import { Nullable } from "types"; import { Material, InternalTexture } from "Materials"; import { PostProcess } from "PostProcess"; import { Engine } from "Engine"; import { Scene } from "scene"; import { VertexBuffer } from "Mesh"; /** * PostProcessManager is used to manage one or more post processes or post process pipelines * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses */ export class PostProcessManager { private _scene: Scene; private _indexBuffer: Nullable; private _vertexBuffers: { [key: string]: Nullable } = {}; /** * Creates a new instance PostProcess * @param scene The scene that the post process is associated with. */ constructor(scene: Scene) { this._scene = scene; } private _prepareBuffers(): void { if (this._vertexBuffers[VertexBuffer.PositionKind]) { return; } // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2); this._buildIndexBuffer(); } private _buildIndexBuffer(): void { // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices); } /** * Rebuilds the vertex buffers of the manager. * @hidden */ public _rebuild(): void { let vb = this._vertexBuffers[VertexBuffer.PositionKind]; if (!vb) { return; } vb._rebuild(); this._buildIndexBuffer(); } // Methods /** * Prepares a frame to be run through a post process. * @param sourceTexture The input texture to the post procesess. (default: null) * @param postProcesses An array of post processes to be run. (default: null) * @returns True if the post processes were able to be run. * @hidden */ public _prepareFrame(sourceTexture: Nullable = null, postProcesses: Nullable = null): boolean { let camera = this._scene.activeCamera; if (!camera) { return false; } var postProcesses = postProcesses || (>camera._postProcesses.filter((pp) => { return pp != null; })); if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) { return false; } postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined); return true; } /** * Manually render a set of post processes to a texture. * @param postProcesses An array of post processes to be run. * @param targetTexture The target texture to render to. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight * @param faceIndex defines the face to render to if a cubemap is defined as the target * @param lodLevel defines which lod of the texture to render to */ public directRender(postProcesses: PostProcess[], targetTexture: Nullable = null, forceFullscreenViewport = false, faceIndex = 0, lodLevel = 0): void { var engine = this._scene.getEngine(); for (var index = 0; index < postProcesses.length; index++) { if (index < postProcesses.length - 1) { postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture); } else { if (targetTexture) { engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel); } else { engine.restoreDefaultFramebuffer(); } } var pp = postProcesses[index]; var effect = pp.apply(); if (effect) { pp.onBeforeRenderObservable.notifyObservers(effect); // VBOs this._prepareBuffers(); engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect); // Draw order engine.drawElementsType(Material.TriangleFillMode, 0, 6); pp.onAfterRenderObservable.notifyObservers(effect); } } // Restore depth buffer engine.setDepthBuffer(true); engine.setDepthWrite(true); } /** * Finalize the result of the output of the postprocesses. * @param doNotPresent If true the result will not be displayed to the screen. * @param targetTexture The target texture to render to. * @param faceIndex The index of the face to bind the target texture to. * @param postProcesses The array of post processes to render. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false) * @hidden */ public _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array, forceFullscreenViewport = false): void { let camera = this._scene.activeCamera; if (!camera) { return; } postProcesses = postProcesses || >camera._postProcesses.filter((pp) => { return pp != null; }); if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) { return; } var engine = this._scene.getEngine(); for (var index = 0, len = postProcesses.length; index < len; index++) { var pp = postProcesses[index]; if (index < len - 1) { pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture); } else { if (targetTexture) { engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport); pp._outputTexture = targetTexture; } else { engine.restoreDefaultFramebuffer(); pp._outputTexture = null; } } if (doNotPresent) { break; } var effect = pp.apply(); if (effect) { pp.onBeforeRenderObservable.notifyObservers(effect); // VBOs this._prepareBuffers(); engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect); // Draw order engine.drawElementsType(Material.TriangleFillMode, 0, 6); pp.onAfterRenderObservable.notifyObservers(effect); } } // Restore states engine.setDepthBuffer(true); engine.setDepthWrite(true); engine.setAlphaMode(Engine.ALPHA_DISABLE); } /** * Disposes of the post process manager. */ public dispose(): void { var buffer = this._vertexBuffers[VertexBuffer.PositionKind]; if (buffer) { buffer.dispose(); this._vertexBuffers[VertexBuffer.PositionKind] = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } } }