babylon.multiRenderTarget.ts 5.9 KB

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  1. module BABYLON {
  2. export interface IMultiRenderTargetOptions {
  3. generateMipMaps: boolean,
  4. types: number[],
  5. samplingModes: number[],
  6. generateDepthBuffer: boolean,
  7. generateStencilBuffer: boolean,
  8. generateDepthTexture: boolean,
  9. textureCount: number
  10. };
  11. export class MultiRenderTarget extends RenderTargetTexture {
  12. private _internalTextures: InternalTexture[];
  13. private _textures: Texture[];
  14. private _count: number;
  15. private _engine: Engine;
  16. public get isSupported(): boolean {
  17. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  18. }
  19. private _multiRenderTargetOptions: IMultiRenderTargetOptions;
  20. public get textures(): Texture[] {
  21. return this._textures;
  22. }
  23. public get depthTexture(): Texture {
  24. return this._textures[this._textures.length - 1];
  25. }
  26. public set wrapU (wrap: number) {
  27. if (this._textures) {
  28. for (var i = 0; i < this._textures.length; i++) {
  29. this._textures[i].wrapU = wrap;
  30. }
  31. }
  32. }
  33. public set wrapV (wrap: number) {
  34. if (this._textures) {
  35. for (var i = 0; i < this._textures.length; i++) {
  36. this._textures[i].wrapV = wrap;
  37. }
  38. }
  39. }
  40. constructor(name: string, size: any, count: number, scene: Scene, options?: any) {
  41. options = options || {};
  42. var generateMipMaps = options.generateMipMaps ? options.generateMipMaps : false;
  43. var generateDepthTexture = options.generateDepthTexture ? options.generateDepthTexture : false;
  44. var doNotChangeAspectRatio = options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  45. super(name, size, scene, generateMipMaps, doNotChangeAspectRatio);
  46. this._engine = scene.getEngine();
  47. if (!this.isSupported) {
  48. this.dispose();
  49. return;
  50. }
  51. var types = [];
  52. var samplingModes = [];
  53. for (var i = 0; i < count; i++) {
  54. if (options.types && options.types[i]) {
  55. types.push(options.types[i]);
  56. } else {
  57. types.push(Engine.TEXTURETYPE_FLOAT);
  58. }
  59. if (options.samplingModes && options.samplingModes[i]) {
  60. samplingModes.push(options.samplingModes[i]);
  61. } else {
  62. samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);
  63. }
  64. }
  65. var generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  66. var generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  67. this._count = count;
  68. this._size = size;
  69. this._multiRenderTargetOptions = {
  70. samplingModes: samplingModes,
  71. generateMipMaps: generateMipMaps,
  72. generateDepthBuffer: generateDepthBuffer,
  73. generateStencilBuffer: generateStencilBuffer,
  74. generateDepthTexture: generateDepthTexture,
  75. types: types,
  76. textureCount: count
  77. };
  78. this._createInternalTextures();
  79. this._createTextures();
  80. }
  81. public _rebuild(): void {
  82. this.releaseInternalTextures();
  83. this._createInternalTextures();
  84. for (var i = 0; i < this._internalTextures.length; i++) {
  85. var texture = this._textures[i];
  86. texture._texture = this._internalTextures[i];
  87. }
  88. // Keeps references to frame buffer and stencil/depth buffer
  89. this._texture = this._internalTextures[0];
  90. }
  91. private _createInternalTextures(): void {
  92. this._internalTextures = this._engine.createMultipleRenderTarget(this._size , this._multiRenderTargetOptions);
  93. }
  94. private _createTextures(): void {
  95. this._textures = [];
  96. for (var i = 0; i < this._internalTextures.length; i++) {
  97. var texture = new BABYLON.Texture(null, this.getScene());
  98. texture._texture = this._internalTextures[i];
  99. this._textures.push(texture);
  100. }
  101. // Keeps references to frame buffer and stencil/depth buffer
  102. this._texture = this._internalTextures[0];
  103. }
  104. public get samples(): number {
  105. return this._samples;
  106. }
  107. public set samples(value: number) {
  108. if (this._samples === value) {
  109. return;
  110. }
  111. for (var i = 0 ; i < this._internalTextures.length; i++) {
  112. this._samples = this._engine.updateRenderTargetTextureSampleCount(this._internalTextures[i], value);
  113. }
  114. }
  115. public resize(size: any) {
  116. this.releaseInternalTextures();
  117. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  118. this._createInternalTextures();
  119. }
  120. public dispose(): void {
  121. this.releaseInternalTextures();
  122. super.dispose();
  123. }
  124. public releaseInternalTextures(): void {
  125. if (!this._internalTextures) {
  126. return;
  127. }
  128. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  129. if (this._internalTextures[i] !== undefined) {
  130. this._internalTextures[i].dispose();
  131. this._internalTextures.splice(i, 1);
  132. }
  133. }
  134. }
  135. }
  136. }