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Render Target
Render targets can be used to capture a scene to a Texture
which can be used later.
Render targets for 3d scenes require both a texture to write to, and a depth buffer. Additionally, you must pass the Target
flag to the texture during creation.
var renderTarget = new Texture( engine.width, engine.height, [ Target ] );
renderTarget.depthBuffer = new DepthBuffer( engine.width, engine.height );
To render our scene, we can use pushTarget
and popTarget
to change what surface we render to. pushTarget
will push a new render target on to the render stack. popTarget
will remove the topmost target. This allows you to nest render operations as needed. You can also use pushTargets
if you wish to render to multiple textures.
engine.pushTarget(renderTarget);
engine.clear(0, 1); // Clears the render target texture and depth buffer
s3d.render(e);
engine.popTarget();
To display a render texture result in a 2d context, you can simply create a Tile
out of the render texture. This will update automatically, as the bitmap will continue to reference the underlying texture. It can then be used as a Bitmap
or in any other place Tile
s are used.
var renderTargetBitmap = new Bitmap(Tile.fromTexture(renderTarget), s2d);
This example will require a second scene. One which we'll render to a texture, and another which we will display it in.
override function init() {
renderTarget = new Texture(engine.width,engine.height, [ Target ]);
renderTarget.depthBuffer = new DepthBuffer(engine.width, engine.height);
s3dTarget = new h3d.scene.Scene();
// The object we're going to display in our scene
var prim = h3d.prim.Cube.defaultUnitCube();
var mat = h3d.mat.Material.create(renderTarget);
obj1 = new h3d.scene.Mesh(prim, mat, s3d);
// The object we're going to capture in our Render Target
obj2 = cache.loadModel(hxd.Res.mdl.test2);
s3dTarget.addChild(obj2);
}
override function render(e:h3d.Engine) {
// Render the target first
engine.pushTarget(renderTarget);
engine.clear(0, 1);
s3dTarget.render(e);
engine.popTarget();
// Now render our scene
s3d.render(e);
s2d.render(e);
}