babylon.renderTargetTexture.ts 22 KB

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  1. module BABYLON {
  2. export interface IRenderTargetOptions {
  3. generateMipMaps: boolean,
  4. type: number,
  5. samplingMode: number,
  6. generateDepthBuffer: boolean,
  7. generateStencilBuffer: boolean
  8. }
  9. export class RenderTargetTexture extends Texture {
  10. public static _REFRESHRATE_RENDER_ONCE: number = 0;
  11. public static _REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;
  12. public static _REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;
  13. public static get REFRESHRATE_RENDER_ONCE(): number {
  14. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  15. }
  16. public static get REFRESHRATE_RENDER_ONEVERYFRAME(): number {
  17. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  18. }
  19. public static get REFRESHRATE_RENDER_ONEVERYTWOFRAMES(): number {
  20. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  21. }
  22. /**
  23. * Use this predicate to dynamically define the list of mesh you want to render.
  24. * If set, the renderList property will be overwritten.
  25. */
  26. public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  27. /**
  28. * Use this list to define the list of mesh you want to render.
  29. */
  30. public renderList = new Array<AbstractMesh>();
  31. public renderParticles = true;
  32. public renderSprites = false;
  33. public coordinatesMode = Texture.PROJECTION_MODE;
  34. public activeCamera: Camera;
  35. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  36. public useCameraPostProcesses: boolean;
  37. private _postProcessManager: PostProcessManager;
  38. private _postProcesses: PostProcess[];
  39. // Events
  40. /**
  41. * An event triggered when the texture is unbind.
  42. * @type {BABYLON.Observable}
  43. */
  44. public onBeforeBindObservable = new Observable<RenderTargetTexture>();
  45. /**
  46. * An event triggered when the texture is unbind.
  47. * @type {BABYLON.Observable}
  48. */
  49. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  50. private _onAfterUnbindObserver: Observer<RenderTargetTexture>;
  51. public set onAfterUnbind(callback: () => void) {
  52. if (this._onAfterUnbindObserver) {
  53. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  54. }
  55. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  56. }
  57. /**
  58. * An event triggered before rendering the texture
  59. * @type {BABYLON.Observable}
  60. */
  61. public onBeforeRenderObservable = new Observable<number>();
  62. private _onBeforeRenderObserver: Observer<number>;
  63. public set onBeforeRender(callback: (faceIndex: number) => void) {
  64. if (this._onBeforeRenderObserver) {
  65. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  66. }
  67. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  68. }
  69. /**
  70. * An event triggered after rendering the texture
  71. * @type {BABYLON.Observable}
  72. */
  73. public onAfterRenderObservable = new Observable<number>();
  74. private _onAfterRenderObserver: Observer<number>;
  75. public set onAfterRender(callback: (faceIndex: number) => void) {
  76. if (this._onAfterRenderObserver) {
  77. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  78. }
  79. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  80. }
  81. /**
  82. * An event triggered after the texture clear
  83. * @type {BABYLON.Observable}
  84. */
  85. public onClearObservable = new Observable<Engine>();
  86. private _onClearObserver: Observer<Engine>;
  87. public set onClear(callback: (Engine: Engine) => void) {
  88. if (this._onClearObserver) {
  89. this.onClearObservable.remove(this._onClearObserver);
  90. }
  91. this._onClearObserver = this.onClearObservable.add(callback);
  92. }
  93. protected _size: number;
  94. public _generateMipMaps: boolean;
  95. protected _renderingManager: RenderingManager;
  96. public _waitingRenderList: string[];
  97. protected _doNotChangeAspectRatio: boolean;
  98. protected _currentRefreshId = -1;
  99. protected _refreshRate = 1;
  100. protected _textureMatrix: Matrix;
  101. protected _samples = 1;
  102. protected _renderTargetOptions: IRenderTargetOptions;
  103. public get renderTargetOptions(): IRenderTargetOptions {
  104. return this._renderTargetOptions;
  105. }
  106. 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) {
  107. super(null, scene, !generateMipMaps);
  108. scene = this.getScene();
  109. this.name = name;
  110. this.isRenderTarget = true;
  111. this._size = size;
  112. this._generateMipMaps = generateMipMaps;
  113. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  114. // Rendering groups
  115. this._renderingManager = new RenderingManager(scene);
  116. if (isMulti) {
  117. return;
  118. }
  119. this._renderTargetOptions = {
  120. generateMipMaps: generateMipMaps,
  121. type: type,
  122. samplingMode: samplingMode,
  123. generateDepthBuffer: generateDepthBuffer,
  124. generateStencilBuffer: generateStencilBuffer
  125. };
  126. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  127. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  128. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  129. }
  130. if (isCube) {
  131. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  132. this.coordinatesMode = Texture.INVCUBIC_MODE;
  133. this._textureMatrix = Matrix.Identity();
  134. } else {
  135. this._texture = scene.getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  136. }
  137. }
  138. public get samples(): number {
  139. return this._samples;
  140. }
  141. public set samples(value: number) {
  142. if (this._samples === value) {
  143. return;
  144. }
  145. this._samples = this.getScene().getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  146. }
  147. public resetRefreshCounter(): void {
  148. this._currentRefreshId = -1;
  149. }
  150. public get refreshRate(): number {
  151. return this._refreshRate;
  152. }
  153. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  154. public set refreshRate(value: number) {
  155. this._refreshRate = value;
  156. this.resetRefreshCounter();
  157. }
  158. public addPostProcess(postProcess: PostProcess): void {
  159. if (!this._postProcessManager) {
  160. this._postProcessManager = new PostProcessManager(this.getScene());
  161. this._postProcesses = new Array<PostProcess>();
  162. }
  163. this._postProcesses.push(postProcess);
  164. this._postProcesses[0].autoClear = false;
  165. }
  166. public clearPostProcesses(dispose?: boolean): void {
  167. if (!this._postProcesses) {
  168. return;
  169. }
  170. if (dispose) {
  171. for (var postProcess of this._postProcesses) {
  172. postProcess.dispose();
  173. postProcess = null;
  174. }
  175. }
  176. this._postProcesses = [];
  177. }
  178. public removePostProcess(postProcess: PostProcess): void {
  179. if (!this._postProcesses) {
  180. return;
  181. }
  182. var index = this._postProcesses.indexOf(postProcess);
  183. if (index === -1) {
  184. return;
  185. }
  186. this._postProcesses.splice(index, 1);
  187. if (this._postProcesses.length > 0) {
  188. this._postProcesses[0].autoClear = false;
  189. }
  190. }
  191. public _shouldRender(): boolean {
  192. if (this._currentRefreshId === -1) { // At least render once
  193. this._currentRefreshId = 1;
  194. return true;
  195. }
  196. if (this.refreshRate === this._currentRefreshId) {
  197. this._currentRefreshId = 1;
  198. return true;
  199. }
  200. this._currentRefreshId++;
  201. return false;
  202. }
  203. public isReady(): boolean {
  204. if (!this.getScene().renderTargetsEnabled) {
  205. return false;
  206. }
  207. return super.isReady();
  208. }
  209. public getRenderSize(): number {
  210. return this._size;
  211. }
  212. public get canRescale(): boolean {
  213. return true;
  214. }
  215. public scale(ratio: number): void {
  216. var newSize = this._size * ratio;
  217. this.resize(newSize);
  218. }
  219. public getReflectionTextureMatrix(): Matrix {
  220. if (this.isCube) {
  221. return this._textureMatrix;
  222. }
  223. return super.getReflectionTextureMatrix();
  224. }
  225. public resize(size: any) {
  226. this.releaseInternalTexture();
  227. if (this.isCube) {
  228. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  229. } else {
  230. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  231. }
  232. }
  233. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  234. var scene = this.getScene();
  235. var engine = scene.getEngine();
  236. if (this.useCameraPostProcesses !== undefined) {
  237. useCameraPostProcess = this.useCameraPostProcesses;
  238. }
  239. if (this._waitingRenderList) {
  240. this.renderList = [];
  241. for (var index = 0; index < this._waitingRenderList.length; index++) {
  242. var id = this._waitingRenderList[index];
  243. this.renderList.push(scene.getMeshByID(id));
  244. }
  245. delete this._waitingRenderList;
  246. }
  247. // Is predicate defined?
  248. if (this.renderListPredicate) {
  249. this.renderList.splice(0); // Clear previous renderList
  250. var sceneMeshes = this.getScene().meshes;
  251. for (var index = 0; index < sceneMeshes.length; index++) {
  252. var mesh = sceneMeshes[index];
  253. if (this.renderListPredicate(mesh)) {
  254. this.renderList.push(mesh);
  255. }
  256. }
  257. }
  258. if (this.renderList && this.renderList.length === 0) {
  259. return;
  260. }
  261. this.onBeforeBindObservable.notifyObservers(this);
  262. // Set custom projection.
  263. // Needs to be before binding to prevent changing the aspect ratio.
  264. let camera: Camera;
  265. if (this.activeCamera) {
  266. camera = this.activeCamera;
  267. engine.setViewport(this.activeCamera.viewport, this._size, this._size);
  268. if (this.activeCamera !== scene.activeCamera)
  269. {
  270. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  271. }
  272. }
  273. else {
  274. camera = scene.activeCamera;
  275. engine.setViewport(scene.activeCamera.viewport, this._size, this._size);
  276. }
  277. // Prepare renderingManager
  278. this._renderingManager.reset();
  279. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  280. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  281. var sceneRenderId = scene.getRenderId();
  282. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  283. var mesh = currentRenderList[meshIndex];
  284. if (mesh) {
  285. if (!mesh.isReady()) {
  286. // Reset _currentRefreshId
  287. this.resetRefreshCounter();
  288. continue;
  289. }
  290. mesh._preActivateForIntermediateRendering(sceneRenderId);
  291. let isMasked;
  292. if (!this.renderList) {
  293. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  294. } else {
  295. isMasked = false;
  296. }
  297. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  298. mesh._activate(sceneRenderId);
  299. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  300. var subMesh = mesh.subMeshes[subIndex];
  301. scene._activeIndices.addCount(subMesh.indexCount, false);
  302. this._renderingManager.dispatch(subMesh);
  303. }
  304. }
  305. }
  306. }
  307. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  308. var particleSystem = scene.particleSystems[particleIndex];
  309. let emitter: any = particleSystem.emitter;
  310. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  311. continue;
  312. }
  313. if (currentRenderList.indexOf(emitter) >= 0) {
  314. this._renderingManager.dispatchParticles(particleSystem);
  315. }
  316. }
  317. if (this.isCube) {
  318. for (var face = 0; face < 6; face++) {
  319. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  320. scene.incrementRenderId();
  321. scene.resetCachedMaterial();
  322. }
  323. } else {
  324. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  325. }
  326. this.onAfterUnbindObservable.notifyObservers(this);
  327. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  328. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  329. }
  330. engine.setViewport(scene.activeCamera.viewport);
  331. scene.resetCachedMaterial();
  332. }
  333. private renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength:number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  334. var scene = this.getScene();
  335. var engine = scene.getEngine();
  336. // Bind
  337. if (this._postProcessManager) {
  338. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  339. }
  340. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  341. if (this.isCube) {
  342. engine.bindFramebuffer(this._texture, faceIndex);
  343. } else {
  344. engine.bindFramebuffer(this._texture);
  345. }
  346. }
  347. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  348. // Clear
  349. if (this.onClearObservable.hasObservers()) {
  350. this.onClearObservable.notifyObservers(engine);
  351. } else {
  352. engine.clear(scene.clearColor, true, true, true);
  353. }
  354. if (!this._doNotChangeAspectRatio) {
  355. scene.updateTransformMatrix(true);
  356. }
  357. // Render
  358. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  359. if (this._postProcessManager) {
  360. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses);
  361. }
  362. else if (useCameraPostProcess) {
  363. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  364. }
  365. if (!this._doNotChangeAspectRatio) {
  366. scene.updateTransformMatrix(true);
  367. }
  368. // Dump ?
  369. if (dumpForDebug) {
  370. Tools.DumpFramebuffer(this._size, this._size, engine);
  371. }
  372. // Unbind
  373. if (!this.isCube || faceIndex === 5) {
  374. if (this.isCube) {
  375. if (faceIndex === 5) {
  376. engine.generateMipMapsForCubemap(this._texture);
  377. }
  378. }
  379. engine.unBindFramebuffer(this._texture, this.isCube, () => {
  380. this.onAfterRenderObservable.notifyObservers(faceIndex);
  381. });
  382. } else {
  383. this.onAfterRenderObservable.notifyObservers(faceIndex);
  384. }
  385. }
  386. /**
  387. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  388. * This allowed control for front to back rendering or reversly depending of the special needs.
  389. *
  390. * @param renderingGroupId The rendering group id corresponding to its index
  391. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  392. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  393. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  394. */
  395. public setRenderingOrder(renderingGroupId: number,
  396. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  397. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  398. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  399. this._renderingManager.setRenderingOrder(renderingGroupId,
  400. opaqueSortCompareFn,
  401. alphaTestSortCompareFn,
  402. transparentSortCompareFn);
  403. }
  404. /**
  405. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  406. *
  407. * @param renderingGroupId The rendering group id corresponding to its index
  408. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  409. */
  410. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  411. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  412. }
  413. public clone(): RenderTargetTexture {
  414. var textureSize = this.getSize();
  415. var newTexture = new RenderTargetTexture(
  416. this.name,
  417. textureSize.width,
  418. this.getScene(),
  419. this._renderTargetOptions.generateMipMaps,
  420. this._doNotChangeAspectRatio,
  421. this._renderTargetOptions.type,
  422. this.isCube,
  423. this._renderTargetOptions.samplingMode,
  424. this._renderTargetOptions.generateDepthBuffer,
  425. this._renderTargetOptions.generateStencilBuffer
  426. );
  427. // Base texture
  428. newTexture.hasAlpha = this.hasAlpha;
  429. newTexture.level = this.level;
  430. // RenderTarget Texture
  431. newTexture.coordinatesMode = this.coordinatesMode;
  432. newTexture.renderList = this.renderList.slice(0);
  433. return newTexture;
  434. }
  435. public serialize(): any {
  436. if (!this.name) {
  437. return null;
  438. }
  439. var serializationObject = super.serialize();
  440. serializationObject.renderTargetSize = this.getRenderSize();
  441. serializationObject.renderList = [];
  442. for (var index = 0; index < this.renderList.length; index++) {
  443. serializationObject.renderList.push(this.renderList[index].id);
  444. }
  445. return serializationObject;
  446. }
  447. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  448. public disposeFramebufferObjects(): void {
  449. this.getScene().getEngine()._releaseFramebufferObjects(this.getInternalTexture());
  450. }
  451. public dispose(): void {
  452. if (this._postProcessManager) {
  453. this._postProcessManager.dispose();
  454. this._postProcessManager = null;
  455. }
  456. this.clearPostProcesses(true);
  457. // Remove from custom render targets
  458. var scene = this.getScene();
  459. var index = scene.customRenderTargets.indexOf(this);
  460. if (index >= 0) {
  461. scene.customRenderTargets.splice(index, 1);
  462. }
  463. for (var camera of scene.cameras) {
  464. index = camera.customRenderTargets.indexOf(this);
  465. if (index >= 0) {
  466. camera.customRenderTargets.splice(index, 1);
  467. }
  468. }
  469. super.dispose();
  470. }
  471. }
  472. }