babylon.renderTargetTexture.ts 19 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. // Events
  38. /**
  39. * An event triggered when the texture is unbind.
  40. * @type {BABYLON.Observable}
  41. */
  42. public onAfterUnbindObservable = new Observable<RenderTargetTexture>();
  43. private _onAfterUnbindObserver: Observer<RenderTargetTexture>;
  44. public set onAfterUnbind(callback: () => void) {
  45. if (this._onAfterUnbindObserver) {
  46. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  47. }
  48. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  49. }
  50. /**
  51. * An event triggered before rendering the texture
  52. * @type {BABYLON.Observable}
  53. */
  54. public onBeforeRenderObservable = new Observable<number>();
  55. private _onBeforeRenderObserver: Observer<number>;
  56. public set onBeforeRender(callback: (faceIndex: number) => void) {
  57. if (this._onBeforeRenderObserver) {
  58. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  59. }
  60. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  61. }
  62. /**
  63. * An event triggered after rendering the texture
  64. * @type {BABYLON.Observable}
  65. */
  66. public onAfterRenderObservable = new Observable<number>();
  67. private _onAfterRenderObserver: Observer<number>;
  68. public set onAfterRender(callback: (faceIndex: number) => void) {
  69. if (this._onAfterRenderObserver) {
  70. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  71. }
  72. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73. }
  74. /**
  75. * An event triggered after the texture clear
  76. * @type {BABYLON.Observable}
  77. */
  78. public onClearObservable = new Observable<Engine>();
  79. private _onClearObserver: Observer<Engine>;
  80. public set onClear(callback: (Engine: Engine) => void) {
  81. if (this._onClearObserver) {
  82. this.onClearObservable.remove(this._onClearObserver);
  83. }
  84. this._onClearObserver = this.onClearObservable.add(callback);
  85. }
  86. protected _size: number;
  87. public _generateMipMaps: boolean;
  88. protected _renderingManager: RenderingManager;
  89. public _waitingRenderList: string[];
  90. protected _doNotChangeAspectRatio: boolean;
  91. protected _currentRefreshId = -1;
  92. protected _refreshRate = 1;
  93. protected _textureMatrix: Matrix;
  94. protected _samples = 1;
  95. protected _renderTargetOptions: IRenderTargetOptions;
  96. public get renderTargetOptions(): IRenderTargetOptions {
  97. return this._renderTargetOptions;
  98. }
  99. 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) {
  100. super(null, scene, !generateMipMaps);
  101. this.name = name;
  102. this.isRenderTarget = true;
  103. this._size = size;
  104. this._generateMipMaps = generateMipMaps;
  105. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  106. // Rendering groups
  107. this._renderingManager = new RenderingManager(scene);
  108. if (isMulti) {
  109. return;
  110. }
  111. this._renderTargetOptions = {
  112. generateMipMaps: generateMipMaps,
  113. type: type,
  114. samplingMode: samplingMode,
  115. generateDepthBuffer: generateDepthBuffer,
  116. generateStencilBuffer: generateStencilBuffer
  117. };
  118. if (samplingMode === Texture.NEAREST_SAMPLINGMODE) {
  119. this.wrapU = Texture.CLAMP_ADDRESSMODE;
  120. this.wrapV = Texture.CLAMP_ADDRESSMODE;
  121. }
  122. if (isCube) {
  123. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  124. this.coordinatesMode = Texture.INVCUBIC_MODE;
  125. this._textureMatrix = Matrix.Identity();
  126. } else {
  127. this._texture = scene.getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  128. }
  129. }
  130. public get samples(): number {
  131. return this._samples;
  132. }
  133. public set samples(value: number) {
  134. if (this._samples === value) {
  135. return;
  136. }
  137. this._samples = this.getScene().getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  138. }
  139. public resetRefreshCounter(): void {
  140. this._currentRefreshId = -1;
  141. }
  142. public get refreshRate(): number {
  143. return this._refreshRate;
  144. }
  145. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  146. public set refreshRate(value: number) {
  147. this._refreshRate = value;
  148. this.resetRefreshCounter();
  149. }
  150. public _shouldRender(): boolean {
  151. if (this._currentRefreshId === -1) { // At least render once
  152. this._currentRefreshId = 1;
  153. return true;
  154. }
  155. if (this.refreshRate === this._currentRefreshId) {
  156. this._currentRefreshId = 1;
  157. return true;
  158. }
  159. this._currentRefreshId++;
  160. return false;
  161. }
  162. public isReady(): boolean {
  163. if (!this.getScene().renderTargetsEnabled) {
  164. return false;
  165. }
  166. return super.isReady();
  167. }
  168. public getRenderSize(): number {
  169. return this._size;
  170. }
  171. public get canRescale(): boolean {
  172. return true;
  173. }
  174. public scale(ratio: number): void {
  175. var newSize = this._size * ratio;
  176. this.resize(newSize);
  177. }
  178. public getReflectionTextureMatrix(): Matrix {
  179. if (this.isCube) {
  180. return this._textureMatrix;
  181. }
  182. return super.getReflectionTextureMatrix();
  183. }
  184. public resize(size: any) {
  185. this.releaseInternalTexture();
  186. if (this.isCube) {
  187. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size, this._renderTargetOptions);
  188. } else {
  189. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, this._renderTargetOptions);
  190. }
  191. }
  192. public render(useCameraPostProcess?: boolean, dumpForDebug?: boolean) {
  193. var scene = this.getScene();
  194. var engine = scene.getEngine();
  195. if (this.useCameraPostProcesses !== undefined) {
  196. useCameraPostProcess = this.useCameraPostProcesses;
  197. }
  198. if (this._waitingRenderList) {
  199. this.renderList = [];
  200. for (var index = 0; index < this._waitingRenderList.length; index++) {
  201. var id = this._waitingRenderList[index];
  202. this.renderList.push(scene.getMeshByID(id));
  203. }
  204. delete this._waitingRenderList;
  205. }
  206. // Is predicate defined?
  207. if (this.renderListPredicate) {
  208. this.renderList.splice(0); // Clear previous renderList
  209. var sceneMeshes = this.getScene().meshes;
  210. for (var index = 0; index < sceneMeshes.length; index++) {
  211. var mesh = sceneMeshes[index];
  212. if (this.renderListPredicate(mesh)) {
  213. this.renderList.push(mesh);
  214. }
  215. }
  216. }
  217. if (this.renderList && this.renderList.length === 0) {
  218. return;
  219. }
  220. // Set custom projection.
  221. // Needs to be before binding to prevent changing the aspect ratio.
  222. if (this.activeCamera) {
  223. engine.setViewport(this.activeCamera.viewport);
  224. if (this.activeCamera !== scene.activeCamera)
  225. {
  226. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  227. }
  228. }
  229. else {
  230. engine.setViewport(scene.activeCamera.viewport);
  231. }
  232. // Prepare renderingManager
  233. this._renderingManager.reset();
  234. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  235. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  236. var sceneRenderId = scene.getRenderId();
  237. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  238. var mesh = currentRenderList[meshIndex];
  239. if (mesh) {
  240. if (!mesh.isReady()) {
  241. // Reset _currentRefreshId
  242. this.resetRefreshCounter();
  243. continue;
  244. }
  245. mesh._preActivateForIntermediateRendering(sceneRenderId);
  246. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  247. mesh._activate(sceneRenderId);
  248. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  249. var subMesh = mesh.subMeshes[subIndex];
  250. scene._activeIndices.addCount(subMesh.indexCount, false);
  251. this._renderingManager.dispatch(subMesh);
  252. }
  253. }
  254. }
  255. }
  256. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  257. var particleSystem = scene.particleSystems[particleIndex];
  258. if (!particleSystem.isStarted() || !particleSystem.emitter || !particleSystem.emitter.position || !particleSystem.emitter.isEnabled()) {
  259. continue;
  260. }
  261. if (currentRenderList.indexOf(particleSystem.emitter) >= 0) {
  262. this._renderingManager.dispatchParticles(particleSystem);
  263. }
  264. }
  265. if (this.isCube) {
  266. for (var face = 0; face < 6; face++) {
  267. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  268. scene.incrementRenderId();
  269. scene.resetCachedMaterial();
  270. }
  271. } else {
  272. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  273. }
  274. this.onAfterUnbindObservable.notifyObservers(this);
  275. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  276. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  277. }
  278. engine.setViewport(scene.activeCamera.viewport);
  279. scene.resetCachedMaterial();
  280. }
  281. renderToTarget(faceIndex: number, currentRenderList: AbstractMesh[], currentRenderListLength:number, useCameraPostProcess: boolean, dumpForDebug: boolean): void {
  282. var scene = this.getScene();
  283. var engine = scene.getEngine();
  284. // Bind
  285. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  286. if (this.isCube) {
  287. engine.bindFramebuffer(this._texture, faceIndex);
  288. } else {
  289. engine.bindFramebuffer(this._texture);
  290. }
  291. }
  292. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  293. // Clear
  294. if (this.onClearObservable.hasObservers()) {
  295. this.onClearObservable.notifyObservers(engine);
  296. } else {
  297. engine.clear(scene.clearColor, true, true, true);
  298. }
  299. if (!this._doNotChangeAspectRatio) {
  300. scene.updateTransformMatrix(true);
  301. }
  302. // Render
  303. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  304. if (useCameraPostProcess) {
  305. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  306. }
  307. if (!this._doNotChangeAspectRatio) {
  308. scene.updateTransformMatrix(true);
  309. }
  310. // Dump ?
  311. if (dumpForDebug) {
  312. Tools.DumpFramebuffer(this._size, this._size, engine);
  313. }
  314. // Unbind
  315. if (!this.isCube || faceIndex === 5) {
  316. if (this.isCube) {
  317. if (faceIndex === 5) {
  318. engine.generateMipMapsForCubemap(this._texture);
  319. }
  320. }
  321. engine.unBindFramebuffer(this._texture, this.isCube, () => {
  322. this.onAfterRenderObservable.notifyObservers(faceIndex);
  323. });
  324. } else {
  325. this.onAfterRenderObservable.notifyObservers(faceIndex);
  326. }
  327. }
  328. /**
  329. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  330. * This allowed control for front to back rendering or reversly depending of the special needs.
  331. *
  332. * @param renderingGroupId The rendering group id corresponding to its index
  333. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  334. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  335. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  336. */
  337. public setRenderingOrder(renderingGroupId: number,
  338. opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  339. alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number = null,
  340. transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number = null): void {
  341. this._renderingManager.setRenderingOrder(renderingGroupId,
  342. opaqueSortCompareFn,
  343. alphaTestSortCompareFn,
  344. transparentSortCompareFn);
  345. }
  346. /**
  347. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  348. *
  349. * @param renderingGroupId The rendering group id corresponding to its index
  350. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  351. */
  352. public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void {
  353. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  354. }
  355. public clone(): RenderTargetTexture {
  356. var textureSize = this.getSize();
  357. var newTexture = new RenderTargetTexture(
  358. this.name,
  359. textureSize.width,
  360. this.getScene(),
  361. this._renderTargetOptions.generateMipMaps,
  362. this._doNotChangeAspectRatio,
  363. this._renderTargetOptions.type,
  364. this.isCube,
  365. this._renderTargetOptions.samplingMode,
  366. this._renderTargetOptions.generateDepthBuffer,
  367. this._renderTargetOptions.generateStencilBuffer
  368. );
  369. // Base texture
  370. newTexture.hasAlpha = this.hasAlpha;
  371. newTexture.level = this.level;
  372. // RenderTarget Texture
  373. newTexture.coordinatesMode = this.coordinatesMode;
  374. newTexture.renderList = this.renderList.slice(0);
  375. return newTexture;
  376. }
  377. public serialize(): any {
  378. if (!this.name) {
  379. return null;
  380. }
  381. var serializationObject = super.serialize();
  382. serializationObject.renderTargetSize = this.getRenderSize();
  383. serializationObject.renderList = [];
  384. for (var index = 0; index < this.renderList.length; index++) {
  385. serializationObject.renderList.push(this.renderList[index].id);
  386. }
  387. return serializationObject;
  388. }
  389. public dispose(): void {
  390. super.dispose();
  391. }
  392. }
  393. }