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