babylon.renderTargetTexture.ts 27 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: Nullable<Array<AbstractMesh>> = new Array<AbstractMesh>();
  24. public renderParticles = true;
  25. public renderSprites = false;
  26. public coordinatesMode = Texture.PROJECTION_MODE;
  27. public activeCamera: Nullable<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: Nullable<PostProcessManager>;
  32. private _postProcesses: PostProcess[];
  33. private _resizeObserver: Nullable<Observer<Engine>>;
  34. // Events
  35. /**
  36. * An event triggered when the texture is unbind.
  37. * @type {BABYLON.Observable}
  38. */
  39. public onBeforeBindObservable = new Observable<RenderTargetTexture>();
  40. /**
  41. * An event triggered when the texture is unbind.
  42. * @type {BABYLON.Observable}
  43. */
  44. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  45. private _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  46. public set onAfterUnbind(callback: () => void) {
  47. if (this._onAfterUnbindObserver) {
  48. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  49. }
  50. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  51. }
  52. /**
  53. * An event triggered before rendering the texture
  54. * @type {BABYLON.Observable}
  55. */
  56. public onBeforeRenderObservable = new Observable<number>();
  57. private _onBeforeRenderObserver: Nullable<Observer<number>>;
  58. public set onBeforeRender(callback: (faceIndex: number) => void) {
  59. if (this._onBeforeRenderObserver) {
  60. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  61. }
  62. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  63. }
  64. /**
  65. * An event triggered after rendering the texture
  66. * @type {BABYLON.Observable}
  67. */
  68. public onAfterRenderObservable = new Observable<number>();
  69. private _onAfterRenderObserver: Nullable<Observer<number>>;
  70. public set onAfterRender(callback: (faceIndex: number) => void) {
  71. if (this._onAfterRenderObserver) {
  72. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73. }
  74. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75. }
  76. /**
  77. * An event triggered after the texture clear
  78. * @type {BABYLON.Observable}
  79. */
  80. public onClearObservable = new Observable<Engine>();
  81. private _onClearObserver: Nullable<Observer<Engine>>;
  82. public set onClear(callback: (Engine: Engine) => void) {
  83. if (this._onClearObserver) {
  84. this.onClearObservable.remove(this._onClearObserver);
  85. }
  86. this._onClearObserver = this.onClearObservable.add(callback);
  87. }
  88. public clearColor: Color4;
  89. protected _size: number | {width: number, height: number};
  90. protected _initialSizeParameter: number | {width: number, height: number} | {ratio: number}
  91. protected _sizeRatio: Nullable<number>;
  92. public _generateMipMaps: boolean;
  93. protected _renderingManager: RenderingManager;
  94. public _waitingRenderList: string[];
  95. protected _doNotChangeAspectRatio: boolean;
  96. protected _currentRefreshId = -1;
  97. protected _refreshRate = 1;
  98. protected _textureMatrix: Matrix;
  99. protected _samples = 1;
  100. protected _renderTargetOptions: RenderTargetCreationOptions;
  101. public get renderTargetOptions(): RenderTargetCreationOptions {
  102. return this._renderTargetOptions;
  103. }
  104. protected _engine: Engine;
  105. protected _onRatioRescale(): void {
  106. if (this._sizeRatio) {
  107. this.resize(this._initialSizeParameter);
  108. }
  109. }
  110. constructor(name: string, size: number | {width: number, height: number} | {ratio: number}, scene: Nullable<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) {
  111. super(null, scene, !generateMipMaps);
  112. scene = this.getScene();
  113. if (!scene) {
  114. return;
  115. }
  116. this._engine = scene.getEngine();
  117. this.name = name;
  118. this.isRenderTarget = true;
  119. this._initialSizeParameter = size;
  120. this._processSizeParameter(size);
  121. this._resizeObserver = this.getScene()!.getEngine().onResizeObservable.add(() => {
  122. });
  123. this._generateMipMaps = generateMipMaps ? true : false;
  124. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  125. // Rendering groups
  126. this._renderingManager = new RenderingManager(scene);
  127. if (isMulti) {
  128. return;
  129. }
  130. this._renderTargetOptions = {
  131. generateMipMaps: generateMipMaps,
  132. type: type,
  133. samplingMode: samplingMode,
  134. generateDepthBuffer: generateDepthBuffer,
  135. generateStencilBuffer: generateStencilBuffer
  136. };
  137. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  138. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  139. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  140. }
  141. if (isCube) {
  142. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  143. this.coordinatesMode = Texture.INVCUBIC_MODE;
  144. this._textureMatrix = Matrix.Identity();
  145. } else {
  146. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  147. }
  148. }
  149. private _processSizeParameter(size: number | {width: number, height: number} | {ratio: number}): void {
  150. if ((<{ratio: number}>size).ratio) {
  151. this._sizeRatio = (<{ratio: number}>size).ratio;
  152. this._size = {
  153. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  154. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  155. }
  156. } else {
  157. this._size = <number | {width: number, height: number}>size;
  158. }
  159. }
  160. public get samples(): number {
  161. return this._samples;
  162. }
  163. public set samples(value: number) {
  164. if (this._samples === value) {
  165. return;
  166. }
  167. let scene = this.getScene();
  168. if (!scene) {
  169. return;
  170. }
  171. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  172. }
  173. public resetRefreshCounter(): void {
  174. this._currentRefreshId = -1;
  175. }
  176. public get refreshRate(): number {
  177. return this._refreshRate;
  178. }
  179. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  180. public set refreshRate(value: number) {
  181. this._refreshRate = value;
  182. this.resetRefreshCounter();
  183. }
  184. public addPostProcess(postProcess: PostProcess): void {
  185. if (!this._postProcessManager) {
  186. let scene = this.getScene();
  187. if (!scene) {
  188. return;
  189. }
  190. this._postProcessManager = new PostProcessManager(scene);
  191. this._postProcesses = new Array<PostProcess>();
  192. }
  193. this._postProcesses.push(postProcess);
  194. this._postProcesses[0].autoClear = false;
  195. }
  196. public clearPostProcesses(dispose?: boolean): void {
  197. if (!this._postProcesses) {
  198. return;
  199. }
  200. if (dispose) {
  201. for (var postProcess of this._postProcesses) {
  202. postProcess.dispose();
  203. }
  204. }
  205. this._postProcesses = [];
  206. }
  207. public removePostProcess(postProcess: PostProcess): void {
  208. if (!this._postProcesses) {
  209. return;
  210. }
  211. var index = this._postProcesses.indexOf(postProcess);
  212. if (index === -1) {
  213. return;
  214. }
  215. this._postProcesses.splice(index, 1);
  216. if (this._postProcesses.length > 0) {
  217. this._postProcesses[0].autoClear = false;
  218. }
  219. }
  220. public _shouldRender(): boolean {
  221. if (this._currentRefreshId === -1) { // At least render once
  222. this._currentRefreshId = 1;
  223. return true;
  224. }
  225. if (this.refreshRate === this._currentRefreshId) {
  226. this._currentRefreshId = 1;
  227. return true;
  228. }
  229. this._currentRefreshId++;
  230. return false;
  231. }
  232. public getRenderSize(): number {
  233. if ((<{width: number, height: number}>this._size).width) {
  234. return (<{width: number, height: number}>this._size).width;
  235. }
  236. return <number>this._size;
  237. }
  238. public getRenderWidth(): number {
  239. if ((<{width: number, height: number}>this._size).width) {
  240. return (<{width: number, height: number}>this._size).width;
  241. }
  242. return <number>this._size;
  243. }
  244. public getRenderHeight(): number {
  245. if ((<{width: number, height: number}>this._size).width) {
  246. return (<{width: number, height: number}>this._size).height;
  247. }
  248. return <number>this._size;
  249. }
  250. public get canRescale(): boolean {
  251. return true;
  252. }
  253. public scale(ratio: number): void {
  254. var newSize = this.getRenderSize() * ratio;
  255. this.resize(newSize);
  256. }
  257. public getReflectionTextureMatrix(): Matrix {
  258. if (this.isCube) {
  259. return this._textureMatrix;
  260. }
  261. return super.getReflectionTextureMatrix();
  262. }
  263. public resize(size: number | {width: number, height: number} | {ratio: number}) {
  264. this.releaseInternalTexture();
  265. let scene = this.getScene();
  266. if (!scene) {
  267. return;
  268. }
  269. this._processSizeParameter(size);
  270. if (this.isCube) {
  271. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  272. } else {
  273. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  274. }
  275. }
  276. public render(useCameraPostProcess: boolean = false, dumpForDebug: boolean = false) {
  277. var scene = this.getScene();
  278. if (!scene) {
  279. return;
  280. }
  281. var engine = scene.getEngine();
  282. if (this.useCameraPostProcesses !== undefined) {
  283. useCameraPostProcess = this.useCameraPostProcesses;
  284. }
  285. if (this._waitingRenderList) {
  286. this.renderList = [];
  287. for (var index = 0; index < this._waitingRenderList.length; index++) {
  288. var id = this._waitingRenderList[index];
  289. let mesh = scene.getMeshByID(id);
  290. if (mesh) {
  291. this.renderList.push(mesh);
  292. }
  293. }
  294. delete this._waitingRenderList;
  295. }
  296. // Is predicate defined?
  297. if (this.renderListPredicate) {
  298. if (this.renderList) {
  299. this.renderList.splice(0); // Clear previous renderList
  300. } else {
  301. this.renderList = [];
  302. }
  303. var scene = this.getScene();
  304. if (!scene) {
  305. return;
  306. }
  307. var sceneMeshes = scene.meshes;
  308. for (var index = 0; index < sceneMeshes.length; index++) {
  309. var mesh = sceneMeshes[index];
  310. if (this.renderListPredicate(mesh)) {
  311. this.renderList.push(mesh);
  312. }
  313. }
  314. }
  315. this.onBeforeBindObservable.notifyObservers(this);
  316. // Set custom projection.
  317. // Needs to be before binding to prevent changing the aspect ratio.
  318. let camera: Nullable<Camera>;
  319. if (this.activeCamera) {
  320. camera = this.activeCamera;
  321. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  322. if (this.activeCamera !== scene.activeCamera) {
  323. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  324. }
  325. }
  326. else {
  327. camera = scene.activeCamera;
  328. if (camera) {
  329. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  330. }
  331. }
  332. // Prepare renderingManager
  333. this._renderingManager.reset();
  334. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  335. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  336. var sceneRenderId = scene.getRenderId();
  337. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  338. var mesh = currentRenderList[meshIndex];
  339. if (mesh) {
  340. if (!mesh.isReady()) {
  341. // Reset _currentRefreshId
  342. this.resetRefreshCounter();
  343. continue;
  344. }
  345. mesh._preActivateForIntermediateRendering(sceneRenderId);
  346. let isMasked;
  347. if (!this.renderList && camera) {
  348. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  349. } else {
  350. isMasked = false;
  351. }
  352. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  353. mesh._activate(sceneRenderId);
  354. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  355. var subMesh = mesh.subMeshes[subIndex];
  356. scene._activeIndices.addCount(subMesh.indexCount, false);
  357. this._renderingManager.dispatch(subMesh);
  358. }
  359. }
  360. }
  361. }
  362. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  363. var particleSystem = scene.particleSystems[particleIndex];
  364. let emitter: any = particleSystem.emitter;
  365. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  366. continue;
  367. }
  368. if (currentRenderList.indexOf(emitter) >= 0) {
  369. this._renderingManager.dispatchParticles(particleSystem);
  370. }
  371. }
  372. if (this.isCube) {
  373. for (var face = 0; face < 6; face++) {
  374. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  375. scene.incrementRenderId();
  376. scene.resetCachedMaterial();
  377. }
  378. } else {
  379. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  380. }
  381. this.onAfterUnbindObservable.notifyObservers(this);
  382. if (scene.activeCamera) {
  383. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  384. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  385. }
  386. engine.setViewport(scene.activeCamera.viewport);
  387. }
  388. scene.resetCachedMaterial();
  389. }
  390. private _bestReflectionRenderTargetDimension(renderDimension: number, scale: number): number {
  391. let minimum = 128;
  392. let x = renderDimension * scale;
  393. let curved = Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  394. // Ensure we don't exceed the render dimension (while staying POT)
  395. return Math.min(Tools.FloorPOT(renderDimension), curved);
  396. }
  397. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void {
  398. if (!this._texture) {
  399. return;
  400. }
  401. engine.unBindFramebuffer(this._texture, this.isCube, () => {
  402. this.onAfterRenderObservable.notifyObservers(faceIndex);
  403. });
  404. }
  405. private renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength: number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  406. var scene = this.getScene();
  407. if (!scene) {
  408. return;
  409. }
  410. var engine = scene.getEngine();
  411. if (!this._texture) {
  412. return;
  413. }
  414. // Bind
  415. if (this._postProcessManager) {
  416. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  417. }
  418. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  419. if (this._texture) {
  420. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport);
  421. }
  422. }
  423. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  424. // Clear
  425. if (this.onClearObservable.hasObservers()) {
  426. this.onClearObservable.notifyObservers(engine);
  427. } else {
  428. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  429. }
  430. if (!this._doNotChangeAspectRatio) {
  431. scene.updateTransformMatrix(true);
  432. }
  433. // Render
  434. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  435. if (this._postProcessManager) {
  436. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  437. }
  438. else if (useCameraPostProcess) {
  439. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  440. }
  441. if (!this._doNotChangeAspectRatio) {
  442. scene.updateTransformMatrix(true);
  443. }
  444. // Dump ?
  445. if (dumpForDebug) {
  446. Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  447. }
  448. // Unbind
  449. if (!this.isCube || faceIndex === 5) {
  450. if (this.isCube) {
  451. if (faceIndex === 5) {
  452. engine.generateMipMapsForCubemap(this._texture);
  453. }
  454. }
  455. this.unbindFrameBuffer(engine, faceIndex);
  456. } else {
  457. this.onAfterRenderObservable.notifyObservers(faceIndex);
  458. }
  459. }
  460. /**
  461. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  462. * This allowed control for front to back rendering or reversly depending of the special needs.
  463. *
  464. * @param renderingGroupId The rendering group id corresponding to its index
  465. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  466. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  467. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  468. */
  469. public setRenderingOrder(renderingGroupId: number,
  470. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  471. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,
  472. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null): void {
  473. this._renderingManager.setRenderingOrder(renderingGroupId,
  474. opaqueSortCompareFn,
  475. alphaTestSortCompareFn,
  476. transparentSortCompareFn);
  477. }
  478. /**
  479. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  480. *
  481. * @param renderingGroupId The rendering group id corresponding to its index
  482. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  483. */
  484. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  485. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  486. }
  487. public clone(): RenderTargetTexture {
  488. var textureSize = this.getSize();
  489. var newTexture = new RenderTargetTexture(
  490. this.name,
  491. textureSize.width,
  492. this.getScene(),
  493. this._renderTargetOptions.generateMipMaps,
  494. this._doNotChangeAspectRatio,
  495. this._renderTargetOptions.type,
  496. this.isCube,
  497. this._renderTargetOptions.samplingMode,
  498. this._renderTargetOptions.generateDepthBuffer,
  499. this._renderTargetOptions.generateStencilBuffer
  500. );
  501. // Base texture
  502. newTexture.hasAlpha = this.hasAlpha;
  503. newTexture.level = this.level;
  504. // RenderTarget Texture
  505. newTexture.coordinatesMode = this.coordinatesMode;
  506. if (this.renderList) {
  507. newTexture.renderList = this.renderList.slice(0);
  508. }
  509. return newTexture;
  510. }
  511. public serialize(): any {
  512. if (!this.name) {
  513. return null;
  514. }
  515. var serializationObject = super.serialize();
  516. serializationObject.renderTargetSize = this.getRenderSize();
  517. serializationObject.renderList = [];
  518. if (this.renderList) {
  519. for (var index = 0; index < this.renderList.length; index++) {
  520. serializationObject.renderList.push(this.renderList[index].id);
  521. }
  522. }
  523. return serializationObject;
  524. }
  525. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  526. public disposeFramebufferObjects(): void {
  527. let objBuffer = this.getInternalTexture();
  528. let scene = this.getScene();
  529. if (objBuffer && scene) {
  530. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  531. }
  532. }
  533. public dispose(): void {
  534. if (this._postProcessManager) {
  535. this._postProcessManager.dispose();
  536. this._postProcessManager = null;
  537. }
  538. this.clearPostProcesses(true);
  539. if (this._resizeObserver) {
  540. this.getScene()!.getEngine().onResizeObservable.remove(this._resizeObserver);
  541. this._resizeObserver = null;
  542. }
  543. this.renderList = null;
  544. // Remove from custom render targets
  545. var scene = this.getScene();
  546. if (!scene) {
  547. return;
  548. }
  549. var index = scene.customRenderTargets.indexOf(this);
  550. if (index >= 0) {
  551. scene.customRenderTargets.splice(index, 1);
  552. }
  553. for (var camera of scene.cameras) {
  554. index = camera.customRenderTargets.indexOf(this);
  555. if (index >= 0) {
  556. camera.customRenderTargets.splice(index, 1);
  557. }
  558. }
  559. super.dispose();
  560. }
  561. public _rebuild(): void {
  562. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  563. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  564. }
  565. if (this._postProcessManager) {
  566. this._postProcessManager._rebuild();
  567. }
  568. }
  569. }
  570. }