babylon.proceduralTexture.ts 8.5 KB

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  1. module BABYLON {
  2. export class ProceduralTexture extends Texture {
  3. private _size: number;
  4. public _generateMipMaps: boolean;
  5. private _doNotChangeAspectRatio: boolean;
  6. private _currentRefreshId = -1;
  7. private _refreshRate = 1;
  8. private _vertexBuffer: WebGLBuffer;
  9. private _indexBuffer: WebGLBuffer;
  10. private _effect: Effect;
  11. private _vertexDeclaration = [2];
  12. private _vertexStrideSize = 2 * 4;
  13. private _uniforms = new Array<string>();
  14. private _samplers = new Array<string>();
  15. private _fragment: any;
  16. private _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. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  26. super(null, scene, !generateMipMaps);
  27. scene._proceduralTextures.push(this);
  28. this.name = name;
  29. this.isRenderTarget = true;
  30. this._size = size;
  31. this._generateMipMaps = generateMipMaps;
  32. this._fragment = fragment;
  33. this._fallbackTexture = fallbackTexture;
  34. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  35. // VBO
  36. var vertices = [];
  37. vertices.push(1, 1);
  38. vertices.push(-1, 1);
  39. vertices.push(-1, -1);
  40. vertices.push(1, -1);
  41. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  42. // Indices
  43. var indices = [];
  44. indices.push(0);
  45. indices.push(1);
  46. indices.push(2);
  47. indices.push(0);
  48. indices.push(2);
  49. indices.push(3);
  50. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  51. }
  52. public isReady(): boolean {
  53. var engine = this.getScene().getEngine();
  54. this._effect = engine.createEffect({ vertex: "procedural", fragment: this._fragment },
  55. ["position"],
  56. this._uniforms,
  57. this._samplers,
  58. "", null, null, () => {
  59. this.releaseInternalTexture();
  60. this._texture = this._fallbackTexture._texture;
  61. this._texture.references++;
  62. });
  63. return this._effect.isReady();
  64. }
  65. public resetRefreshCounter(): void {
  66. this._currentRefreshId = -1;
  67. }
  68. public setFragment(fragment: any) {
  69. this._fragment = fragment;
  70. }
  71. public get refreshRate(): number {
  72. return this._refreshRate;
  73. }
  74. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  75. public set refreshRate(value: number) {
  76. this._refreshRate = value;
  77. this.resetRefreshCounter();
  78. }
  79. public _shouldRender(): boolean {
  80. if (!this.isReady() || !this._texture) {
  81. return false;
  82. }
  83. if (this._currentRefreshId === -1) { // At least render once
  84. this._currentRefreshId = 1;
  85. return true;
  86. }
  87. if (this.refreshRate == this._currentRefreshId) {
  88. this._currentRefreshId = 1;
  89. return true;
  90. }
  91. this._currentRefreshId++;
  92. return false;
  93. }
  94. public getRenderSize(): number {
  95. return this._size;
  96. }
  97. public resize(size, generateMipMaps) {
  98. this.releaseInternalTexture();
  99. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  100. }
  101. private _checkUniform(uniformName): void {
  102. if (this._uniforms.indexOf(uniformName) === -1) {
  103. this._uniforms.push(uniformName);
  104. }
  105. }
  106. public setTexture(name: string, texture: Texture): ProceduralTexture {
  107. if (this._samplers.indexOf(name) === -1) {
  108. this._samplers.push(name);
  109. }
  110. this._textures[name] = texture;
  111. return this;
  112. }
  113. public setFloat(name: string, value: number): ProceduralTexture {
  114. this._checkUniform(name);
  115. this._floats[name] = value;
  116. return this;
  117. }
  118. public setFloats(name: string, value: number[]): ProceduralTexture {
  119. this._checkUniform(name);
  120. this._floatsArrays[name] = value;
  121. return this;
  122. }
  123. public setColor3(name: string, value: Color3): ProceduralTexture {
  124. this._checkUniform(name);
  125. this._colors3[name] = value;
  126. return this;
  127. }
  128. public setColor4(name: string, value: Color4): ProceduralTexture {
  129. this._checkUniform(name);
  130. this._colors4[name] = value;
  131. return this;
  132. }
  133. public setVector2(name: string, value: Vector2): ProceduralTexture {
  134. this._checkUniform(name);
  135. this._vectors2[name] = value;
  136. return this;
  137. }
  138. public setVector3(name: string, value: Vector3): ProceduralTexture {
  139. this._checkUniform(name);
  140. this._vectors3[name] = value;
  141. return this;
  142. }
  143. public setMatrix(name: string, value: Matrix): ProceduralTexture {
  144. this._checkUniform(name);
  145. this._matrices[name] = value;
  146. return this;
  147. }
  148. public render(useCameraPostProcess?: boolean) {
  149. var scene = this.getScene();
  150. var engine = scene.getEngine();
  151. engine.bindFramebuffer(this._texture);
  152. // Clear
  153. engine.clear(scene.clearColor, true, true);
  154. // Render
  155. engine.enableEffect(this._effect);
  156. engine.setState(false);
  157. // Texture
  158. for (var name in this._textures) {
  159. this._effect.setTexture(name, this._textures[name]);
  160. }
  161. // Float
  162. for (name in this._floats) {
  163. this._effect.setFloat(name, this._floats[name]);
  164. }
  165. // Float s
  166. for (name in this._floatsArrays) {
  167. this._effect.setArray(name, this._floatsArrays[name]);
  168. }
  169. // Color3
  170. for (name in this._colors3) {
  171. this._effect.setColor3(name, this._colors3[name]);
  172. }
  173. // Color4
  174. for (name in this._colors4) {
  175. var color = this._colors4[name];
  176. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  177. }
  178. // Vector2
  179. for (name in this._vectors2) {
  180. this._effect.setVector2(name, this._vectors2[name]);
  181. }
  182. // Vector3
  183. for (name in this._vectors3) {
  184. this._effect.setVector3(name, this._vectors3[name]);
  185. }
  186. // Matrix
  187. for (name in this._matrices) {
  188. this._effect.setMatrix(name, this._matrices[name]);
  189. }
  190. // VBOs
  191. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  192. // Draw order
  193. engine.draw(true, 0, 6);
  194. // Unbind
  195. engine.unBindFramebuffer(this._texture);
  196. }
  197. public clone(): ProceduralTexture {
  198. var textureSize = this.getSize();
  199. var newTexture = new BABYLON.ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  200. // Base texture
  201. newTexture.hasAlpha = this.hasAlpha;
  202. newTexture.level = this.level;
  203. // RenderTarget Texture
  204. newTexture.coordinatesMode = this.coordinatesMode;
  205. return newTexture;
  206. }
  207. public dispose(): void {
  208. var index = this.getScene()._proceduralTextures.indexOf(this);
  209. if (index >= 0) {
  210. this.getScene()._proceduralTextures.splice(index, 1);
  211. }
  212. super.dispose();
  213. }
  214. }
  215. }