babylon.renderTargetTexture.ts 22 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 = new Array<AbstractMesh>();
  24. public renderParticles = true;
  25. public renderSprites = false;
  26. public coordinatesMode = Texture.PROJECTION_MODE;
  27. public activeCamera: 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: PostProcessManager;
  32. private _postProcesses: PostProcess[];
  33. // Events
  34. /**
  35. * An event triggered when the texture is unbind.
  36. * @type {BABYLON.Observable}
  37. */
  38. public onBeforeBindObservable = new Observable<RenderTargetTexture>();
  39. /**
  40. * An event triggered when the texture is unbind.
  41. * @type {BABYLON.Observable}
  42. */
  43. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  44. private _onAfterUnbindObserver: Observer<RenderTargetTexture>;
  45. public set onAfterUnbind(callback: () => void) {
  46. if (this._onAfterUnbindObserver) {
  47. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  48. }
  49. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  50. }
  51. /**
  52. * An event triggered before rendering the texture
  53. * @type {BABYLON.Observable}
  54. */
  55. public onBeforeRenderObservable = new Observable<number>();
  56. private _onBeforeRenderObserver: Observer<number>;
  57. public set onBeforeRender(callback: (faceIndex: number) => void) {
  58. if (this._onBeforeRenderObserver) {
  59. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  60. }
  61. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  62. }
  63. /**
  64. * An event triggered after rendering the texture
  65. * @type {BABYLON.Observable}
  66. */
  67. public onAfterRenderObservable = new Observable<number>();
  68. private _onAfterRenderObserver: Observer<number>;
  69. public set onAfterRender(callback: (faceIndex: number) => void) {
  70. if (this._onAfterRenderObserver) {
  71. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  72. }
  73. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  74. }
  75. /**
  76. * An event triggered after the texture clear
  77. * @type {BABYLON.Observable}
  78. */
  79. public onClearObservable = new Observable<Engine>();
  80. private _onClearObserver: Observer<Engine>;
  81. public set onClear(callback: (Engine: Engine) => void) {
  82. if (this._onClearObserver) {
  83. this.onClearObservable.remove(this._onClearObserver);
  84. }
  85. this._onClearObserver = this.onClearObservable.add(callback);
  86. }
  87. public clearColor: Color4;
  88. protected _size: number;
  89. public _generateMipMaps: boolean;
  90. protected _renderingManager: RenderingManager;
  91. public _waitingRenderList: string[];
  92. protected _doNotChangeAspectRatio: boolean;
  93. protected _currentRefreshId = -1;
  94. protected _refreshRate = 1;
  95. protected _textureMatrix: Matrix;
  96. protected _samples = 1;
  97. protected _renderTargetOptions: RenderTargetCreationOptions;
  98. public get renderTargetOptions(): RenderTargetCreationOptions {
  99. return this._renderTargetOptions;
  100. }
  101. constructor(name: string, size: any, scene: 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) {
  102. super(null, scene, !generateMipMaps);
  103. scene = this.getScene();
  104. this.name = name;
  105. this.isRenderTarget = true;
  106. this._size = size;
  107. this._generateMipMaps = generateMipMaps;
  108. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  109. // Rendering groups
  110. this._renderingManager = new RenderingManager(scene);
  111. if (isMulti) {
  112. return;
  113. }
  114. this._renderTargetOptions = {
  115. generateMipMaps: generateMipMaps,
  116. type: type,
  117. samplingMode: samplingMode,
  118. generateDepthBuffer: generateDepthBuffer,
  119. generateStencilBuffer: generateStencilBuffer
  120. };
  121. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  122. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  123. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  124. }
  125. if (isCube) {
  126. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  127. this.coordinatesMode = Texture.INVCUBIC_MODE;
  128. this._textureMatrix = Matrix.Identity();
  129. } else {
  130. this._texture = scene.getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  131. }
  132. }
  133. public get samples(): number {
  134. return this._samples;
  135. }
  136. public set samples(value: number) {
  137. if (this._samples === value) {
  138. return;
  139. }
  140. this._samples = this.getScene().getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  141. }
  142. public resetRefreshCounter(): void {
  143. this._currentRefreshId = -1;
  144. }
  145. public get refreshRate(): number {
  146. return this._refreshRate;
  147. }
  148. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  149. public set refreshRate(value: number) {
  150. this._refreshRate = value;
  151. this.resetRefreshCounter();
  152. }
  153. public addPostProcess(postProcess: PostProcess): void {
  154. if (!this._postProcessManager) {
  155. this._postProcessManager = new PostProcessManager(this.getScene());
  156. this._postProcesses = new Array<PostProcess>();
  157. }
  158. this._postProcesses.push(postProcess);
  159. this._postProcesses[0].autoClear = false;
  160. }
  161. public clearPostProcesses(dispose?: boolean): void {
  162. if (!this._postProcesses) {
  163. return;
  164. }
  165. if (dispose) {
  166. for (var postProcess of this._postProcesses) {
  167. postProcess.dispose();
  168. postProcess = null;
  169. }
  170. }
  171. this._postProcesses = [];
  172. }
  173. public removePostProcess(postProcess: PostProcess): void {
  174. if (!this._postProcesses) {
  175. return;
  176. }
  177. var index = this._postProcesses.indexOf(postProcess);
  178. if (index === -1) {
  179. return;
  180. }
  181. this._postProcesses.splice(index, 1);
  182. if (this._postProcesses.length > 0) {
  183. this._postProcesses[0].autoClear = false;
  184. }
  185. }
  186. public _shouldRender(): boolean {
  187. if (this._currentRefreshId === -1) { // At least render once
  188. this._currentRefreshId = 1;
  189. return true;
  190. }
  191. if (this.refreshRate === this._currentRefreshId) {
  192. this._currentRefreshId = 1;
  193. return true;
  194. }
  195. this._currentRefreshId++;
  196. return false;
  197. }
  198. public getRenderSize(): number {
  199. return this._size;
  200. }
  201. public get canRescale(): boolean {
  202. return true;
  203. }
  204. public scale(ratio: number): void {
  205. var newSize = this._size * ratio;
  206. this.resize(newSize);
  207. }
  208. public getReflectionTextureMatrix(): Matrix {
  209. if (this.isCube) {
  210. return this._textureMatrix;
  211. }
  212. return super.getReflectionTextureMatrix();
  213. }
  214. public resize(size: any) {
  215. this.releaseInternalTexture();
  216. if (this.isCube) {
  217. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  218. } else {
  219. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  220. }
  221. }
  222. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  223. var scene = this.getScene();
  224. var engine = scene.getEngine();
  225. if (this.useCameraPostProcesses !== undefined) {
  226. useCameraPostProcess = this.useCameraPostProcesses;
  227. }
  228. if (this._waitingRenderList) {
  229. this.renderList = [];
  230. for (var index = 0; index < this._waitingRenderList.length; index++) {
  231. var id = this._waitingRenderList[index];
  232. this.renderList.push(scene.getMeshByID(id));
  233. }
  234. delete this._waitingRenderList;
  235. }
  236. // Is predicate defined?
  237. if (this.renderListPredicate) {
  238. this.renderList.splice(0); // Clear previous renderList
  239. var sceneMeshes = this.getScene().meshes;
  240. for (var index = 0; index < sceneMeshes.length; index++) {
  241. var mesh = sceneMeshes[index];
  242. if (this.renderListPredicate(mesh)) {
  243. this.renderList.push(mesh);
  244. }
  245. }
  246. }
  247. if (this.renderList && this.renderList.length === 0) {
  248. return;
  249. }
  250. this.onBeforeBindObservable.notifyObservers(this);
  251. // Set custom projection.
  252. // Needs to be before binding to prevent changing the aspect ratio.
  253. let camera: Camera;
  254. if (this.activeCamera) {
  255. camera = this.activeCamera;
  256. engine.setViewport(this.activeCamera.viewport, this._size, this._size);
  257. if (this.activeCamera !== scene.activeCamera) {
  258. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  259. }
  260. }
  261. else {
  262. camera = scene.activeCamera;
  263. engine.setViewport(scene.activeCamera.viewport, this._size, this._size);
  264. }
  265. // Prepare renderingManager
  266. this._renderingManager.reset();
  267. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  268. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  269. var sceneRenderId = scene.getRenderId();
  270. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  271. var mesh = currentRenderList[meshIndex];
  272. if (mesh) {
  273. if (!mesh.isReady()) {
  274. // Reset _currentRefreshId
  275. this.resetRefreshCounter();
  276. continue;
  277. }
  278. mesh._preActivateForIntermediateRendering(sceneRenderId);
  279. let isMasked;
  280. if (!this.renderList) {
  281. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  282. } else {
  283. isMasked = false;
  284. }
  285. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  286. mesh._activate(sceneRenderId);
  287. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  288. var subMesh = mesh.subMeshes[subIndex];
  289. scene._activeIndices.addCount(subMesh.indexCount, false);
  290. this._renderingManager.dispatch(subMesh);
  291. }
  292. }
  293. }
  294. }
  295. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  296. var particleSystem = scene.particleSystems[particleIndex];
  297. let emitter: any = particleSystem.emitter;
  298. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  299. continue;
  300. }
  301. if (currentRenderList.indexOf(emitter) >= 0) {
  302. this._renderingManager.dispatchParticles(particleSystem);
  303. }
  304. }
  305. if (this.isCube) {
  306. for (var face = 0; face < 6; face++) {
  307. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  308. scene.incrementRenderId();
  309. scene.resetCachedMaterial();
  310. }
  311. } else {
  312. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  313. }
  314. this.onAfterUnbindObservable.notifyObservers(this);
  315. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  316. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  317. }
  318. engine.setViewport(scene.activeCamera.viewport);
  319. scene.resetCachedMaterial();
  320. }
  321. private renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength: number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  322. var scene = this.getScene();
  323. var engine = scene.getEngine();
  324. // Bind
  325. if (this._postProcessManager) {
  326. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  327. }
  328. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  329. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport);
  330. }
  331. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  332. // Clear
  333. if (this.onClearObservable.hasObservers()) {
  334. this.onClearObservable.notifyObservers(engine);
  335. } else {
  336. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  337. }
  338. if (!this._doNotChangeAspectRatio) {
  339. scene.updateTransformMatrix(true);
  340. }
  341. // Render
  342. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  343. if (this._postProcessManager) {
  344. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses);
  345. }
  346. else if (useCameraPostProcess) {
  347. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  348. }
  349. if (!this._doNotChangeAspectRatio) {
  350. scene.updateTransformMatrix(true);
  351. }
  352. // Dump ?
  353. if (dumpForDebug) {
  354. Tools.DumpFramebuffer(this._size, this._size, engine);
  355. }
  356. // Unbind
  357. if (!this.isCube || faceIndex === 5) {
  358. if (this.isCube) {
  359. if (faceIndex === 5) {
  360. engine.generateMipMapsForCubemap(this._texture);
  361. }
  362. }
  363. engine.unBindFramebuffer(this._texture, this.isCube, () => {
  364. this.onAfterRenderObservable.notifyObservers(faceIndex);
  365. });
  366. } else {
  367. this.onAfterRenderObservable.notifyObservers(faceIndex);
  368. }
  369. }
  370. /**
  371. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  372. * This allowed control for front to back rendering or reversly depending of the special needs.
  373. *
  374. * @param renderingGroupId The rendering group id corresponding to its index
  375. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  376. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  377. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  378. */
  379. public setRenderingOrder(renderingGroupId: number,
  380. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  381. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  382. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  383. this._renderingManager.setRenderingOrder(renderingGroupId,
  384. opaqueSortCompareFn,
  385. alphaTestSortCompareFn,
  386. transparentSortCompareFn);
  387. }
  388. /**
  389. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  390. *
  391. * @param renderingGroupId The rendering group id corresponding to its index
  392. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  393. */
  394. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  395. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  396. }
  397. public clone(): RenderTargetTexture {
  398. var textureSize = this.getSize();
  399. var newTexture = new RenderTargetTexture(
  400. this.name,
  401. textureSize.width,
  402. this.getScene(),
  403. this._renderTargetOptions.generateMipMaps,
  404. this._doNotChangeAspectRatio,
  405. this._renderTargetOptions.type,
  406. this.isCube,
  407. this._renderTargetOptions.samplingMode,
  408. this._renderTargetOptions.generateDepthBuffer,
  409. this._renderTargetOptions.generateStencilBuffer
  410. );
  411. // Base texture
  412. newTexture.hasAlpha = this.hasAlpha;
  413. newTexture.level = this.level;
  414. // RenderTarget Texture
  415. newTexture.coordinatesMode = this.coordinatesMode;
  416. newTexture.renderList = this.renderList.slice(0);
  417. return newTexture;
  418. }
  419. public serialize(): any {
  420. if (!this.name) {
  421. return null;
  422. }
  423. var serializationObject = super.serialize();
  424. serializationObject.renderTargetSize = this.getRenderSize();
  425. serializationObject.renderList = [];
  426. for (var index = 0; index < this.renderList.length; index++) {
  427. serializationObject.renderList.push(this.renderList[index].id);
  428. }
  429. return serializationObject;
  430. }
  431. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  432. public disposeFramebufferObjects(): void {
  433. this.getScene().getEngine()._releaseFramebufferObjects(this.getInternalTexture());
  434. }
  435. public dispose(): void {
  436. if (this._postProcessManager) {
  437. this._postProcessManager.dispose();
  438. this._postProcessManager = null;
  439. }
  440. this.clearPostProcesses(true);
  441. this.renderList = null;
  442. // Remove from custom render targets
  443. var scene = this.getScene();
  444. var index = scene.customRenderTargets.indexOf(this);
  445. if (index >= 0) {
  446. scene.customRenderTargets.splice(index, 1);
  447. }
  448. for (var camera of scene.cameras) {
  449. index = camera.customRenderTargets.indexOf(this);
  450. if (index >= 0) {
  451. camera.customRenderTargets.splice(index, 1);
  452. }
  453. }
  454. super.dispose();
  455. }
  456. public _rebuild(): void {
  457. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  458. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  459. }
  460. if (this._postProcessManager) {
  461. this._postProcessManager._rebuild();
  462. }
  463. }
  464. }
  465. }