babylon.renderTargetTexture.ts 31 KB

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  1. module BABYLON {
  2. export class RenderTargetTexture extends Texture {
  3. public static _REFRESHRATE_RENDER_ONCE: number = 0;
  4. public static _REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;
  5. public static _REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;
  6. public static get REFRESHRATE_RENDER_ONCE(): number {
  7. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  8. }
  9. public static get REFRESHRATE_RENDER_ONEVERYFRAME(): number {
  10. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  11. }
  12. public static get REFRESHRATE_RENDER_ONEVERYTWOFRAMES(): number {
  13. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  14. }
  15. /**
  16. * Use this predicate to dynamically define the list of mesh you want to render.
  17. * If set, the renderList property will be overwritten.
  18. */
  19. public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20. /**
  21. * Use this list to define the list of mesh you want to render.
  22. */
  23. public renderList: Nullable<Array<AbstractMesh>> = new Array<AbstractMesh>();
  24. public renderParticles = true;
  25. public renderSprites = false;
  26. public coordinatesMode = Texture.PROJECTION_MODE;
  27. public activeCamera: Nullable<Camera>;
  28. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  29. public useCameraPostProcesses: boolean;
  30. public ignoreCameraViewport: boolean = false;
  31. private _postProcessManager: Nullable<PostProcessManager>;
  32. private _postProcesses: PostProcess[];
  33. private _resizeObserver: Nullable<Observer<Engine>>;
  34. // Events
  35. /**
  36. * An event triggered when the texture is unbind.
  37. */
  38. public onBeforeBindObservable = new Observable<RenderTargetTexture>();
  39. /**
  40. * An event triggered when the texture is unbind.
  41. */
  42. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  43. private _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  44. public set onAfterUnbind(callback: () => void) {
  45. if (this._onAfterUnbindObserver) {
  46. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  47. }
  48. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  49. }
  50. /**
  51. * An event triggered before rendering the texture
  52. */
  53. public onBeforeRenderObservable = new Observable<number>();
  54. private _onBeforeRenderObserver: Nullable<Observer<number>>;
  55. public set onBeforeRender(callback: (faceIndex: number) => void) {
  56. if (this._onBeforeRenderObserver) {
  57. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  58. }
  59. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  60. }
  61. /**
  62. * An event triggered after rendering the texture
  63. */
  64. public onAfterRenderObservable = new Observable<number>();
  65. private _onAfterRenderObserver: Nullable<Observer<number>>;
  66. public set onAfterRender(callback: (faceIndex: number) => void) {
  67. if (this._onAfterRenderObserver) {
  68. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  69. }
  70. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  71. }
  72. /**
  73. * An event triggered after the texture clear
  74. */
  75. public onClearObservable = new Observable<Engine>();
  76. private _onClearObserver: Nullable<Observer<Engine>>;
  77. public set onClear(callback: (Engine: Engine) => void) {
  78. if (this._onClearObserver) {
  79. this.onClearObservable.remove(this._onClearObserver);
  80. }
  81. this._onClearObserver = this.onClearObservable.add(callback);
  82. }
  83. public clearColor: Color4;
  84. protected _size: number | {width: number, height: number};
  85. protected _initialSizeParameter: number | {width: number, height: number} | {ratio: number}
  86. protected _sizeRatio: Nullable<number>;
  87. public _generateMipMaps: boolean;
  88. protected _renderingManager: RenderingManager;
  89. public _waitingRenderList: string[];
  90. protected _doNotChangeAspectRatio: boolean;
  91. protected _currentRefreshId = -1;
  92. protected _refreshRate = 1;
  93. protected _textureMatrix: Matrix;
  94. protected _samples = 1;
  95. protected _renderTargetOptions: RenderTargetCreationOptions;
  96. public get renderTargetOptions(): RenderTargetCreationOptions {
  97. return this._renderTargetOptions;
  98. }
  99. protected _engine: Engine;
  100. protected _onRatioRescale(): void {
  101. if (this._sizeRatio) {
  102. this.resize(this._initialSizeParameter);
  103. }
  104. }
  105. /**
  106. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  107. * It must define where the camera used to render the texture is set
  108. */
  109. public boundingBoxPosition = Vector3.Zero();
  110. private _boundingBoxSize: Vector3;
  111. /**
  112. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  113. * When defined, the cubemap will switch to local mode
  114. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115. * @example https://www.babylonjs-playground.com/#RNASML
  116. */
  117. public set boundingBoxSize(value: Vector3) {
  118. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  119. return;
  120. }
  121. this._boundingBoxSize = value;
  122. let scene = this.getScene();
  123. if (scene) {
  124. scene.markAllMaterialsAsDirty(Material.TextureDirtyFlag);
  125. }
  126. }
  127. public get boundingBoxSize(): Vector3 {
  128. return this._boundingBoxSize;
  129. }
  130. /**
  131. * In case the RTT has been created with a depth texture, get the associated
  132. * depth texture.
  133. * Otherwise, return null.
  134. */
  135. public depthStencilTexture: Nullable<InternalTexture>;
  136. /**
  137. * Instantiate a render target texture. This is mainly to render of screen the scene to for instance apply post processse
  138. * or used a shadow, depth texture...
  139. * @param name The friendly name of the texture
  140. * @param size The size of the RTT (number if square, or {with: number, height:number} or {ratio:} to define a ratio from the main scene)
  141. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  142. * @param generateMipMaps True if mip maps need to be generated after render.
  143. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  144. * @param type The type of the buffer in the RTT (int, half float, float...)
  145. * @param isCube True if a cube texture needs to be created
  146. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  147. * @param generateDepthBuffer True to generate a depth buffer
  148. * @param generateStencilBuffer True to generate a stencil buffer
  149. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  150. */
  151. constructor(name: string, size: number | {width: number, height: number} | {ratio: number}, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true, type: number = Engine.TEXTURETYPE_UNSIGNED_INT, public isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false) {
  152. super(null, scene, !generateMipMaps);
  153. scene = this.getScene();
  154. if (!scene) {
  155. return;
  156. }
  157. this._engine = scene.getEngine();
  158. this.name = name;
  159. this.isRenderTarget = true;
  160. this._initialSizeParameter = size;
  161. this._processSizeParameter(size);
  162. this._resizeObserver = this.getScene()!.getEngine().onResizeObservable.add(() => {
  163. });
  164. this._generateMipMaps = generateMipMaps ? true : false;
  165. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  166. // Rendering groups
  167. this._renderingManager = new RenderingManager(scene);
  168. if (isMulti) {
  169. return;
  170. }
  171. this._renderTargetOptions = {
  172. generateMipMaps: generateMipMaps,
  173. type: type,
  174. samplingMode: samplingMode,
  175. generateDepthBuffer: generateDepthBuffer,
  176. generateStencilBuffer: generateStencilBuffer
  177. };
  178. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  179. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  180. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  181. }
  182. if (isCube) {
  183. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  184. this.coordinatesMode = Texture.INVCUBIC_MODE;
  185. this._textureMatrix = Matrix.Identity();
  186. } else {
  187. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  188. }
  189. }
  190. /**
  191. * Creates a depth stencil texture.
  192. * This is only available in WebGL 2 or with the depth texture extension available.
  193. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  194. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  195. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  196. */
  197. public createDepthStencilTexture(comparisonFunction: number = 0, bilinearFiltering: boolean = true, generateStencil: boolean = false) : void {
  198. if (!this.getScene()) {
  199. return;
  200. }
  201. var engine = this.getScene()!.getEngine();
  202. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  203. bilinearFiltering,
  204. comparisonFunction,
  205. generateStencil,
  206. isCube: this.isCube
  207. });
  208. engine.setFrameBufferDepthStencilTexture(this);
  209. }
  210. private _processSizeParameter(size: number | {width: number, height: number} | {ratio: number}): void {
  211. if ((<{ratio: number}>size).ratio) {
  212. this._sizeRatio = (<{ratio: number}>size).ratio;
  213. this._size = {
  214. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  215. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  216. }
  217. } else {
  218. this._size = <number | {width: number, height: number}>size;
  219. }
  220. }
  221. public get samples(): number {
  222. return this._samples;
  223. }
  224. public set samples(value: number) {
  225. if (this._samples === value) {
  226. return;
  227. }
  228. let scene = this.getScene();
  229. if (!scene) {
  230. return;
  231. }
  232. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  233. }
  234. public resetRefreshCounter(): void {
  235. this._currentRefreshId = -1;
  236. }
  237. public get refreshRate(): number {
  238. return this._refreshRate;
  239. }
  240. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  241. public set refreshRate(value: number) {
  242. this._refreshRate = value;
  243. this.resetRefreshCounter();
  244. }
  245. public addPostProcess(postProcess: PostProcess): void {
  246. if (!this._postProcessManager) {
  247. let scene = this.getScene();
  248. if (!scene) {
  249. return;
  250. }
  251. this._postProcessManager = new PostProcessManager(scene);
  252. this._postProcesses = new Array<PostProcess>();
  253. }
  254. this._postProcesses.push(postProcess);
  255. this._postProcesses[0].autoClear = false;
  256. }
  257. public clearPostProcesses(dispose?: boolean): void {
  258. if (!this._postProcesses) {
  259. return;
  260. }
  261. if (dispose) {
  262. for (var postProcess of this._postProcesses) {
  263. postProcess.dispose();
  264. }
  265. }
  266. this._postProcesses = [];
  267. }
  268. public removePostProcess(postProcess: PostProcess): void {
  269. if (!this._postProcesses) {
  270. return;
  271. }
  272. var index = this._postProcesses.indexOf(postProcess);
  273. if (index === -1) {
  274. return;
  275. }
  276. this._postProcesses.splice(index, 1);
  277. if (this._postProcesses.length > 0) {
  278. this._postProcesses[0].autoClear = false;
  279. }
  280. }
  281. public _shouldRender(): boolean {
  282. if (this._currentRefreshId === -1) { // At least render once
  283. this._currentRefreshId = 1;
  284. return true;
  285. }
  286. if (this.refreshRate === this._currentRefreshId) {
  287. this._currentRefreshId = 1;
  288. return true;
  289. }
  290. this._currentRefreshId++;
  291. return false;
  292. }
  293. public getRenderSize(): number {
  294. if ((<{width: number, height: number}>this._size).width) {
  295. return (<{width: number, height: number}>this._size).width;
  296. }
  297. return <number>this._size;
  298. }
  299. public getRenderWidth(): number {
  300. if ((<{width: number, height: number}>this._size).width) {
  301. return (<{width: number, height: number}>this._size).width;
  302. }
  303. return <number>this._size;
  304. }
  305. public getRenderHeight(): number {
  306. if ((<{width: number, height: number}>this._size).width) {
  307. return (<{width: number, height: number}>this._size).height;
  308. }
  309. return <number>this._size;
  310. }
  311. public get canRescale(): boolean {
  312. return true;
  313. }
  314. public scale(ratio: number): void {
  315. var newSize = this.getRenderSize() * ratio;
  316. this.resize(newSize);
  317. }
  318. public getReflectionTextureMatrix(): Matrix {
  319. if (this.isCube) {
  320. return this._textureMatrix;
  321. }
  322. return super.getReflectionTextureMatrix();
  323. }
  324. public resize(size: number | {width: number, height: number} | {ratio: number}) {
  325. this.releaseInternalTexture();
  326. let scene = this.getScene();
  327. if (!scene) {
  328. return;
  329. }
  330. this._processSizeParameter(size);
  331. if (this.isCube) {
  332. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  333. } else {
  334. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  335. }
  336. }
  337. public render(useCameraPostProcess: boolean = false, dumpForDebug: boolean = false) {
  338. var scene = this.getScene();
  339. if (!scene) {
  340. return;
  341. }
  342. var engine = scene.getEngine();
  343. if (this.useCameraPostProcesses !== undefined) {
  344. useCameraPostProcess = this.useCameraPostProcesses;
  345. }
  346. if (this._waitingRenderList) {
  347. this.renderList = [];
  348. for (var index = 0; index < this._waitingRenderList.length; index++) {
  349. var id = this._waitingRenderList[index];
  350. let mesh = scene.getMeshByID(id);
  351. if (mesh) {
  352. this.renderList.push(mesh);
  353. }
  354. }
  355. delete this._waitingRenderList;
  356. }
  357. // Is predicate defined?
  358. if (this.renderListPredicate) {
  359. if (this.renderList) {
  360. this.renderList.splice(0); // Clear previous renderList
  361. } else {
  362. this.renderList = [];
  363. }
  364. var scene = this.getScene();
  365. if (!scene) {
  366. return;
  367. }
  368. var sceneMeshes = scene.meshes;
  369. for (var index = 0; index < sceneMeshes.length; index++) {
  370. var mesh = sceneMeshes[index];
  371. if (this.renderListPredicate(mesh)) {
  372. this.renderList.push(mesh);
  373. }
  374. }
  375. }
  376. this.onBeforeBindObservable.notifyObservers(this);
  377. // Set custom projection.
  378. // Needs to be before binding to prevent changing the aspect ratio.
  379. let camera: Nullable<Camera>;
  380. if (this.activeCamera) {
  381. camera = this.activeCamera;
  382. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  383. if (this.activeCamera !== scene.activeCamera) {
  384. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  385. }
  386. }
  387. else {
  388. camera = scene.activeCamera;
  389. if (camera) {
  390. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  391. }
  392. }
  393. // Prepare renderingManager
  394. this._renderingManager.reset();
  395. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  396. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  397. var sceneRenderId = scene.getRenderId();
  398. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  399. var mesh = currentRenderList[meshIndex];
  400. if (mesh) {
  401. if (!mesh.isReady(this.refreshRate === 0)) {
  402. this.resetRefreshCounter();
  403. continue;
  404. }
  405. mesh._preActivateForIntermediateRendering(sceneRenderId);
  406. let isMasked;
  407. if (!this.renderList && camera) {
  408. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  409. } else {
  410. isMasked = false;
  411. }
  412. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  413. mesh._activate(sceneRenderId);
  414. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  415. var subMesh = mesh.subMeshes[subIndex];
  416. scene._activeIndices.addCount(subMesh.indexCount, false);
  417. this._renderingManager.dispatch(subMesh, mesh);
  418. }
  419. }
  420. }
  421. }
  422. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  423. var particleSystem = scene.particleSystems[particleIndex];
  424. let emitter: any = particleSystem.emitter;
  425. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  426. continue;
  427. }
  428. if (currentRenderList.indexOf(emitter) >= 0) {
  429. this._renderingManager.dispatchParticles(particleSystem);
  430. }
  431. }
  432. if (this.isCube) {
  433. for (var face = 0; face < 6; face++) {
  434. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  435. scene.incrementRenderId();
  436. scene.resetCachedMaterial();
  437. }
  438. } else {
  439. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  440. }
  441. this.onAfterUnbindObservable.notifyObservers(this);
  442. if (scene.activeCamera) {
  443. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  444. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  445. }
  446. engine.setViewport(scene.activeCamera.viewport);
  447. }
  448. scene.resetCachedMaterial();
  449. }
  450. private _bestReflectionRenderTargetDimension(renderDimension: number, scale: number): number {
  451. let minimum = 128;
  452. let x = renderDimension * scale;
  453. let curved = Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  454. // Ensure we don't exceed the render dimension (while staying POT)
  455. return Math.min(Tools.FloorPOT(renderDimension), curved);
  456. }
  457. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {
  458. if (!this._texture) {
  459. return;
  460. }
  461. engine.unBindFramebuffer(this._texture, this.isCube, () => {
  462. this.onAfterRenderObservable.notifyObservers(faceIndex);
  463. });
  464. }
  465. private renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength: number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  466. var scene = this.getScene();
  467. if (!scene) {
  468. return;
  469. }
  470. var engine = scene.getEngine();
  471. if (!this._texture) {
  472. return;
  473. }
  474. // Bind
  475. if (this._postProcessManager) {
  476. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  477. }
  478. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  479. if (this._texture) {
  480. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  481. }
  482. }
  483. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  484. // Clear
  485. if (this.onClearObservable.hasObservers()) {
  486. this.onClearObservable.notifyObservers(engine);
  487. } else {
  488. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  489. }
  490. if (!this._doNotChangeAspectRatio) {
  491. scene.updateTransformMatrix(true);
  492. }
  493. // Render
  494. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  495. if (this._postProcessManager) {
  496. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  497. }
  498. else if (useCameraPostProcess) {
  499. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  500. }
  501. if (!this._doNotChangeAspectRatio) {
  502. scene.updateTransformMatrix(true);
  503. }
  504. // Dump ?
  505. if (dumpForDebug) {
  506. Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  507. }
  508. // Unbind
  509. if (!this.isCube || faceIndex === 5) {
  510. if (this.isCube) {
  511. if (faceIndex === 5) {
  512. engine.generateMipMapsForCubemap(this._texture);
  513. }
  514. }
  515. this.unbindFrameBuffer(engine, faceIndex);
  516. } else {
  517. this.onAfterRenderObservable.notifyObservers(faceIndex);
  518. }
  519. }
  520. /**
  521. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  522. * This allowed control for front to back rendering or reversly depending of the special needs.
  523. *
  524. * @param renderingGroupId The rendering group id corresponding to its index
  525. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  526. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  527. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  528. */
  529. public setRenderingOrder(renderingGroupId: number,
  530. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  531. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  532. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {
  533. this._renderingManager.setRenderingOrder(renderingGroupId,
  534. opaqueSortCompareFn,
  535. alphaTestSortCompareFn,
  536. transparentSortCompareFn);
  537. }
  538. /**
  539. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  540. *
  541. * @param renderingGroupId The rendering group id corresponding to its index
  542. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  543. */
  544. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  545. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  546. }
  547. public clone(): RenderTargetTexture {
  548. var textureSize = this.getSize();
  549. var newTexture = new RenderTargetTexture(
  550. this.name,
  551. textureSize,
  552. this.getScene(),
  553. this._renderTargetOptions.generateMipMaps,
  554. this._doNotChangeAspectRatio,
  555. this._renderTargetOptions.type,
  556. this.isCube,
  557. this._renderTargetOptions.samplingMode,
  558. this._renderTargetOptions.generateDepthBuffer,
  559. this._renderTargetOptions.generateStencilBuffer
  560. );
  561. // Base texture
  562. newTexture.hasAlpha = this.hasAlpha;
  563. newTexture.level = this.level;
  564. // RenderTarget Texture
  565. newTexture.coordinatesMode = this.coordinatesMode;
  566. if (this.renderList) {
  567. newTexture.renderList = this.renderList.slice(0);
  568. }
  569. return newTexture;
  570. }
  571. public serialize(): any {
  572. if (!this.name) {
  573. return null;
  574. }
  575. var serializationObject = super.serialize();
  576. serializationObject.renderTargetSize = this.getRenderSize();
  577. serializationObject.renderList = [];
  578. if (this.renderList) {
  579. for (var index = 0; index < this.renderList.length; index++) {
  580. serializationObject.renderList.push(this.renderList[index].id);
  581. }
  582. }
  583. return serializationObject;
  584. }
  585. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  586. public disposeFramebufferObjects(): void {
  587. let objBuffer = this.getInternalTexture();
  588. let scene = this.getScene();
  589. if (objBuffer && scene) {
  590. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  591. }
  592. }
  593. public dispose(): void {
  594. if (this._postProcessManager) {
  595. this._postProcessManager.dispose();
  596. this._postProcessManager = null;
  597. }
  598. this.clearPostProcesses(true);
  599. if (this._resizeObserver) {
  600. this.getScene()!.getEngine().onResizeObservable.remove(this._resizeObserver);
  601. this._resizeObserver = null;
  602. }
  603. this.renderList = null;
  604. // Remove from custom render targets
  605. var scene = this.getScene();
  606. if (!scene) {
  607. return;
  608. }
  609. var index = scene.customRenderTargets.indexOf(this);
  610. if (index >= 0) {
  611. scene.customRenderTargets.splice(index, 1);
  612. }
  613. for (var camera of scene.cameras) {
  614. index = camera.customRenderTargets.indexOf(this);
  615. if (index >= 0) {
  616. camera.customRenderTargets.splice(index, 1);
  617. }
  618. }
  619. super.dispose();
  620. }
  621. public _rebuild(): void {
  622. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  623. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  624. }
  625. if (this._postProcessManager) {
  626. this._postProcessManager._rebuild();
  627. }
  628. }
  629. /**
  630. * Clear the info related to rendering groups preventing retention point in material dispose.
  631. */
  632. public freeRenderingGroups(): void {
  633. if (this._renderingManager) {
  634. this._renderingManager.freeRenderingGroups();
  635. }
  636. }
  637. }
  638. }