babylon.renderTargetTexture.ts 17 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>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  29. public useCameraPostProcesses: boolean;
  30. // Events
  31. /**
  32. * An event triggered when the texture is unbind.
  33. * @type {BABYLON.Observable}
  34. */
  35. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  36. private _onAfterUnbindObserver: Observer<RenderTargetTexture>;
  37. public set onAfterUnbind(callback: () => void) {
  38. if (this._onAfterUnbindObserver) {
  39. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  40. }
  41. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  42. }
  43. /**
  44. * An event triggered before rendering the texture
  45. * @type {BABYLON.Observable}
  46. */
  47. public onBeforeRenderObservable = new Observable<number>();
  48. private _onBeforeRenderObserver: Observer<number>;
  49. public set onBeforeRender(callback: (faceIndex: number) => void) {
  50. if (this._onBeforeRenderObserver) {
  51. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  52. }
  53. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  54. }
  55. /**
  56. * An event triggered after rendering the texture
  57. * @type {BABYLON.Observable}
  58. */
  59. public onAfterRenderObservable = new Observable<number>();
  60. private _onAfterRenderObserver: Observer<number>;
  61. public set onAfterRender(callback: (faceIndex: number) => void) {
  62. if (this._onAfterRenderObserver) {
  63. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  64. }
  65. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  66. }
  67. /**
  68. * An event triggered after the texture clear
  69. * @type {BABYLON.Observable}
  70. */
  71. public onClearObservable = new Observable<Engine>();
  72. private _onClearObserver: Observer<Engine>;
  73. public set onClear(callback: (Engine: Engine) => void) {
  74. if (this._onClearObserver) {
  75. this.onClearObservable.remove(this._onClearObserver);
  76. }
  77. this._onClearObserver = this.onClearObservable.add(callback);
  78. }
  79. private _size: number;
  80. public _generateMipMaps: boolean;
  81. private _renderingManager: RenderingManager;
  82. public _waitingRenderList: string[];
  83. private _doNotChangeAspectRatio: boolean;
  84. private _currentRefreshId = -1;
  85. private _refreshRate = 1;
  86. private _textureMatrix: Matrix;
  87. 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,
  88. generateDepthBuffer = true, generateStencilBuffer = false) {
  89. super(null, scene, !generateMipMaps);
  90. this.name = name;
  91. this.isRenderTarget = true;
  92. this._size = size;
  93. this._generateMipMaps = generateMipMaps;
  94. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  95. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  96. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  97. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  98. }
  99. if (isCube) {
  100. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, {
  101. generateMipMaps: generateMipMaps,
  102. samplingMode: samplingMode,
  103. generateDepthBuffer: generateDepthBuffer,
  104. generateStencilBuffer: generateStencilBuffer
  105. });
  106. this.coordinatesMode = Texture.INVCUBIC_MODE;
  107. this._textureMatrix = Matrix.Identity();
  108. } else {
  109. this._texture = scene.getEngine().createRenderTargetTexture(size, {
  110. generateMipMaps: generateMipMaps,
  111. type: type,
  112. samplingMode: samplingMode,
  113. generateDepthBuffer: generateDepthBuffer,
  114. generateStencilBuffer: generateStencilBuffer
  115. });
  116. }
  117. // Rendering groups
  118. this._renderingManager = new RenderingManager(scene);
  119. }
  120. public resetRefreshCounter(): void {
  121. this._currentRefreshId = -1;
  122. }
  123. public get refreshRate(): number {
  124. return this._refreshRate;
  125. }
  126. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  127. public set refreshRate(value: number) {
  128. this._refreshRate = value;
  129. this.resetRefreshCounter();
  130. }
  131. public _shouldRender(): boolean {
  132. if (this._currentRefreshId === -1) { // At least render once
  133. this._currentRefreshId = 1;
  134. return true;
  135. }
  136. if (this.refreshRate === this._currentRefreshId) {
  137. this._currentRefreshId = 1;
  138. return true;
  139. }
  140. this._currentRefreshId++;
  141. return false;
  142. }
  143. public isReady(): boolean {
  144. if (!this.getScene().renderTargetsEnabled) {
  145. return false;
  146. }
  147. return super.isReady();
  148. }
  149. public getRenderSize(): number {
  150. return this._size;
  151. }
  152. public get canRescale(): boolean {
  153. return true;
  154. }
  155. public scale(ratio: number): void {
  156. var newSize = this._size * ratio;
  157. this.resize(newSize, this._generateMipMaps);
  158. }
  159. public getReflectionTextureMatrix(): Matrix {
  160. if (this.isCube) {
  161. return this._textureMatrix;
  162. }
  163. return super.getReflectionTextureMatrix();
  164. }
  165. public resize(size: any, generateMipMaps?: boolean) {
  166. this.releaseInternalTexture();
  167. if (this.isCube) {
  168. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size);
  169. } else {
  170. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  171. }
  172. }
  173. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  174. var scene = this.getScene();
  175. var engine = scene.getEngine();
  176. if (this.useCameraPostProcesses !== undefined) {
  177. useCameraPostProcess = this.useCameraPostProcesses;
  178. }
  179. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  180. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  181. } else {
  182. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  183. }
  184. if (this._waitingRenderList) {
  185. this.renderList = [];
  186. for (var index = 0; index < this._waitingRenderList.length; index++) {
  187. var id = this._waitingRenderList[index];
  188. this.renderList.push(scene.getMeshByID(id));
  189. }
  190. delete this._waitingRenderList;
  191. }
  192. // Is predicate defined?
  193. if (this.renderListPredicate) {
  194. this.renderList.splice(0); // Clear previous renderList
  195. var sceneMeshes = this.getScene().meshes;
  196. for (var index = 0; index < sceneMeshes.length; index++) {
  197. var mesh = sceneMeshes[index];
  198. if (this.renderListPredicate(mesh)) {
  199. this.renderList.push(mesh);
  200. }
  201. }
  202. }
  203. if (this.renderList && this.renderList.length === 0) {
  204. return;
  205. }
  206. // Prepare renderingManager
  207. this._renderingManager.reset();
  208. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  209. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  210. var sceneRenderId = scene.getRenderId();
  211. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  212. var mesh = currentRenderList[meshIndex];
  213. if (mesh) {
  214. if (!mesh.isReady()) {
  215. // Reset _currentRefreshId
  216. this.resetRefreshCounter();
  217. continue;
  218. }
  219. mesh._preActivateForIntermediateRendering(sceneRenderId);
  220. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  221. mesh._activate(sceneRenderId);
  222. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  223. var subMesh = mesh.subMeshes[subIndex];
  224. scene._activeIndices.addCount(subMesh.indexCount, false);
  225. this._renderingManager.dispatch(subMesh);
  226. }
  227. }
  228. }
  229. }
  230. if (this.isCube) {
  231. for (var face = 0; face < 6; face++) {
  232. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  233. scene.incrementRenderId();
  234. scene.resetCachedMaterial();
  235. }
  236. } else {
  237. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  238. }
  239. this.onAfterUnbindObservable.notifyObservers(this);
  240. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  241. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  242. }
  243. engine.setViewport(scene.activeCamera.viewport);
  244. scene.resetCachedMaterial();
  245. }
  246. renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength:number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  247. var scene = this.getScene();
  248. var engine = scene.getEngine();
  249. // Bind
  250. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  251. if (this.isCube) {
  252. engine.bindFramebuffer(this._texture, faceIndex);
  253. } else {
  254. engine.bindFramebuffer(this._texture);
  255. }
  256. }
  257. if (this.activeCamera) {
  258. engine.setViewport(this.activeCamera.viewport);
  259. }
  260. else {
  261. engine.setViewport(scene.activeCamera.viewport);
  262. }
  263. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  264. // Clear
  265. if (this.onClearObservable.hasObservers()) {
  266. this.onClearObservable.notifyObservers(engine);
  267. } else {
  268. engine.clear(scene.clearColor, true, true, true);
  269. }
  270. if (!this._doNotChangeAspectRatio) {
  271. scene.updateTransformMatrix(true);
  272. }
  273. // Render
  274. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  275. if (useCameraPostProcess) {
  276. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  277. }
  278. if (!this._doNotChangeAspectRatio) {
  279. scene.updateTransformMatrix(true);
  280. }
  281. this.onAfterRenderObservable.notifyObservers(faceIndex);
  282. // Dump ?
  283. if (dumpForDebug) {
  284. Tools.DumpFramebuffer(this._size, this._size, engine);
  285. }
  286. // Unbind
  287. if (!this.isCube || faceIndex === 5) {
  288. if (this.isCube) {
  289. if (faceIndex === 5) {
  290. engine.generateMipMapsForCubemap(this._texture);
  291. }
  292. }
  293. engine.unBindFramebuffer(this._texture, this.isCube);
  294. }
  295. }
  296. /**
  297. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  298. * This allowed control for front to back rendering or reversly depending of the special needs.
  299. *
  300. * @param renderingGroupId The rendering group id corresponding to its index
  301. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  302. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  303. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  304. */
  305. public setRenderingOrder(renderingGroupId: number,
  306. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  307. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  308. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  309. this._renderingManager.setRenderingOrder(renderingGroupId,
  310. opaqueSortCompareFn,
  311. alphaTestSortCompareFn,
  312. transparentSortCompareFn);
  313. }
  314. /**
  315. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  316. *
  317. * @param renderingGroupId The rendering group id corresponding to its index
  318. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  319. */
  320. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  321. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  322. }
  323. public clone(): RenderTargetTexture {
  324. var textureSize = this.getSize();
  325. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  326. // Base texture
  327. newTexture.hasAlpha = this.hasAlpha;
  328. newTexture.level = this.level;
  329. // RenderTarget Texture
  330. newTexture.coordinatesMode = this.coordinatesMode;
  331. newTexture.renderList = this.renderList.slice(0);
  332. return newTexture;
  333. }
  334. public serialize(): any {
  335. if (!this.name) {
  336. return null;
  337. }
  338. var serializationObject = super.serialize();
  339. serializationObject.renderTargetSize = this.getRenderSize();
  340. serializationObject.renderList = [];
  341. for (var index = 0; index < this.renderList.length; index++) {
  342. serializationObject.renderList.push(this.renderList[index].id);
  343. }
  344. return serializationObject;
  345. }
  346. }
  347. }