babylon.renderTargetTexture.ts 6.8 KB

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  1. module BABYLON {
  2. export class RenderTargetTexture extends Texture {
  3. public renderList = new Array<AbstractMesh>();
  4. public renderParticles = true;
  5. public renderSprites = false;
  6. public coordinatesMode = Texture.PROJECTION_MODE;
  7. public onBeforeRender: () => void;
  8. public onAfterRender: () => void;
  9. public onAfterUnbind: () => void;
  10. public onClear: (engine: Engine) => void;
  11. public activeCamera: Camera;
  12. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  13. private _size: number;
  14. public _generateMipMaps: boolean;
  15. private _renderingManager: RenderingManager;
  16. public _waitingRenderList: string[];
  17. private _doNotChangeAspectRatio: boolean;
  18. private _currentRefreshId = -1;
  19. private _refreshRate = 1;
  20. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true, type: number = Engine.TEXTURETYPE_UNSIGNED_INT) {
  21. super(null, scene, !generateMipMaps);
  22. this.name = name;
  23. this.isRenderTarget = true;
  24. this._size = size;
  25. this._generateMipMaps = generateMipMaps;
  26. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  27. this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
  28. // Rendering groups
  29. this._renderingManager = new RenderingManager(scene);
  30. }
  31. public resetRefreshCounter(): void {
  32. this._currentRefreshId = -1;
  33. }
  34. public get refreshRate(): number {
  35. return this._refreshRate;
  36. }
  37. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  38. public set refreshRate(value: number) {
  39. this._refreshRate = value;
  40. this.resetRefreshCounter();
  41. }
  42. public _shouldRender(): boolean {
  43. if (this._currentRefreshId === -1) { // At least render once
  44. this._currentRefreshId = 1;
  45. return true;
  46. }
  47. if (this.refreshRate === this._currentRefreshId) {
  48. this._currentRefreshId = 1;
  49. return true;
  50. }
  51. this._currentRefreshId++;
  52. return false;
  53. }
  54. public isReady(): boolean {
  55. if (!this.getScene().renderTargetsEnabled) {
  56. return false;
  57. }
  58. return super.isReady();
  59. }
  60. public getRenderSize(): number {
  61. return this._size;
  62. }
  63. public get canRescale(): boolean {
  64. return true;
  65. }
  66. public scale(ratio: number): void {
  67. var newSize = this._size * ratio;
  68. this.resize(newSize, this._generateMipMaps);
  69. }
  70. public resize(size:any, generateMipMaps?: boolean) {
  71. this.releaseInternalTexture();
  72. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  73. }
  74. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  75. var scene = this.getScene();
  76. var engine = scene.getEngine();
  77. if (this._waitingRenderList) {
  78. this.renderList = [];
  79. for (var index = 0; index < this._waitingRenderList.length; index++) {
  80. var id = this._waitingRenderList[index];
  81. this.renderList.push(scene.getMeshByID(id));
  82. }
  83. delete this._waitingRenderList;
  84. }
  85. if (this.renderList && this.renderList.length === 0) {
  86. return;
  87. }
  88. // Bind
  89. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  90. engine.bindFramebuffer(this._texture);
  91. }
  92. this._renderingManager.reset();
  93. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  94. for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
  95. var mesh = currentRenderList[meshIndex];
  96. if (mesh) {
  97. if (!mesh.isReady()) {
  98. // Reset _currentRefreshId
  99. this.resetRefreshCounter();
  100. continue;
  101. }
  102. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  103. mesh._activate(scene.getRenderId());
  104. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  105. var subMesh = mesh.subMeshes[subIndex];
  106. scene._activeIndices += subMesh.indexCount;
  107. this._renderingManager.dispatch(subMesh);
  108. }
  109. }
  110. }
  111. }
  112. if (this.onBeforeRender) {
  113. this.onBeforeRender();
  114. }
  115. // Clear
  116. if (this.onClear) {
  117. this.onClear(engine);
  118. } else {
  119. engine.clear(scene.clearColor, true, true);
  120. }
  121. if (!this._doNotChangeAspectRatio) {
  122. scene.updateTransformMatrix(true);
  123. }
  124. // Render
  125. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  126. if (useCameraPostProcess) {
  127. scene.postProcessManager._finalizeFrame(false, this._texture);
  128. }
  129. if (!this._doNotChangeAspectRatio) {
  130. scene.updateTransformMatrix(true);
  131. }
  132. if (this.onAfterRender) {
  133. this.onAfterRender();
  134. }
  135. // Dump ?
  136. if (dumpForDebug) {
  137. Tools.DumpFramebuffer(this._size, this._size, engine);
  138. }
  139. // Unbind
  140. engine.unBindFramebuffer(this._texture);
  141. if (this.onAfterUnbind) {
  142. this.onAfterUnbind();
  143. }
  144. }
  145. public clone(): RenderTargetTexture {
  146. var textureSize = this.getSize();
  147. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  148. // Base texture
  149. newTexture.hasAlpha = this.hasAlpha;
  150. newTexture.level = this.level;
  151. // RenderTarget Texture
  152. newTexture.coordinatesMode = this.coordinatesMode;
  153. newTexture.renderList = this.renderList.slice(0);
  154. return newTexture;
  155. }
  156. }
  157. }