babylon.renderTargetTexture.ts 5.8 KB

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  1. module BABYLON {
  2. export class RenderTargetTexture extends Texture {
  3. public renderList = new Array<AbstractMesh>();
  4. public renderParticles = true;
  5. public renderSprites = false;
  6. public coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  7. public onBeforeRender: () => void;
  8. public onAfterRender: () => void;
  9. public activeCamera: Camera;
  10. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  11. private _size: number;
  12. public _generateMipMaps: boolean;
  13. private _renderingManager: RenderingManager;
  14. public _waitingRenderList: string[];
  15. private _doNotChangeAspectRatio: boolean;
  16. private _currentRefreshId = -1;
  17. private _refreshRate = 1;
  18. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio: boolean = true) {
  19. super(null, scene, !generateMipMaps);
  20. this.name = name;
  21. this.isRenderTarget = true;
  22. this._size = size;
  23. this._generateMipMaps = generateMipMaps;
  24. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  25. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  26. // Rendering groups
  27. this._renderingManager = new BABYLON.RenderingManager(scene);
  28. }
  29. public resetRefreshCounter(): void {
  30. this._currentRefreshId = -1;
  31. }
  32. public get refreshRate(): number {
  33. return this._refreshRate;
  34. }
  35. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  36. public set refreshRate(value: number) {
  37. this._refreshRate = value;
  38. this.resetRefreshCounter();
  39. }
  40. public _shouldRender(): boolean {
  41. if (this._currentRefreshId === -1) { // At least render once
  42. this._currentRefreshId = 1;
  43. return true;
  44. }
  45. if (this.refreshRate == this._currentRefreshId) {
  46. this._currentRefreshId = 1;
  47. return true;
  48. }
  49. this._currentRefreshId++;
  50. return false;
  51. }
  52. public getRenderSize(): number {
  53. return this._size;
  54. }
  55. public resize(size, generateMipMaps) {
  56. this.releaseInternalTexture();
  57. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  58. }
  59. public render(useCameraPostProcess?: boolean) {
  60. var scene = this.getScene();
  61. var engine = scene.getEngine();
  62. if (this._waitingRenderList) {
  63. this.renderList = [];
  64. for (var index = 0; index < this._waitingRenderList.length; index++) {
  65. var id = this._waitingRenderList[index];
  66. this.renderList.push(scene.getMeshByID(id));
  67. }
  68. delete this._waitingRenderList;
  69. }
  70. if (!this.renderList) {
  71. return;
  72. }
  73. // Bind
  74. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  75. engine.bindFramebuffer(this._texture);
  76. }
  77. // Clear
  78. engine.clear(scene.clearColor, true, true);
  79. this._renderingManager.reset();
  80. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  81. var mesh = this.renderList[meshIndex];
  82. if (mesh) {
  83. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  84. // Reset _currentRefreshId
  85. this.resetRefreshCounter();
  86. continue;
  87. }
  88. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  89. mesh._activate(scene.getRenderId());
  90. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  91. var subMesh = mesh.subMeshes[subIndex];
  92. scene._activeVertices += subMesh.verticesCount;
  93. this._renderingManager.dispatch(subMesh);
  94. }
  95. }
  96. }
  97. }
  98. if (!this._doNotChangeAspectRatio) {
  99. scene.updateTransformMatrix(true);
  100. }
  101. if (this.onBeforeRender) {
  102. this.onBeforeRender();
  103. }
  104. // Render
  105. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  106. if (useCameraPostProcess) {
  107. scene.postProcessManager._finalizeFrame(false, this._texture);
  108. }
  109. if (this.onAfterRender) {
  110. this.onAfterRender();
  111. }
  112. // Unbind
  113. engine.unBindFramebuffer(this._texture);
  114. if (!this._doNotChangeAspectRatio) {
  115. scene.updateTransformMatrix(true);
  116. }
  117. }
  118. public clone(): RenderTargetTexture {
  119. var textureSize = this.getSize();
  120. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  121. // Base texture
  122. newTexture.hasAlpha = this.hasAlpha;
  123. newTexture.level = this.level;
  124. // RenderTarget Texture
  125. newTexture.coordinatesMode = this.coordinatesMode;
  126. newTexture.renderList = this.renderList.slice(0);
  127. return newTexture;
  128. }
  129. }
  130. }