@galacean/engine-rhi-webgl 2.0.0-alpha.18 → 2.0.0-alpha.19

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package/dist/main.js CHANGED
@@ -1511,7 +1511,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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  _proto._bindMainFBO = function _bindMainFBO() {
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  var gl = this._gl;
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  var isWebGL2 = this._isWebGL2;
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- /** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount, width = _this__target.width, height = _this__target.height;
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+ /** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount; _this__target.width; _this__target.height;
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  var drawBuffers = new Array(colorTextureCount);
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  gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
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  /** color render buffer */ for(var i = 0; i < colorTextureCount; i++){
@@ -1533,11 +1533,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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  gl.framebufferTexture2D(gl.FRAMEBUFFER, platformTexture._formatDetail.attachment, gl.TEXTURE_2D, platformTexture._glTexture, 0);
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  } else if (this._target.antiAliasing <= 1) {
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  var _GLTexture__getRenderBufferDepthFormatDetail = GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2), internalFormat = _GLTexture__getRenderBufferDepthFormatDetail.internalFormat, attachment1 = _GLTexture__getRenderBufferDepthFormatDetail.attachment;
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- var depthRenderBuffer = gl.createRenderbuffer();
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- this._depthRenderBuffer = depthRenderBuffer;
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- gl.bindRenderbuffer(gl.RENDERBUFFER, depthRenderBuffer);
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- gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
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- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, depthRenderBuffer);
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+ this._depthRenderBuffer = this._createRenderBuffer(internalFormat, attachment1);
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  }
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  }
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  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
@@ -1546,32 +1542,38 @@ var GLBuffer = /*#__PURE__*/ function() {
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  _proto._bindMSAAFBO = function _bindMSAAFBO() {
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  var gl = this._gl;
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  var isWebGL2 = this._isWebGL2;
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- var MSAADepthRenderBuffer = gl.createRenderbuffer();
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- /** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount, antiAliasing = _this__target.antiAliasing, width = _this__target.width, height = _this__target.height;
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+ /** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount;
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  this._blitDrawBuffers = new Array(colorTextureCount);
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- this._MSAADepthRenderBuffer = MSAADepthRenderBuffer;
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  gl.bindFramebuffer(gl.FRAMEBUFFER, this._MSAAFrameBuffer);
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  // prepare MRT+MSAA color RBOs
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  for(var i = 0; i < colorTextureCount; i++){
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- var MSAAColorRenderBuffer = gl.createRenderbuffer();
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- this._MSAAColorRenderBuffers[i] = MSAAColorRenderBuffer;
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  this._blitDrawBuffers[i] = gl.NONE;
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- gl.bindRenderbuffer(gl.RENDERBUFFER, MSAAColorRenderBuffer);
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- gl.renderbufferStorageMultisample(gl.RENDERBUFFER, antiAliasing, /** @ts-ignore */ this._target.getColorTexture(i)._platformTexture._formatDetail.internalFormat, width, height);
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- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, MSAAColorRenderBuffer);
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+ var internalFormat = /** @ts-ignore */ this._target.getColorTexture(i)._platformTexture._formatDetail.internalFormat;
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+ this._MSAAColorRenderBuffers[i] = this._createRenderBuffer(internalFormat, gl.COLOR_ATTACHMENT0 + i);
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  }
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  gl.drawBuffers(this._oriDrawBuffers);
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  // prepare MSAA depth RBO
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  if (_depth !== null) {
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- var _ref = _instanceof(_depth, engineCore.Texture) ? /** @ts-ignore */ _depth._platformTexture._formatDetail : GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2), internalFormat = _ref.internalFormat, attachment = _ref.attachment;
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- gl.bindRenderbuffer(gl.RENDERBUFFER, MSAADepthRenderBuffer);
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- gl.renderbufferStorageMultisample(gl.RENDERBUFFER, antiAliasing, internalFormat, width, height);
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- gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, MSAADepthRenderBuffer);
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+ var _ref = _instanceof(_depth, engineCore.Texture) ? /** @ts-ignore */ _depth._platformTexture._formatDetail : GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2), internalFormat1 = _ref.internalFormat, attachment = _ref.attachment;
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+ this._MSAADepthRenderBuffer = this._createRenderBuffer(internalFormat1, attachment);
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  }
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  this._checkFrameBuffer();
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  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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  gl.bindRenderbuffer(gl.RENDERBUFFER, null);
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  };
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+ _proto._createRenderBuffer = function _createRenderBuffer(internalFormat, attachment) {
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+ var gl = this._gl;
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+ var _this__target = this._target, width = _this__target.width, height = _this__target.height, antiAliasing = _this__target.antiAliasing;
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+ var renderBuffer = gl.createRenderbuffer();
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+ gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer);
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+ if (antiAliasing > 1) {
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+ gl.renderbufferStorageMultisample(gl.RENDERBUFFER, antiAliasing, internalFormat, width, height);
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+ } else {
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+ gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
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+ }
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+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, renderBuffer);
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+ return renderBuffer;
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+ };
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  _proto._checkFrameBuffer = function _checkFrameBuffer() {
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  var gl = this._gl;
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  var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);