import BoundingRectangle from '../Core/BoundingRectangle.js'; import Color from '../Core/Color.js'; import defaultValue from '../Core/defaultValue.js'; import defined from '../Core/defined.js'; import destroyObject from '../Core/destroyObject.js'; import Framebuffer from '../Renderer/Framebuffer.js'; import PassState from '../Renderer/PassState.js'; import Renderbuffer from '../Renderer/Renderbuffer.js'; import RenderbufferFormat from '../Renderer/RenderbufferFormat.js'; import Texture from '../Renderer/Texture.js'; /** * @private */ function PickFramebuffer(context) { // Override per-command states var passState = new PassState(context); passState.blendingEnabled = false; passState.scissorTest = { enabled : true, rectangle : new BoundingRectangle() }; passState.viewport = new BoundingRectangle(); this._context = context; this._fb = undefined; this._passState = passState; this._width = 0; this._height = 0; } PickFramebuffer.prototype.begin = function(screenSpaceRectangle, viewport) { var context = this._context; var width = viewport.width; var height = viewport.height; BoundingRectangle.clone(screenSpaceRectangle, this._passState.scissorTest.rectangle); // Initially create or recreate renderbuffers and framebuffer used for picking if ((!defined(this._fb)) || (this._width !== width) || (this._height !== height)) { this._width = width; this._height = height; this._fb = this._fb && this._fb.destroy(); this._fb = new Framebuffer({ context : context, colorTextures : [new Texture({ context : context, width : width, height : height })], depthStencilRenderbuffer : new Renderbuffer({ context : context, width : width, height : height, format : RenderbufferFormat.DEPTH_STENCIL }) }); this._passState.framebuffer = this._fb; } this._passState.viewport.width = width; this._passState.viewport.height = height; return this._passState; }; var colorScratch = new Color(); PickFramebuffer.prototype.end = function(screenSpaceRectangle) { var width = defaultValue(screenSpaceRectangle.width, 1.0); var height = defaultValue(screenSpaceRectangle.height, 1.0); var context = this._context; var pixels = context.readPixels({ x : screenSpaceRectangle.x, y : screenSpaceRectangle.y, width : width, height : height, framebuffer : this._fb }); var max = Math.max(width, height); var length = max * max; var halfWidth = Math.floor(width * 0.5); var halfHeight = Math.floor(height * 0.5); var x = 0; var y = 0; var dx = 0; var dy = -1; // Spiral around the center pixel, this is a workaround until // we can access the depth buffer on all browsers. // The region does not have to square and the dimensions do not have to be odd, but // loop iterations would be wasted. Prefer square regions where the size is odd. for (var i = 0; i < length; ++i) { if (-halfWidth <= x && x <= halfWidth && -halfHeight <= y && y <= halfHeight) { var index = 4 * ((halfHeight - y) * width + x + halfWidth); colorScratch.red = Color.byteToFloat(pixels[index]); colorScratch.green = Color.byteToFloat(pixels[index + 1]); colorScratch.blue = Color.byteToFloat(pixels[index + 2]); colorScratch.alpha = Color.byteToFloat(pixels[index + 3]); var object = context.getObjectByPickColor(colorScratch); if (defined(object)) { return object; } } // if (top right || bottom left corners) || (top left corner) || (bottom right corner + (1, 0)) // change spiral direction if (x === y || (x < 0 && -x === y) || (x > 0 && x === 1 - y)) { var temp = dx; dx = -dy; dy = temp; } x += dx; y += dy; } return undefined; }; PickFramebuffer.prototype.isDestroyed = function() { return false; }; PickFramebuffer.prototype.destroy = function() { this._fb = this._fb && this._fb.destroy(); return destroyObject(this); }; export default PickFramebuffer;