    329
    330
    331
    332
    333
    334
    335
    336
    337
    338
    339
    340
    341
    342
    343
    344
    345
    346
    347
    348
    349
    350
    351
    352
    353
    354
    355
    356
    357
    358
    359
    360
    361
    362
    363
    364
    365
    366
    367
    368
    369
    370
    371
    372
    373
    374
    375
    376
    377
    378
    379
    380
    381
    382
    383
    384
    385
    386
    387
    388
    389
    390
    391
    392
    393

    1×
    1×
    1×
    1×
    1×
    1×

    1×
    1×
    1×
    1×

    1×

    13×

    13×

    161×

    161×

    65×

    10×
    10×

    55×

    55×

    55×
    55×
    55×

    55×

    55×

    55×
    55×
    55×
    55×

    55×
    55×

    55×

    55×
    55×

    55×

    55×

    55×

    55×
    55×
    55×
    55×

    55×

    12×
    7×

    12×

    12×

    7×
    7×
    7×
    7×
    7×

    12×
    7×
    7×

    54×

    54×

    54×
    54×

    54×
    54×

    54×
    54×

    54×

    54×
    54×
    54×
    54×
    54×

    54×

    49×
    49×
    49×
    49×

    3×

    55×
    55×

    55×
    9×

    55×

    67×

    67×
    67×

    67×
    67×

    67×
    10×
    10×
    10×

    67×
    67×

    67×
    67×
    10×

    10×
    10×

    67×
    67×
    67×
    67×

    65×

    65×

    65×
    65×
    56×

    56×
    41×

    24×

    24×
    24×

    24×

    24×
    9×
    9×

    24×
    24×
    24×

    24×

    1×
    1×

    3×
    3×

    3×

    3×
    3×
    1×

    3×
    3×
    3×

    3×

    3×

    1×
    1×
    1×
    1×

     import Base from './core/Base';
    import Texture from './Texture';
    import TextureCube from './TextureCube';
    import glenum from './core/glenum';
    import Cache from './core/Cache';

    var KEY_FRAMEBUFFER = 'framebuffer';
    var KEY_RENDERBUFFER = 'renderbuffer';
    var KEY_RENDERBUFFER_WIDTH = KEY_RENDERBUFFER + '_width';
    var KEY_RENDERBUFFER_HEIGHT = KEY_RENDERBUFFER + '_height';
    var KEY_RENDERBUFFER_ATTACHED = KEY_RENDERBUFFER + '_attached';
    var KEY_DEPTHTEXTURE_ATTACHED = 'depthtexture_attached';

    var GL_FRAMEBUFFER = glenum.FRAMEBUFFER;
    var GL_RENDERBUFFER = glenum.RENDERBUFFER;
    var GL_DEPTH_ATTACHMENT = glenum.DEPTH_ATTACHMENT;
    var GL_COLOR_ATTACHMENT0 = glenum.COLOR_ATTACHMENT0;
    /**
     * @constructor clay.FrameBuffer
     * @extends clay.core.Base
     */
    var FrameBuffer = Base.extend(
    /** @lends clay.FrameBuffer# */
    {
        /**
         * If use depth buffer
         * @type {boolean}
         */
        depthBuffer: true,

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

        _width: 0,
        _height: 0,

        _textures: null,

        _boundRenderer: null,
    }, function () {
        // Use cache
        this._cache = new Cache();

        this._textures = {};
    },

    /**@lends clay.FrameBuffer.prototype. */
    {
        /**
         * Get attached texture width
         * {number}
         */
        // FIXME Can't use before #bind
        getTextureWidth: function () {
            return this._width;
        },

        /**
         * Get attached texture height
         * {number}
         */
        getTextureHeight: function () {
            return this._height;
        },

        /**
         * Bind the framebuffer to given renderer before rendering
         * @param  {clay.Renderer} renderer
         */
        bind: function (renderer) {

            if (renderer.__currentFrameBuffer) {
                // Already bound
                Eif (renderer.__currentFrameBuffer === this) {
                    return;
                }

                console.warn('Renderer already bound with another framebuffer. Unbind it first');
            }
            renderer.__currentFrameBuffer = this;

            var _gl = renderer.gl;

            _gl.bindFramebuffer(GL_FRAMEBUFFER, this._getFrameBufferGL(renderer));
            this._boundRenderer = renderer;
            var cache = this._cache;

            cache.put('viewport', renderer.viewport);

            var hasTextureAttached = false;
            var width;
            var height;
            for (var attachment in this._textures) {
                hasTextureAttached = true;
                var obj = this._textures[attachment];
                Eif (obj) {
                    // TODO Do width, height checking, make sure size are same
                    width = obj.texture.width;
                    height = obj.texture.height;
                    // Attach textures
                    this._doAttach(renderer, obj.texture, attachment, obj.target);
                }
            }

            this._width = width;
            this._height = height;

            Iif (!hasTextureAttached && this.depthBuffer) {
                console.error('Must attach texture before bind, or renderbuffer may have incorrect width and height.')
            }

            Iif (this.viewport) {
                renderer.setViewport(this.viewport);
            }
            else {
                renderer.setViewport(0, 0, width, height, 1);
            }

            var attachedTextures = cache.get('attached_textures');
            Eif (attachedTextures) {
                for (var attachment in attachedTextures) {
                    Iif (!this._textures[attachment]) {
                        var target = attachedTextures[attachment];
                        this._doDetach(_gl, attachment, target);
                    }
                }
            }
            if (!cache.get(KEY_DEPTHTEXTURE_ATTACHED) && this.depthBuffer) {
                // Create a new render buffer
                if (cache.miss(KEY_RENDERBUFFER)) {
                    cache.put(KEY_RENDERBUFFER, _gl.createRenderbuffer());
                }
                var renderbuffer = cache.get(KEY_RENDERBUFFER);

                if (width !== cache.get(KEY_RENDERBUFFER_WIDTH)
                        || height !== cache.get(KEY_RENDERBUFFER_HEIGHT)) {
                    _gl.bindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
                    _gl.renderbufferStorage(GL_RENDERBUFFER, _gl.DEPTH_COMPONENT16, width, height);
                    cache.put(KEY_RENDERBUFFER_WIDTH, width);
                    cache.put(KEY_RENDERBUFFER_HEIGHT, height);
                    _gl.bindRenderbuffer(GL_RENDERBUFFER, null);
                }
                if (!cache.get(KEY_RENDERBUFFER_ATTACHED)) {
                    _gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
                    cache.put(KEY_RENDERBUFFER_ATTACHED, true);
                }
            }
        },

        /**
         * Unbind the frame buffer after rendering
         * @param  {clay.Renderer} renderer
         */
        unbind: function (renderer) {
            // Remove status record on renderer
            renderer.__currentFrameBuffer = null;

            var _gl = renderer.gl;

            _gl.bindFramebuffer(GL_FRAMEBUFFER, null);
            this._boundRenderer = null;

            this._cache.use(renderer.__uid__);
            var viewport = this._cache.get('viewport');
            // Reset viewport;
            Eif (viewport) {
                renderer.setViewport(viewport);
            }

            this.updateMipmap(renderer);
        },

        // Because the data of texture is changed over time,
        // Here update the mipmaps of texture each time after rendered;
        updateMipmap: function (renderer) {
            var _gl = renderer.gl;
            for (var attachment in this._textures) {
                var obj = this._textures[attachment];
                Eif (obj) {
                    var texture = obj.texture;
                    // FIXME some texture format can't generate mipmap
                    if (!texture.NPOT && texture.useMipmap
                        && texture.minFilter === Texture.LINEAR_MIPMAP_LINEAR) {
                        var target = texture.textureType === 'textureCube' ? glenum.TEXTURE_CUBE_MAP : glenum.TEXTURE_2D;
                        _gl.bindTexture(target, texture.getWebGLTexture(renderer));
                        _gl.generateMipmap(target);
                        _gl.bindTexture(target, null);
                    }
                }
            }
        },

        // 0x8CD5, 36053, FRAMEBUFFER_COMPLETE
        // 0x8CD6, 36054, FRAMEBUFFER_INCOMPLETE_ATTACHMENT
        // 0x8CD7, 36055, FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
        // 0x8CD9, 36057, FRAMEBUFFER_INCOMPLETE_DIMENSIONS
        // 0x8CDD, 36061, FRAMEBUFFER_UNSUPPORTED
        checkStatus: function (_gl) {
            return _gl.checkFramebufferStatus(GL_FRAMEBUFFER);
        },

        _getFrameBufferGL: function (renderer) {
            var cache = this._cache;
            cache.use(renderer.__uid__);

            if (cache.miss(KEY_FRAMEBUFFER)) {
                cache.put(KEY_FRAMEBUFFER, renderer.gl.createFramebuffer());
            }

            return cache.get(KEY_FRAMEBUFFER);
        },

        /**
         * Attach a texture(RTT) to the framebuffer
         * @param  {clay.Texture} texture
         * @param  {number} [attachment=gl.COLOR_ATTACHMENT0]
         * @param  {number} [target=gl.TEXTURE_2D]
         */
        attach: function (texture, attachment, target) {

            Iif (!texture.width) {
                throw new Error('The texture attached to color buffer is not a valid.');
            }
            // TODO width and height check

            // If the depth_texture extension is enabled, developers
            // Can attach a depth texture to the depth buffer
            // http://blog.tojicode.com/2012/07/using-webgldepthtexture.html
            attachment = attachment || GL_COLOR_ATTACHMENT0;
            target = target || glenum.TEXTURE_2D;

            var boundRenderer = this._boundRenderer;
            var _gl = boundRenderer && boundRenderer.gl;
            var attachedTextures;

            if (_gl) {
                var cache = this._cache;
                cache.use(boundRenderer.__uid__);
                attachedTextures = cache.get('attached_textures');
            }

            // Check if texture attached
            var previous = this._textures[attachment];
            Iif (previous && previous.target === target
                && previous.texture === texture
                && (attachedTextures && attachedTextures[attachment] != null)
            ) {
                return;
            }

            var canAttach = true;
            if (boundRenderer) {
                canAttach = this._doAttach(boundRenderer, texture, attachment, target);
                // Set viewport again incase attached to different size textures.
                Eif (!this.viewport) {
                    boundRenderer.setViewport(0, 0, texture.width, texture.height, 1);
                }
            }

            Eif (canAttach) {
                this._textures[attachment] = this._textures[attachment] || {};
                this._textures[attachment].texture = texture;
                this._textures[attachment].target = target;
            }
        },

        _doAttach: function (renderer, texture, attachment, target) {
            var _gl = renderer.gl;
            // Make sure texture is always updated
            // Because texture width or height may be changed and in this we can't be notified
            // FIXME awkward;
            var webglTexture = texture.getWebGLTexture(renderer);
            // Assume cache has been used.
            var attachedTextures = this._cache.get('attached_textures');
            if (attachedTextures && attachedTextures[attachment]) {
                var obj = attachedTextures[attachment];
                // Check if texture and target not changed
                if (obj.texture === texture && obj.target === target) {
                    return;
                }
            }
            attachment = +attachment;

            var canAttach = true;
            Iif (attachment === GL_DEPTH_ATTACHMENT || attachment === glenum.DEPTH_STENCIL_ATTACHMENT) {
                var extension = renderer.getGLExtension('WEBGL_depth_texture');

                if (!extension) {
                    console.error('Depth texture is not supported by the browser');
                    canAttach = false;
                }
                if (texture.format !== glenum.DEPTH_COMPONENT
                    && texture.format !== glenum.DEPTH_STENCIL
                ) {
                    console.error('The texture attached to depth buffer is not a valid.');
                    canAttach = false;
                }

                // Dispose render buffer created previous
                if (canAttach) {
                    var renderbuffer = this._cache.get(KEY_RENDERBUFFER);
                    if (renderbuffer) {
                        _gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, null);
                        _gl.deleteRenderbuffer(renderbuffer);
                        this._cache.put(KEY_RENDERBUFFER, false);
                    }

                    this._cache.put(KEY_RENDERBUFFER_ATTACHED, false);
                    this._cache.put(KEY_DEPTHTEXTURE_ATTACHED, true);
                }
            }

            // Mipmap level can only be 0
            _gl.framebufferTexture2D(GL_FRAMEBUFFER, attachment, target, webglTexture, 0);

            if (!attachedTextures) {
                attachedTextures = {};
                this._cache.put('attached_textures', attachedTextures);
            }
            attachedTextures[attachment] = attachedTextures[attachment] || {};
            attachedTextures[attachment].texture = texture;
            attachedTextures[attachment].target = target;

            return canAttach;
        },

        _doDetach: function (_gl, attachment, target) {
            // Detach a texture from framebuffer
            // https://github.com/KhronosGroup/WebGL/blob/master/conformance-suites/1.0.0/conformance/framebuffer-test.html#L145
            _gl.framebufferTexture2D(GL_FRAMEBUFFER, attachment, target, null, 0);

            // Assume cache has been used.
            var attachedTextures = this._cache.get('attached_textures');
            if (attachedTextures && attachedTextures[attachment]) {
                attachedTextures[attachment] = null;
            }

            if (attachment === GL_DEPTH_ATTACHMENT || attachment === glenum.DEPTH_STENCIL_ATTACHMENT) {
                this._cache.put(KEY_DEPTHTEXTURE_ATTACHED, false);
            }
        },

        /**
         * Detach a texture
         * @param  {number} [attachment=gl.COLOR_ATTACHMENT0]
         * @param  {number} [target=gl.TEXTURE_2D]
         */
        detach: function (attachment, target) {
            // TODO depth extension check ?
            this._textures[attachment] = null;
            Iif (this._boundRenderer) {
                var cache = this._cache;
                cache.use(this._boundRenderer.__uid__);
                this._doDetach(this._boundRenderer.gl, attachment, target);
            }
        },
        /**
         * Dispose
         * @param  {WebGLRenderingContext} _gl
         */
        dispose: function (renderer) {

            var _gl = renderer.gl;
            var cache = this._cache;

            cache.use(renderer.__uid__);

            var renderBuffer = cache.get(KEY_RENDERBUFFER);
            if (renderBuffer) {
                _gl.deleteRenderbuffer(renderBuffer);
            }
            var frameBuffer = cache.get(KEY_FRAMEBUFFER);
            Eif (frameBuffer) {
                _gl.deleteFramebuffer(frameBuffer);
            }
            cache.deleteContext(renderer.__uid__);

            // Clear cache for reusing
            this._textures = {};

        }
    });

    FrameBuffer.DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT;
    FrameBuffer.COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0;
    FrameBuffer.STENCIL_ATTACHMENT = glenum.STENCIL_ATTACHMENT;
    FrameBuffer.DEPTH_STENCIL_ATTACHMENT = glenum.DEPTH_STENCIL_ATTACHMENT;

    export default FrameBuffer;