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;