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- module BABYLON {
- export class RenderTargetTexture extends Texture {
- public renderList = new Array<AbstractMesh>();
- public renderParticles = true;
- public renderSprites = false;
- public coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
- public onBeforeRender: () => void;
- public onAfterRender: () => void;
- public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
- private _size: number;
- public _generateMipMaps: boolean;
- private _renderingManager: RenderingManager;
- public _waitingRenderList: string[];
- private _doNotChangeAspectRatio: boolean;
- private _currentRefreshId = -1;
- private _refreshRate = 1;
- constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true) {
- super(null, scene, !generateMipMaps);
- this.name = name;
- this.isRenderTarget = true;
- this._size = size;
- this._generateMipMaps = generateMipMaps;
- this._doNotChangeAspectRatio = doNotChangeAspectRatio;
- this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
- // Rendering groups
- this._renderingManager = new BABYLON.RenderingManager(scene);
- }
- public resetRefreshCounter(): void {
- this._currentRefreshId = -1;
- }
- public get refreshRate(): number {
- return this._refreshRate;
- }
- // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
- public set refreshRate(value: number) {
- this._refreshRate = value;
- this.resetRefreshCounter();
- }
- public _shouldRender(): boolean {
- if (this._currentRefreshId === -1) { // At least render once
- this._currentRefreshId = 1;
- return true;
- }
- if (this.refreshRate == this._currentRefreshId) {
- this._currentRefreshId = 1;
- return true;
- }
- this._currentRefreshId++;
- return false;
- }
- public getRenderSize(): number {
- return this._size;
- }
- public resize(size, generateMipMaps) {
- this.releaseInternalTexture();
- this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
- }
- public render(useCameraPostProcess?: boolean) {
- 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();
- for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
- var mesh = this.renderList[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.verticesCount;
- this._renderingManager.dispatch(subMesh);
- }
- }
- }
- }
- if (!this._doNotChangeAspectRatio) {
- scene.updateTransformMatrix(true);
- }
- if (this.onBeforeRender) {
- this.onBeforeRender();
- }
- // Render
- this._renderingManager.render(this.customRenderFunction, this.renderList, 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);
- }
- }
- public clone(): RenderTargetTexture {
- var textureSize = this.getSize();
- var newTexture = new BABYLON.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;
- }
- }
- }
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