babylon.multiRenderTarget.ts 5.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166
  1. module BABYLON {
  2. export interface IMultiRenderTargetOptions {
  3. generateMipMaps: boolean,
  4. types: number[],
  5. samplingModes: number[],
  6. generateDepthBuffer: boolean,
  7. generateStencilBuffer: boolean,
  8. generateDepthTexture: boolean,
  9. textureCount: number
  10. };
  11. export class MultiRenderTarget extends RenderTargetTexture {
  12. private _internalTextures: InternalTexture[];
  13. private _textures: Texture[];
  14. private _count: number;
  15. public get isSupported(): boolean {
  16. var engine = this.getScene().getEngine();
  17. return engine.webGLVersion > 1 || engine.getCaps().drawBuffersExtension;
  18. }
  19. private _multiRenderTargetOptions: IMultiRenderTargetOptions;
  20. public get textures(): Texture[] {
  21. return this._textures;
  22. }
  23. public get depthTexture(): Texture {
  24. return this._textures[this._textures.length - 1];
  25. }
  26. public set wrapU (wrap: number) {
  27. if (this._textures) {
  28. for (var i = 0; i < this._textures.length; i++) {
  29. this._textures[i].wrapU = wrap;
  30. }
  31. }
  32. }
  33. public set wrapV (wrap: number) {
  34. if (this._textures) {
  35. for (var i = 0; i < this._textures.length; i++) {
  36. this._textures[i].wrapV = wrap;
  37. }
  38. }
  39. }
  40. constructor(name: string, size: any, count: number, scene: Scene, options?: any) {
  41. options = options || {};
  42. var generateMipMaps = options.generateMipMaps ? options.generateMipMaps : false;
  43. var generateDepthTexture = options.generateDepthTexture ? options.generateDepthTexture : false;
  44. var doNotChangeAspectRatio = options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  45. super(name, size, scene, generateMipMaps, doNotChangeAspectRatio);
  46. if (!this.isSupported) {
  47. this.dispose();
  48. return;
  49. }
  50. var types = [];
  51. var samplingModes = [];
  52. for (var i = 0; i < count; i++) {
  53. if (options.types && options.types[i]) {
  54. types.push(options.types[i]);
  55. } else {
  56. types.push(Engine.TEXTURETYPE_FLOAT);
  57. }
  58. if (options.samplingModes && options.samplingModes[i]) {
  59. samplingModes.push(options.samplingModes[i]);
  60. } else {
  61. samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);
  62. }
  63. }
  64. var generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  65. var generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  66. this._count = count;
  67. this._size = size;
  68. this._multiRenderTargetOptions = {
  69. samplingModes: samplingModes,
  70. generateMipMaps: generateMipMaps,
  71. generateDepthBuffer: generateDepthBuffer,
  72. generateStencilBuffer: generateStencilBuffer,
  73. generateDepthTexture: generateDepthTexture,
  74. types: types,
  75. textureCount: count
  76. };
  77. this._createInternalTextures();
  78. this._createTextures();
  79. }
  80. public _rebuild(): void {
  81. this.releaseInternalTextures();
  82. this._createInternalTextures();
  83. for (var i = 0; i < this._internalTextures.length; i++) {
  84. var texture = this._textures[i];
  85. texture._texture = this._internalTextures[i];
  86. }
  87. // Keeps references to frame buffer and stencil/depth buffer
  88. this._texture = this._internalTextures[0];
  89. }
  90. private _createInternalTextures(): void {
  91. this._internalTextures = this.getScene().getEngine().createMultipleRenderTarget(this._size , this._multiRenderTargetOptions);
  92. }
  93. private _createTextures(): void {
  94. this._textures = [];
  95. for (var i = 0; i < this._internalTextures.length; i++) {
  96. var texture = new BABYLON.Texture(null, this.getScene());
  97. texture._texture = this._internalTextures[i];
  98. this._textures.push(texture);
  99. }
  100. // Keeps references to frame buffer and stencil/depth buffer
  101. this._texture = this._internalTextures[0];
  102. }
  103. public get samples(): number {
  104. return this._samples;
  105. }
  106. public set samples(value: number) {
  107. if (this._samples === value) {
  108. return;
  109. }
  110. for (var i = 0 ; i < this._internalTextures.length; i++) {
  111. this._samples = this.getScene().getEngine().updateRenderTargetTextureSampleCount(this._internalTextures[i], value);
  112. }
  113. }
  114. public resize(size: any) {
  115. this.releaseInternalTextures();
  116. this._internalTextures = this.getScene().getEngine().createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  117. this._createInternalTextures();
  118. }
  119. public dispose(): void {
  120. this.releaseInternalTextures();
  121. super.dispose();
  122. }
  123. public releaseInternalTextures(): void {
  124. if (!this._internalTextures) {
  125. return;
  126. }
  127. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  128. if (this._internalTextures[i] !== undefined) {
  129. this._internalTextures[i].dispose();
  130. this._internalTextures.splice(i, 1);
  131. }
  132. }
  133. }
  134. }
  135. }