babylon.proceduralTexture.ts 11 KB

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  1. module BABYLON {
  2. export class ProceduralTexture extends Texture {
  3. private _size: number;
  4. public _generateMipMaps: boolean;
  5. public isEnabled = true;
  6. private _doNotChangeAspectRatio: boolean;
  7. private _currentRefreshId = -1;
  8. private _refreshRate = 1;
  9. public onGenerated: () => void;
  10. private _vertexBuffers: { [key: string]: VertexBuffer } = {};
  11. private _indexBuffer: WebGLBuffer;
  12. private _effect: Effect;
  13. private _uniforms = new Array<string>();
  14. private _samplers = new Array<string>();
  15. private _fragment: any;
  16. public _textures = new Array<Texture>();
  17. private _floats = new Array<number>();
  18. private _floatsArrays = {};
  19. private _colors3 = new Array<Color3>();
  20. private _colors4 = new Array<Color4>();
  21. private _vectors2 = new Array<Vector2>();
  22. private _vectors3 = new Array<Vector3>();
  23. private _matrices = new Array<Matrix>();
  24. private _fallbackTexture: Texture;
  25. private _fallbackTextureUsed = false;
  26. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps = true, public isCube = false) {
  27. super(null, scene, !generateMipMaps);
  28. scene._proceduralTextures.push(this);
  29. this.name = name;
  30. this.isRenderTarget = true;
  31. this._size = size;
  32. this._generateMipMaps = generateMipMaps;
  33. this.setFragment(fragment);
  34. this._fallbackTexture = fallbackTexture;
  35. var engine = scene.getEngine();
  36. if (isCube) {
  37. this._texture = engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps });
  38. this.setFloat("face", 0);
  39. }
  40. else {
  41. this._texture = engine.createRenderTargetTexture(size, generateMipMaps);
  42. }
  43. // VBO
  44. var vertices = [];
  45. vertices.push(1, 1);
  46. vertices.push(-1, 1);
  47. vertices.push(-1, -1);
  48. vertices.push(1, -1);
  49. this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
  50. // Indices
  51. var indices = [];
  52. indices.push(0);
  53. indices.push(1);
  54. indices.push(2);
  55. indices.push(0);
  56. indices.push(2);
  57. indices.push(3);
  58. this._indexBuffer = engine.createIndexBuffer(indices);
  59. }
  60. public reset(): void {
  61. if (this._effect === undefined) {
  62. return;
  63. }
  64. var engine = this.getScene().getEngine();
  65. engine._releaseEffect(this._effect);
  66. }
  67. public isReady(): boolean {
  68. var engine = this.getScene().getEngine();
  69. var shaders;
  70. if (!this._fragment) {
  71. return false;
  72. }
  73. if (this._fallbackTextureUsed) {
  74. return true;
  75. }
  76. if (this._fragment.fragmentElement !== undefined) {
  77. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  78. }
  79. else {
  80. shaders = { vertex: "procedural", fragment: this._fragment };
  81. }
  82. this._effect = engine.createEffect(shaders,
  83. [VertexBuffer.PositionKind],
  84. this._uniforms,
  85. this._samplers,
  86. "", null, null, () => {
  87. this.releaseInternalTexture();
  88. if (this._fallbackTexture) {
  89. this._texture = this._fallbackTexture._texture;
  90. this._texture.references++;
  91. }
  92. this._fallbackTextureUsed = true;
  93. });
  94. return this._effect.isReady();
  95. }
  96. public resetRefreshCounter(): void {
  97. this._currentRefreshId = -1;
  98. }
  99. public setFragment(fragment: any) {
  100. this._fragment = fragment;
  101. }
  102. public get refreshRate(): number {
  103. return this._refreshRate;
  104. }
  105. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  106. public set refreshRate(value: number) {
  107. this._refreshRate = value;
  108. this.resetRefreshCounter();
  109. }
  110. public _shouldRender(): boolean {
  111. if (!this.isEnabled || !this.isReady() || !this._texture) {
  112. return false;
  113. }
  114. if (this._fallbackTextureUsed) {
  115. return false;
  116. }
  117. if (this._currentRefreshId === -1) { // At least render once
  118. this._currentRefreshId = 1;
  119. return true;
  120. }
  121. if (this.refreshRate === this._currentRefreshId) {
  122. this._currentRefreshId = 1;
  123. return true;
  124. }
  125. this._currentRefreshId++;
  126. return false;
  127. }
  128. public getRenderSize(): number {
  129. return this._size;
  130. }
  131. public resize(size, generateMipMaps) {
  132. if (this._fallbackTextureUsed) {
  133. return;
  134. }
  135. this.releaseInternalTexture();
  136. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  137. }
  138. private _checkUniform(uniformName): void {
  139. if (this._uniforms.indexOf(uniformName) === -1) {
  140. this._uniforms.push(uniformName);
  141. }
  142. }
  143. public setTexture(name: string, texture: Texture): ProceduralTexture {
  144. if (this._samplers.indexOf(name) === -1) {
  145. this._samplers.push(name);
  146. }
  147. this._textures[name] = texture;
  148. return this;
  149. }
  150. public setFloat(name: string, value: number): ProceduralTexture {
  151. this._checkUniform(name);
  152. this._floats[name] = value;
  153. return this;
  154. }
  155. public setFloats(name: string, value: number[]): ProceduralTexture {
  156. this._checkUniform(name);
  157. this._floatsArrays[name] = value;
  158. return this;
  159. }
  160. public setColor3(name: string, value: Color3): ProceduralTexture {
  161. this._checkUniform(name);
  162. this._colors3[name] = value;
  163. return this;
  164. }
  165. public setColor4(name: string, value: Color4): ProceduralTexture {
  166. this._checkUniform(name);
  167. this._colors4[name] = value;
  168. return this;
  169. }
  170. public setVector2(name: string, value: Vector2): ProceduralTexture {
  171. this._checkUniform(name);
  172. this._vectors2[name] = value;
  173. return this;
  174. }
  175. public setVector3(name: string, value: Vector3): ProceduralTexture {
  176. this._checkUniform(name);
  177. this._vectors3[name] = value;
  178. return this;
  179. }
  180. public setMatrix(name: string, value: Matrix): ProceduralTexture {
  181. this._checkUniform(name);
  182. this._matrices[name] = value;
  183. return this;
  184. }
  185. public render(useCameraPostProcess?: boolean) {
  186. var scene = this.getScene();
  187. var engine = scene.getEngine();
  188. // Render
  189. engine.enableEffect(this._effect);
  190. engine.setState(false);
  191. // Texture
  192. for (var name in this._textures) {
  193. this._effect.setTexture(name, this._textures[name]);
  194. }
  195. // Float
  196. for (name in this._floats) {
  197. this._effect.setFloat(name, this._floats[name]);
  198. }
  199. // Floats
  200. for (name in this._floatsArrays) {
  201. this._effect.setArray(name, this._floatsArrays[name]);
  202. }
  203. // Color3
  204. for (name in this._colors3) {
  205. this._effect.setColor3(name, this._colors3[name]);
  206. }
  207. // Color4
  208. for (name in this._colors4) {
  209. var color = this._colors4[name];
  210. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  211. }
  212. // Vector2
  213. for (name in this._vectors2) {
  214. this._effect.setVector2(name, this._vectors2[name]);
  215. }
  216. // Vector3
  217. for (name in this._vectors3) {
  218. this._effect.setVector3(name, this._vectors3[name]);
  219. }
  220. // Matrix
  221. for (name in this._matrices) {
  222. this._effect.setMatrix(name, this._matrices[name]);
  223. }
  224. if (this.isCube) {
  225. for (var face = 0; face < 6; face++) {
  226. engine.bindFramebuffer(this._texture, face);
  227. // VBOs
  228. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  229. this._effect.setFloat("face", face);
  230. // Clear
  231. engine.clear(scene.clearColor, true, true, true);
  232. // Draw order
  233. engine.draw(true, 0, 6);
  234. // Mipmaps
  235. if (face === 5) {
  236. engine.generateMipMapsForCubemap(this._texture);
  237. }
  238. }
  239. } else {
  240. engine.bindFramebuffer(this._texture);
  241. // VBOs
  242. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  243. // Clear
  244. engine.clear(scene.clearColor, true, true, true);
  245. // Draw order
  246. engine.draw(true, 0, 6);
  247. }
  248. // Unbind
  249. engine.unBindFramebuffer(this._texture, this.isCube);
  250. if (this.onGenerated) {
  251. this.onGenerated();
  252. }
  253. }
  254. public clone(): ProceduralTexture {
  255. var textureSize = this.getSize();
  256. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  257. // Base texture
  258. newTexture.hasAlpha = this.hasAlpha;
  259. newTexture.level = this.level;
  260. // RenderTarget Texture
  261. newTexture.coordinatesMode = this.coordinatesMode;
  262. return newTexture;
  263. }
  264. public dispose(): void {
  265. var index = this.getScene()._proceduralTextures.indexOf(this);
  266. if (index >= 0) {
  267. this.getScene()._proceduralTextures.splice(index, 1);
  268. }
  269. var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
  270. if (vertexBuffer) {
  271. vertexBuffer.dispose();
  272. this._vertexBuffers[VertexBuffer.PositionKind] = null;
  273. }
  274. if (this._indexBuffer && this.getScene().getEngine()._releaseBuffer(this._indexBuffer)) {
  275. this._indexBuffer = null;
  276. }
  277. super.dispose();
  278. }
  279. }
  280. }