//Matthew Shotton, R&D User Experience,© BBC 2015
import ProcessingNode from "../ProcessingNodes/processingnode";
class DestinationNode extends ProcessingNode {
/**
* Initialise an instance of a DestinationNode.
*
* There should only be a single instance of a DestinationNode per VideoContext instance. An VideoContext's destination can be accessed like so: videoContext.desitnation.
*
* You should not instantiate this directly.
*/
constructor(gl, renderGraph){
let vertexShader = "\
attribute vec2 a_position;\
attribute vec2 a_texCoord;\
varying vec2 v_texCoord;\
void main() {\
gl_Position = vec4(vec2(2.0,2.0)*a_position-vec2(1.0, 1.0), 0.0, 1.0);\
v_texCoord = a_texCoord;\
}";
let fragmentShader = "\
precision mediump float;\
uniform sampler2D u_image;\
varying vec2 v_texCoord;\
varying float v_progress;\
void main(){\
gl_FragColor = texture2D(u_image, v_texCoord);\
}";
let deffinition = {fragmentShader:fragmentShader, vertexShader:vertexShader, properties:{}, inputs:["u_image"]};
super(gl, renderGraph, deffinition, deffinition.inputs, false);
this._displayName = "DestinationNode";
}
_render(){
let gl = this._gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
gl.clearColor(0, 0, 0, 0.0); // green;
gl.clear(gl.COLOR_BUFFER_BIT);
this.inputs.forEach((node)=>{
super._render();
//map the input textures input the node
var texture = node._texture;
let textureOffset = 0;
for(let mapping of this._inputTextureUnitMapping ){
gl.activeTexture(mapping.textureUnit);
let textureLocation = gl.getUniformLocation(this._program, mapping.name);
gl.uniform1i(textureLocation, this._parameterTextureCount + textureOffset);
textureOffset += 1;
gl.bindTexture(gl.TEXTURE_2D, texture);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
});
}
}
export default DestinationNode;