babylon.renderTargetTexture.ts 5.8 KB

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  1. module BABYLON {
  2. export class RenderTargetTexture extends Texture {
  3. public renderList = new Array<AbstractMesh>();
  4. public renderParticles = true;
  5. public renderSprites = false;
  6. public coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  7. public onBeforeRender: () => void;
  8. public onAfterRender: () => void;
  9. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  10. private _size: number;
  11. public _generateMipMaps: boolean;
  12. private _renderingManager: RenderingManager;
  13. public _waitingRenderList: string[];
  14. private _doNotChangeAspectRatio: boolean;
  15. private _currentRefreshId = -1;
  16. private _refreshRate = 1;
  17. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true) {
  18. super(null, scene, !generateMipMaps);
  19. this.name = name;
  20. this.isRenderTarget = true;
  21. this._size = size;
  22. this._generateMipMaps = generateMipMaps;
  23. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  24. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  25. // Rendering groups
  26. this._renderingManager = new BABYLON.RenderingManager(scene);
  27. }
  28. public resetRefreshCounter(): void {
  29. this._currentRefreshId = -1;
  30. }
  31. public get refreshRate(): number {
  32. return this._refreshRate;
  33. }
  34. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  35. public set refreshRate(value: number) {
  36. this._refreshRate = value;
  37. this.resetRefreshCounter();
  38. }
  39. public _shouldRender(): boolean {
  40. if (this._currentRefreshId === -1) { // At least render once
  41. this._currentRefreshId = 1;
  42. return true;
  43. }
  44. if (this.refreshRate == this._currentRefreshId) {
  45. this._currentRefreshId = 1;
  46. return true;
  47. }
  48. this._currentRefreshId++;
  49. return false;
  50. }
  51. public getRenderSize(): number {
  52. return this._size;
  53. }
  54. public resize(size, generateMipMaps) {
  55. this.releaseInternalTexture();
  56. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  57. }
  58. public render(useCameraPostProcess?: boolean) {
  59. var scene = this.getScene();
  60. var engine = scene.getEngine();
  61. if (this._waitingRenderList) {
  62. this.renderList = [];
  63. for (var index = 0; index < this._waitingRenderList.length; index++) {
  64. var id = this._waitingRenderList[index];
  65. this.renderList.push(scene.getMeshByID(id));
  66. }
  67. delete this._waitingRenderList;
  68. }
  69. if (!this.renderList || this.renderList.length == 0) {
  70. return;
  71. }
  72. // Bind
  73. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74. engine.bindFramebuffer(this._texture);
  75. }
  76. // Clear
  77. engine.clear(scene.clearColor, true, true);
  78. this._renderingManager.reset();
  79. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  80. var mesh = this.renderList[meshIndex];
  81. if (mesh) {
  82. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  83. // Reset _currentRefreshId
  84. this.resetRefreshCounter();
  85. continue;
  86. }
  87. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  88. mesh._activate(scene.getRenderId());
  89. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  90. var subMesh = mesh.subMeshes[subIndex];
  91. scene._activeVertices += subMesh.verticesCount;
  92. this._renderingManager.dispatch(subMesh);
  93. }
  94. }
  95. }
  96. }
  97. if (!this._doNotChangeAspectRatio) {
  98. scene.updateTransformMatrix(true);
  99. }
  100. if (this.onBeforeRender) {
  101. this.onBeforeRender();
  102. }
  103. // Render
  104. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  105. if (useCameraPostProcess) {
  106. scene.postProcessManager._finalizeFrame(false, this._texture);
  107. }
  108. if (this.onAfterRender) {
  109. this.onAfterRender();
  110. }
  111. // Unbind
  112. engine.unBindFramebuffer(this._texture);
  113. if (!this._doNotChangeAspectRatio) {
  114. scene.updateTransformMatrix(true);
  115. }
  116. }
  117. public clone(): RenderTargetTexture {
  118. var textureSize = this.getSize();
  119. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  120. // Base texture
  121. newTexture.hasAlpha = this.hasAlpha;
  122. newTexture.level = this.level;
  123. // RenderTarget Texture
  124. newTexture.coordinatesMode = this.coordinatesMode;
  125. newTexture.renderList = this.renderList.slice(0);
  126. return newTexture;
  127. }
  128. }
  129. }