var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __(); }; var BABYLON; (function (BABYLON) { var RenderTargetTexture = (function (_super) { __extends(RenderTargetTexture, _super); function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type) { if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; } if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; } _super.call(this, null, scene, !generateMipMaps); this.renderList = new Array(); this.renderParticles = true; this.renderSprites = false; this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE; this._currentRefreshId = -1; this._refreshRate = 1; this.name = name; this.isRenderTarget = true; this._size = size; this._generateMipMaps = generateMipMaps; this._doNotChangeAspectRatio = doNotChangeAspectRatio; this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type }); // Rendering groups this._renderingManager = new BABYLON.RenderingManager(scene); } RenderTargetTexture.prototype.resetRefreshCounter = function () { this._currentRefreshId = -1; }; Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", { get: function () { return this._refreshRate; }, // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... set: function (value) { this._refreshRate = value; this.resetRefreshCounter(); }, enumerable: true, configurable: true }); RenderTargetTexture.prototype._shouldRender = function () { if (this._currentRefreshId === -1) { this._currentRefreshId = 1; return true; } if (this.refreshRate === this._currentRefreshId) { this._currentRefreshId = 1; return true; } this._currentRefreshId++; return false; }; RenderTargetTexture.prototype.isReady = function () { if (!this.getScene().renderTargetsEnabled) { return false; } return _super.prototype.isReady.call(this); }; RenderTargetTexture.prototype.getRenderSize = function () { return this._size; }; Object.defineProperty(RenderTargetTexture.prototype, "canRescale", { get: function () { return true; }, enumerable: true, configurable: true }); RenderTargetTexture.prototype.scale = function (ratio) { var newSize = this._size * ratio; this.resize(newSize, this._generateMipMaps); }; RenderTargetTexture.prototype.resize = function (size, generateMipMaps) { this.releaseInternalTexture(); this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps); }; RenderTargetTexture.prototype.render = function (useCameraPostProcess) { var scene = this.getScene(); var engine = scene.getEngine(); if (this._waitingRenderList) { this.renderList = []; for (var index = 0; index < this._waitingRenderList.length; index++) { var id = this._waitingRenderList[index]; this.renderList.push(scene.getMeshByID(id)); } delete this._waitingRenderList; } if (this.renderList && this.renderList.length === 0) { return; } // Bind if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) { engine.bindFramebuffer(this._texture); } // Clear engine.clear(scene.clearColor, true, true); this._renderingManager.reset(); var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data; for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) { var mesh = currentRenderList[meshIndex]; if (mesh) { if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) { // Reset _currentRefreshId this.resetRefreshCounter(); continue; } if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) { mesh._activate(scene.getRenderId()); for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) { var subMesh = mesh.subMeshes[subIndex]; scene._activeVertices += subMesh.indexCount; this._renderingManager.dispatch(subMesh); } } } } if (!this._doNotChangeAspectRatio) { scene.updateTransformMatrix(true); } if (this.onBeforeRender) { this.onBeforeRender(); } // Render this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites); if (useCameraPostProcess) { scene.postProcessManager._finalizeFrame(false, this._texture); } if (this.onAfterRender) { this.onAfterRender(); } // Unbind engine.unBindFramebuffer(this._texture); if (!this._doNotChangeAspectRatio) { scene.updateTransformMatrix(true); } }; RenderTargetTexture.prototype.clone = function () { var textureSize = this.getSize(); var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps); // Base texture newTexture.hasAlpha = this.hasAlpha; newTexture.level = this.level; // RenderTarget Texture newTexture.coordinatesMode = this.coordinatesMode; newTexture.renderList = this.renderList.slice(0); return newTexture; }; return RenderTargetTexture; })(BABYLON.Texture); BABYLON.RenderTargetTexture = RenderTargetTexture; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.renderTargetTexture.js.map