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) => 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. protected _renderTargetOptions: {
  88. generateMipMaps: boolean,
  89. type: number,
  90. samplingMode: number,
  91. generateDepthBuffer: boolean,
  92. generateStencilBuffer: boolean
  93. };
  94. 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) {
  95. super(null, scene, !generateMipMaps);
  96. this.name = name;
  97. this.isRenderTarget = true;
  98. this._size = size;
  99. this._generateMipMaps = generateMipMaps;
  100. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  101. this._renderTargetOptions = {
  102. generateMipMaps: generateMipMaps,
  103. type: type,
  104. samplingMode: samplingMode,
  105. generateDepthBuffer: generateDepthBuffer,
  106. generateStencilBuffer: generateStencilBuffer
  107. };
  108. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  109. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  110. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  111. }
  112. if (isCube) {
  113. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  114. this.coordinatesMode = Texture.INVCUBIC_MODE;
  115. this._textureMatrix = Matrix.Identity();
  116. } else {
  117. this._texture = scene.getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  118. }
  119. // Rendering groups
  120. this._renderingManager = new RenderingManager(scene);
  121. }
  122. public resetRefreshCounter(): void {
  123. this._currentRefreshId = -1;
  124. }
  125. public get refreshRate(): number {
  126. return this._refreshRate;
  127. }
  128. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  129. public set refreshRate(value: number) {
  130. this._refreshRate = value;
  131. this.resetRefreshCounter();
  132. }
  133. public _shouldRender(): boolean {
  134. if (this._currentRefreshId === -1) { // At least render once
  135. this._currentRefreshId = 1;
  136. return true;
  137. }
  138. if (this.refreshRate === this._currentRefreshId) {
  139. this._currentRefreshId = 1;
  140. return true;
  141. }
  142. this._currentRefreshId++;
  143. return false;
  144. }
  145. public isReady(): boolean {
  146. if (!this.getScene().renderTargetsEnabled) {
  147. return false;
  148. }
  149. return super.isReady();
  150. }
  151. public getRenderSize(): number {
  152. return this._size;
  153. }
  154. public get canRescale(): boolean {
  155. return true;
  156. }
  157. public scale(ratio: number): void {
  158. var newSize = this._size * ratio;
  159. this.resize(newSize);
  160. }
  161. public getReflectionTextureMatrix(): Matrix {
  162. if (this.isCube) {
  163. return this._textureMatrix;
  164. }
  165. return super.getReflectionTextureMatrix();
  166. }
  167. public resize(size: any) {
  168. this.releaseInternalTexture();
  169. if (this.isCube) {
  170. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  171. } else {
  172. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  173. }
  174. }
  175. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  176. var scene = this.getScene();
  177. var engine = scene.getEngine();
  178. if (this.useCameraPostProcesses !== undefined) {
  179. useCameraPostProcess = this.useCameraPostProcesses;
  180. }
  181. if (this._waitingRenderList) {
  182. this.renderList = [];
  183. for (var index = 0; index < this._waitingRenderList.length; index++) {
  184. var id = this._waitingRenderList[index];
  185. this.renderList.push(scene.getMeshByID(id));
  186. }
  187. delete this._waitingRenderList;
  188. }
  189. // Is predicate defined?
  190. if (this.renderListPredicate) {
  191. this.renderList.splice(0); // Clear previous renderList
  192. var sceneMeshes = this.getScene().meshes;
  193. for (var index = 0; index < sceneMeshes.length; index++) {
  194. var mesh = sceneMeshes[index];
  195. if (this.renderListPredicate(mesh)) {
  196. this.renderList.push(mesh);
  197. }
  198. }
  199. }
  200. if (this.renderList && this.renderList.length === 0) {
  201. return;
  202. }
  203. // Set custom projection.
  204. // Needs to be before binding to prevent changing the aspect ratio.
  205. if (this.activeCamera) {
  206. engine.setViewport(this.activeCamera.viewport);
  207. if (this.activeCamera !== scene.activeCamera)
  208. {
  209. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  210. }
  211. }
  212. else {
  213. engine.setViewport(scene.activeCamera.viewport);
  214. }
  215. // Prepare renderingManager
  216. this._renderingManager.reset();
  217. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  218. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  219. var sceneRenderId = scene.getRenderId();
  220. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  221. var mesh = currentRenderList[meshIndex];
  222. if (mesh) {
  223. if (!mesh.isReady()) {
  224. // Reset _currentRefreshId
  225. this.resetRefreshCounter();
  226. continue;
  227. }
  228. mesh._preActivateForIntermediateRendering(sceneRenderId);
  229. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  230. mesh._activate(sceneRenderId);
  231. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  232. var subMesh = mesh.subMeshes[subIndex];
  233. scene._activeIndices.addCount(subMesh.indexCount, false);
  234. this._renderingManager.dispatch(subMesh);
  235. }
  236. }
  237. }
  238. }
  239. if (this.isCube) {
  240. for (var face = 0; face < 6; face++) {
  241. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  242. scene.incrementRenderId();
  243. scene.resetCachedMaterial();
  244. }
  245. } else {
  246. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  247. }
  248. this.onAfterUnbindObservable.notifyObservers(this);
  249. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  250. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  251. }
  252. engine.setViewport(scene.activeCamera.viewport);
  253. scene.resetCachedMaterial();
  254. }
  255. renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength:number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  256. var scene = this.getScene();
  257. var engine = scene.getEngine();
  258. // Bind
  259. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  260. if (this.isCube) {
  261. engine.bindFramebuffer(this._texture, faceIndex);
  262. } else {
  263. engine.bindFramebuffer(this._texture);
  264. }
  265. }
  266. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  267. // Clear
  268. if (this.onClearObservable.hasObservers()) {
  269. this.onClearObservable.notifyObservers(engine);
  270. } else {
  271. engine.clear(scene.clearColor, true, true, true);
  272. }
  273. if (!this._doNotChangeAspectRatio) {
  274. scene.updateTransformMatrix(true);
  275. }
  276. // Render
  277. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  278. if (useCameraPostProcess) {
  279. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  280. }
  281. if (!this._doNotChangeAspectRatio) {
  282. scene.updateTransformMatrix(true);
  283. }
  284. this.onAfterRenderObservable.notifyObservers(faceIndex);
  285. // Dump ?
  286. if (dumpForDebug) {
  287. Tools.DumpFramebuffer(this._size, this._size, engine);
  288. }
  289. // Unbind
  290. if (!this.isCube || faceIndex === 5) {
  291. if (this.isCube) {
  292. if (faceIndex === 5) {
  293. engine.generateMipMapsForCubemap(this._texture);
  294. }
  295. }
  296. engine.unBindFramebuffer(this._texture, this.isCube);
  297. }
  298. }
  299. /**
  300. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  301. * This allowed control for front to back rendering or reversly depending of the special needs.
  302. *
  303. * @param renderingGroupId The rendering group id corresponding to its index
  304. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  305. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  306. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  307. */
  308. public setRenderingOrder(renderingGroupId: number,
  309. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  310. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  311. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  312. this._renderingManager.setRenderingOrder(renderingGroupId,
  313. opaqueSortCompareFn,
  314. alphaTestSortCompareFn,
  315. transparentSortCompareFn);
  316. }
  317. /**
  318. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  319. *
  320. * @param renderingGroupId The rendering group id corresponding to its index
  321. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  322. */
  323. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  324. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  325. }
  326. public clone(): RenderTargetTexture {
  327. var textureSize = this.getSize();
  328. var newTexture = new RenderTargetTexture(
  329. this.name,
  330. textureSize.width,
  331. this.getScene(),
  332. this._renderTargetOptions.generateMipMaps,
  333. this._doNotChangeAspectRatio,
  334. this._renderTargetOptions.type,
  335. this.isCube,
  336. this._renderTargetOptions.samplingMode,
  337. this._renderTargetOptions.generateDepthBuffer,
  338. this._renderTargetOptions.generateStencilBuffer
  339. );
  340. // Base texture
  341. newTexture.hasAlpha = this.hasAlpha;
  342. newTexture.level = this.level;
  343. // RenderTarget Texture
  344. newTexture.coordinatesMode = this.coordinatesMode;
  345. newTexture.renderList = this.renderList.slice(0);
  346. return newTexture;
  347. }
  348. public serialize(): any {
  349. if (!this.name) {
  350. return null;
  351. }
  352. var serializationObject = super.serialize();
  353. serializationObject.renderTargetSize = this.getRenderSize();
  354. serializationObject.renderList = [];
  355. for (var index = 0; index < this.renderList.length; index++) {
  356. serializationObject.renderList.push(this.renderList[index].id);
  357. }
  358. return serializationObject;
  359. }
  360. }
  361. }