//Matthew Shotton, R&D User Experience,© BBC 2015
import ProcessingNode from "./processingnode";
import { createElementTexutre } from "../utils.js";
class EffectNode extends ProcessingNode{
/**
* Initialise an instance of an EffectNode. You should not instantiate this directly, but use VideoContest.createEffectNode().
*/
constructor(gl, renderGraph, definition){
let placeholderTexture = createElementTexutre(gl);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([0,0,0,0]));
super(gl, renderGraph, definition, definition.inputs, true);
this._placeholderTexture = placeholderTexture;
this._displayName = "EffectNode";
}
_render(){
let gl = this._gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, this._framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._texture,0);
gl.clearColor(0, 0, 0, 0); // green;
gl.clear(gl.COLOR_BUFFER_BIT);
super._render();
let inputs = this._renderGraph.getInputsForNode(this);
let textureOffset = 0;
for (var i = 0; i < this._inputTextureUnitMapping.length; i++) {
let inputTexture = this._placeholderTexture;
let textureUnit = this._inputTextureUnitMapping[i].textureUnit;
let textureName = this._inputTextureUnitMapping[i].name;
if (i < inputs.length && inputs[i] !== undefined){
inputTexture = inputs[i]._texture;
}
gl.activeTexture(textureUnit);
let textureLocation = gl.getUniformLocation(this._program, textureName);
gl.uniform1i(textureLocation, this._parameterTextureCount + textureOffset);
textureOffset += 1;
gl.bindTexture(gl.TEXTURE_2D, inputTexture);
}
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
}
}
export default EffectNode;