babylon.renderTargetTexture.js 3.8 KB

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  1. "use strict";
  2. var BABYLON = BABYLON || {};
  3. (function () {
  4. BABYLON.RenderTargetTexture = function (name, size, scene, generateMipMaps) {
  5. this._scene = scene;
  6. this._scene.textures.push(this);
  7. this.name = name;
  8. this._size = size;
  9. this._generateMipMaps = generateMipMaps;
  10. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  11. // Render list
  12. this.renderList = [];
  13. // Rendering groups
  14. this._renderingManager = new BABYLON.RenderingManager(scene);
  15. };
  16. BABYLON.RenderTargetTexture.prototype = Object.create(BABYLON.Texture.prototype);
  17. // Members
  18. BABYLON.RenderTargetTexture.prototype.renderParticles = true;
  19. BABYLON.RenderTargetTexture.prototype.renderSprites = false;
  20. BABYLON.RenderTargetTexture.prototype.isRenderTarget = true;
  21. BABYLON.RenderTargetTexture.prototype.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  22. // Methods
  23. BABYLON.RenderTargetTexture.prototype.onBeforeRender = null;
  24. BABYLON.RenderTargetTexture.prototype.onAfterRender = null;
  25. BABYLON.RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  26. this.releaseInternalTexture();
  27. this._texture = this._scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  28. };
  29. BABYLON.RenderTargetTexture.prototype.render = function () {
  30. if (this.onBeforeRender) {
  31. this.onBeforeRender();
  32. }
  33. var scene = this._scene;
  34. var engine = scene.getEngine();
  35. if (this._waitingRenderList) {
  36. this.renderList = [];
  37. for (var index = 0; index < this._waitingRenderList.length; index++) {
  38. var id = this._waitingRenderList[index];
  39. this.renderList.push(this._scene.getMeshByID(id));
  40. }
  41. delete this._waitingRenderList;
  42. }
  43. if (!this.renderList || this.renderList.length == 0) {
  44. if (this.onAfterRender) {
  45. this.onAfterRender();
  46. }
  47. return;
  48. }
  49. // Bind
  50. engine.bindFramebuffer(this._texture);
  51. // Clear
  52. engine.clear(scene.clearColor, true, true);
  53. this._renderingManager.reset();
  54. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  55. var mesh = this.renderList[meshIndex];
  56. if (mesh && mesh.isEnabled() && mesh.isVisible) {
  57. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  58. var subMesh = mesh.subMeshes[subIndex];
  59. scene._activeVertices += subMesh.verticesCount;
  60. this._renderingManager.dispatch(subMesh);
  61. }
  62. }
  63. }
  64. // Render
  65. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  66. //Call this before unBinding Framebuffer in case of manipulating texture with WebGL commands inside the onAfterRender method.
  67. if (this.onAfterRender) {
  68. this.onAfterRender();
  69. }
  70. // Unbind
  71. engine.unBindFramebuffer(this._texture);
  72. };
  73. BABYLON.RenderTargetTexture.prototype.clone = function () {
  74. var textureSize = this.getSize();
  75. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this._scene, this._generateMipMaps);
  76. // Base texture
  77. newTexture.hasAlpha = this.hasAlpha;
  78. newTexture.level = this.level;
  79. // RenderTarget Texture
  80. newTexture.coordinatesMode = this.coordinatesMode;
  81. newTexture.renderList = this.renderList.slice(0);
  82. return newTexture;
  83. };
  84. })();