import { ReadonlyVec2, vec2 } from 'gl-matrix'; import { Texture } from '../texture/texture'; import { UniversalRenderingContext } from '../universal-rendering-context'; /** @internal */ export abstract class FrameBuffer { public renderScale = 1; public enableHighDpiRendering!: boolean; protected size = vec2.create(); // null means the default framebuffer protected frameBuffer: WebGLFramebuffer | null = null; constructor(protected readonly gl: UniversalRenderingContext) {} public bindAndClear(inputTextures: Array = []) { this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer); inputTextures.forEach((t) => t.bind()); this.gl.viewport(0, 0, this.size.x, this.size.y); } public destroy(): void { this.gl.deleteFramebuffer(this.frameBuffer); } public setSize(canvasSize: ReadonlyVec2): boolean { const realToCssPixels = (this.enableHighDpiRendering ? devicePixelRatio : 1) * this.renderScale; const displayWidth = Math.floor(canvasSize.x * realToCssPixels); const displayHeight = Math.floor(canvasSize.y * realToCssPixels); const oldSize = vec2.clone(this.getSize()); this.size = vec2.fromValues(displayWidth, displayHeight); return this.size.x != oldSize.x || this.size.y != oldSize.y; } public getSize(): vec2 { return this.size; } }