babylon.postProcessManager.ts 3.5 KB

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  1. module BABYLON {
  2. export class PostProcessManager {
  3. private _scene: Scene;
  4. private _indexBuffer: WebGLBuffer;
  5. private _vertexDeclaration = [2];
  6. private _vertexStrideSize = 2 * 4;
  7. private _vertexBuffer: WebGLBuffer;
  8. constructor(scene: Scene) {
  9. this._scene = scene;
  10. // VBO
  11. var vertices = [];
  12. vertices.push(1, 1);
  13. vertices.push(-1, 1);
  14. vertices.push(-1, -1);
  15. vertices.push(1, -1);
  16. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  17. // Indices
  18. var indices = [];
  19. indices.push(0);
  20. indices.push(1);
  21. indices.push(2);
  22. indices.push(0);
  23. indices.push(2);
  24. indices.push(3);
  25. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  26. }
  27. // Methods
  28. public _prepareFrame(sourceTexture?: WebGLTexture): boolean {
  29. var postProcesses = this._scene.activeCamera._postProcesses;
  30. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  31. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  32. return false;
  33. }
  34. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  35. return true;
  36. }
  37. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void {
  38. var postProcesses = this._scene.activeCamera._postProcesses;
  39. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  40. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  41. return;
  42. }
  43. var engine = this._scene.getEngine();
  44. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  45. if (index < postProcessesTakenIndices.length - 1) {
  46. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  47. } else {
  48. if (targetTexture) {
  49. engine.bindFramebuffer(targetTexture);
  50. } else {
  51. engine.restoreDefaultFramebuffer();
  52. }
  53. }
  54. if (doNotPresent) {
  55. break;
  56. }
  57. var pp = postProcesses[postProcessesTakenIndices[index]];
  58. var effect = pp.apply();
  59. if (effect) {
  60. if (pp.onBeforeRender) {
  61. pp.onBeforeRender(effect);
  62. }
  63. // VBOs
  64. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  65. // Draw order
  66. engine.draw(WebGLRenderingContext.TRIANGLES, 0, 6);
  67. }
  68. }
  69. // Restore depth buffer
  70. engine.setDepthBuffer(true);
  71. engine.setDepthWrite(true);
  72. }
  73. public dispose(): void {
  74. if (this._vertexBuffer) {
  75. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  76. this._vertexBuffer = null;
  77. }
  78. if (this._indexBuffer) {
  79. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  80. this._indexBuffer = null;
  81. }
  82. }
  83. }
  84. }