babylon.renderTargetTexture.ts 4.1 KB

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  1. module BABYLON {
  2. export class RenderTargetTexture extends Texture {
  3. public renderList = new Array<Mesh>();
  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, transparentSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, beforeTransparents?: () => void) => void;
  10. private _size: number;
  11. public _generateMipMaps: boolean;
  12. private _renderingManager
  13. public _waitingRenderList: string[];
  14. private _doNotChangeAspectratio: boolean;
  15. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectratio?: boolean) {
  16. super(null, scene, !generateMipMaps);
  17. this.name = name;
  18. this.isRenderTarget = true;
  19. this._size = size;
  20. this._generateMipMaps = generateMipMaps;
  21. this._doNotChangeAspectratio = doNotChangeAspectratio;
  22. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  23. // Rendering groups
  24. this._renderingManager = new BABYLON.RenderingManager(scene);
  25. }
  26. public getRenderSize(): number {
  27. return this._size;
  28. }
  29. public resize(size, generateMipMaps) {
  30. this.releaseInternalTexture();
  31. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  32. }
  33. public render() {
  34. var scene = this.getScene();
  35. var engine = scene.getEngine();
  36. if (this._waitingRenderList) {
  37. this.renderList = [];
  38. for (var index = 0; index < this._waitingRenderList.length; index++) {
  39. var id = this._waitingRenderList[index];
  40. this.renderList.push(scene.getMeshByID(id));
  41. }
  42. delete this._waitingRenderList;
  43. }
  44. if (!this.renderList || this.renderList.length == 0) {
  45. return;
  46. }
  47. // Bind
  48. engine.bindFramebuffer(this._texture);
  49. // Clear
  50. engine.clear(scene.clearColor, true, true);
  51. this._renderingManager.reset();
  52. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  53. var mesh = this.renderList[meshIndex];
  54. if (mesh && mesh.isEnabled() && mesh.isVisible && mesh.subMeshes) {
  55. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  56. var subMesh = mesh.subMeshes[subIndex];
  57. scene._activeVertices += subMesh.verticesCount;
  58. this._renderingManager.dispatch(subMesh);
  59. }
  60. }
  61. }
  62. if (!this._doNotChangeAspectratio) {
  63. scene.updateTransformMatrix(true);
  64. }
  65. if (this.onBeforeRender) {
  66. this.onBeforeRender();
  67. }
  68. // Render
  69. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  70. if (this.onAfterRender) {
  71. this.onAfterRender();
  72. }
  73. // Unbind
  74. engine.unBindFramebuffer(this._texture);
  75. if (!this._doNotChangeAspectratio) {
  76. scene.updateTransformMatrix(true);
  77. }
  78. }
  79. public clone(): RenderTargetTexture {
  80. var textureSize = this.getSize();
  81. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  82. // Base texture
  83. newTexture.hasAlpha = this.hasAlpha;
  84. newTexture.level = this.level;
  85. // RenderTarget Texture
  86. newTexture.coordinatesMode = this.coordinatesMode;
  87. newTexture.renderList = this.renderList.slice(0);
  88. return newTexture;
  89. }
  90. }
  91. }