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@@ -0,0 +1,652 @@
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+module BABYLON {
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+ /**
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+ * Special Glow Blur post process only blurring the alpha channel
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+ * It enforces keeping the most luminous color in the color channel.
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+ */
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+ class GlowBlurPostProcess extends PostProcess {
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+ constructor(name: string, public direction: Vector2, public blurWidth: number, options: number | PostProcessOptions, camera: Camera, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
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+ super(name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable);
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+ this.onApplyObservable.add((effect: Effect) => {
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+ effect.setFloat2("screenSize", this.width, this.height);
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+ effect.setVector2("direction", this.direction);
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+ effect.setFloat("blurWidth", this.blurWidth);
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+ });
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+ }
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+ }
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+
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+ /**
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+ * Highlight layer options. This helps customizing the behaviour
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+ * of the highlight layer.
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+ */
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+ export interface IHighlightLayerOptions {
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+ /**
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+ * Multiplication factor apply to the canvas size to compute the render target size
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+ * used to generated the glowing objects (the smaller the faster).
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+ */
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+ mainTextureRatio?: number;
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+
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+ /**
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+ * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
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+ * of the picture to blur (the smaller the faster).
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+ */
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+ blurTextureSizeRatio?: number;
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+
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+ /**
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+ * How big in texel of the blur texture is the vertical blur.
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+ */
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+ blurVerticalSize?: number;
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+
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+ /**
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+ * How big in texel of the blur texture is the horizontal blur.
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+ */
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+ blurHorizontalSize?: number;
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+
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+ /**
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+ * Alpha blending mode used to apply the blur. Default is combine.
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+ */
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+ alphaBlendingMode?: number
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+ }
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+
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+ /**
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+ * Storage interface grouping all the information required for glowing a mesh.
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+ */
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+ interface IHighlightLayerMesh {
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+ /**
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+ * The glowy mesh
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+ */
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+ mesh: Mesh;
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+ /**
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+ * The color of the glow
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+ */
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+ color: Color3;
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+ /**
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+ * The mesh render callback use to insert stencil information
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+ */
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+ observerHighlight: Observer<Mesh>;
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+ /**
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+ * The mesh render callback use to come to the default behavior
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+ */
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+ observerDefault: Observer<Mesh>;
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+
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+ // TODO.
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+ // glowEmissiveOnly: boolean = false;
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+ }
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+
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+ /**
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+ * The highlight layer Helps adding a glow effect around a mesh.
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+ *
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+ * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
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+ * glowy meshes to your scene.
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+ *
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+ * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
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+ */
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+ export class HighlightLayer {
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+ /**
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+ * The neutral color used during the preparation of the glow effect.
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+ * This is black by default as the blend operation is a blend operation.
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+ */
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+ public static neutralColor:Color4 = new Color4(0, 0, 0, 0);
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+
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+ /**
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+ * Stencil value used for glowing meshes.
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+ */
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+ public static glowingMeshStencilReference = 0x02;
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+
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+ /**
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+ * Stencil value used for the other meshes in the scene.
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+ */
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+ public static normalMeshStencilReference = 0x01;
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+
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+ private _scene: Scene;
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+ private _engine: Engine;
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+ private _options: IHighlightLayerOptions;
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+ private _vertexBuffers: { [key: string]: VertexBuffer } = {};
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+ private _indexBuffer: WebGLBuffer;
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+ private _downSamplePostprocess: PassPostProcess;
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+ private _horizontalBlurPostprocess: GlowBlurPostProcess;
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+ private _verticalBlurPostprocess: GlowBlurPostProcess;
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+ private _cachedDefines: string;
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+ private _glowMapGenerationEffect: Effect;
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+ private _glowMapMergeEffect: Effect;
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+ private _blurTexture: RenderTargetTexture;
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+ private _mainTexture: RenderTargetTexture;
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+ private _mainTextureDesiredSize: ISize = { width:0, height:0 };
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+ private _meshes: {[id: string]: IHighlightLayerMesh} = {};
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+ private _maxSize:number = 0;
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+ private _shouldRender = false;
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+ private _instanceGlowingMeshStencilReference = HighlightLayer.glowingMeshStencilReference++;
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+
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+ /**
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+ * Specifies whether or not the inner glow is ACTIVE in the layer.
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+ */
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+ public innerGlow: boolean = true;
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+
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+ /**
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+ * Specifies whether or not the outer glow is ACTIVE in the layer.
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+ */
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+ public outerGlow: boolean = true;
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+
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+ /**
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+ * An event triggered when the highlight layer has been disposed.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onDisposeObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the highlight layer is about rendering the main texture with the glowy parts.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onBeforeRenderMainTextureObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the highlight layer is being blurred.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onBeforeBlurObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the highlight layer has been blurred.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onAfterBlurObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the glowing blurred texture is being merged in the scene.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onBeforeComposeObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the glowing blurred texture has been merged in the scene.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onAfterComposeObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * An event triggered when the highlight layer changes its size.
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+ * @type {BABYLON.Observable}
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+ */
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+ public onSizeChangedObservable = new Observable<HighlightLayer>();
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+
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+ /**
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+ * Instantiates a new highlight Layer and references it to the scene..
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+ * @param name The name of the layer
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+ * @param scene The scene to use the layer in
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+ * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
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+ */
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+ constructor(name: string, scene: Scene, options?: IHighlightLayerOptions) {
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+ this._scene = scene;
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+ var engine = scene.getEngine();
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+ this._engine = engine;
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+ this._maxSize = this._engine.getCaps().maxTextureSize;
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+ this._scene.highlightLayers.push(this);
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+
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+ // Warn on stencil.
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+ if (!this._engine.isStencilEnable) {
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+ Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
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+ }
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+
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+ // Adapt options
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+ this._options = options || {
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+ mainTextureRatio: 0.25,
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+ blurTextureSizeRatio: 0.5,
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+ blurHorizontalSize: 1,
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+ blurVerticalSize: 1,
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+ alphaBlendingMode: Engine.ALPHA_COMBINE
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+ };
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+ this._options.mainTextureRatio = this._options.mainTextureRatio || 0.25;
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+ this._options.blurTextureSizeRatio = this._options.blurTextureSizeRatio || 0.5;
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+ this._options.blurHorizontalSize = this._options.blurHorizontalSize || 1;
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+ this._options.blurVerticalSize = this._options.blurVerticalSize || 1;
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+ this._options.alphaBlendingMode = this._options.alphaBlendingMode || Engine.ALPHA_COMBINE;
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+
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+ // VBO
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+ var vertices = [];
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+ vertices.push(1, 1);
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+ vertices.push(-1, 1);
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+ vertices.push(-1, -1);
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+ vertices.push(1, -1);
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+
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+ var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
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+ this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;
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+
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+ // Indices
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+ var indices = [];
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+ indices.push(0);
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+ indices.push(1);
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+ indices.push(2);
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+ indices.push(0);
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+ indices.push(2);
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+ indices.push(3);
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+
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+ this._indexBuffer = engine.createIndexBuffer(indices);
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+
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+ // Effect
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+ this._glowMapMergeEffect = engine.createEffect("glowMapMerge",
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+ [VertexBuffer.PositionKind],
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+ ["offset"],
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+ ["textureSampler"], "");
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+
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+ // Render target
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+ this.setMainTextureSize();
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+
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+ // Create Textures and post processes
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+ this.createTextureAndPostProcesses();
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+ }
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+
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+ /**
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+ * Creates the render target textures and post processes used in the highlight layer.
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+ */
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+ private createTextureAndPostProcesses(): void {
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+ var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
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+ var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
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+ blurTextureWidth = Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize);
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+ blurTextureHeight = Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize);
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+
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+ this._mainTexture = new RenderTargetTexture("HighlightLayerMainRTT",
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+ {
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+ width: this._mainTextureDesiredSize.width,
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+ height: this._mainTextureDesiredSize.height
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+ },
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+ this._scene,
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+ false,
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+ true,
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+ Engine.TEXTURETYPE_UNSIGNED_INT);
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+ this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
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+ this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
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+ this._mainTexture.anisotropicFilteringLevel = 1;
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+ this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
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+ this._mainTexture.renderParticles = false;
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+ this._mainTexture.renderList = null;
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+
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+ this._blurTexture = new RenderTargetTexture("HighlightLayerBlurRTT",
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+ {
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+ width: blurTextureWidth,
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+ height: blurTextureHeight
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+ },
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+ this._scene,
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+ false,
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+ true,
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+ Engine.TEXTURETYPE_UNSIGNED_INT);
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+ this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
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+ this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
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+ this._blurTexture.anisotropicFilteringLevel = 16;
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+ this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
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+ this._blurTexture.renderParticles = false;
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+
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+ this._downSamplePostprocess = new PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio,
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+ null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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+ this._downSamplePostprocess.onApplyObservable.add(effect => {
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+ effect.setTexture("textureSampler", this._mainTexture);
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+ });
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+
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+ this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
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+ null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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+ this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
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+ effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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+ });
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+
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+ this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1,
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+ null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
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+ this._verticalBlurPostprocess.onApplyObservable.add(effect => {
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+ effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
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+ });
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+
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+ this._mainTexture.onAfterUnbindObservable.add(() => {
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+ this.onBeforeBlurObservable.notifyObservers(this);
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+
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+ this._scene.postProcessManager.directRender(
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+ [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess],
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+ this._blurTexture.getInternalTexture());
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+
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+ this.onAfterBlurObservable.notifyObservers(this);
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+ });
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+
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+ // Custom render function
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+ var renderSubMesh = (subMesh: SubMesh): void => {
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+ var mesh = subMesh.getRenderingMesh();
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+ var scene = this._scene;
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+ var engine = scene.getEngine();
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+
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+ // Culling
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+ engine.setState(subMesh.getMaterial().backFaceCulling);
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+
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+ // Managing instances
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+ var batch = mesh._getInstancesRenderList(subMesh._id);
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+ if (batch.mustReturn) {
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+ return;
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+ }
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+
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+ var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
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+
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+ if (this.isReady(subMesh, hardwareInstancedRendering)) {
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+ engine.enableEffect(this._glowMapGenerationEffect);
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+ mesh._bind(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode);
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+ var material = subMesh.getMaterial();
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+
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+ this._glowMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
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+
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+ var highlightLayerMesh = this._meshes[mesh.id];
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+ if (highlightLayerMesh) {
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+ this._glowMapGenerationEffect.setFloat4("color",
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+ highlightLayerMesh.color.r,
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+ highlightLayerMesh.color.g,
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+ highlightLayerMesh.color.b,
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+ 1.0);
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+ }
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+ else {
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+ this._glowMapGenerationEffect.setFloat4("color",
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+ HighlightLayer.neutralColor.r,
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+ HighlightLayer.neutralColor.g,
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+ HighlightLayer.neutralColor.b,
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+ HighlightLayer.neutralColor.a);
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+ }
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+
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+ // Alpha test
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+ if (material && material.needAlphaTesting()) {
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+ var alphaTexture = material.getAlphaTestTexture();
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+ this._glowMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
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|
|
+ this._glowMapGenerationEffect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bones
|
|
|
|
+ if (mesh.useBones && mesh.computeBonesUsingShaders) {
|
|
|
|
+ this._glowMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Draw
|
|
|
|
+ mesh._processRendering(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode, batch, hardwareInstancedRendering,
|
|
|
|
+ (isInstance, world) => this._glowMapGenerationEffect.setMatrix("world", world));
|
|
|
|
+ } else {
|
|
|
|
+ // Need to reset refresh rate of the shadowMap
|
|
|
|
+ this._mainTexture.resetRefreshCounter();
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>): void => {
|
|
|
|
+ this.onBeforeRenderMainTextureObservable.notifyObservers(this);
|
|
|
|
+
|
|
|
|
+ var index: number;
|
|
|
|
+
|
|
|
|
+ for (index = 0; index < opaqueSubMeshes.length; index++) {
|
|
|
|
+ renderSubMesh(opaqueSubMeshes.data[index]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (index = 0; index < alphaTestSubMeshes.length; index++) {
|
|
|
|
+ renderSubMesh(alphaTestSubMeshes.data[index]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for (index = 0; index < transparentSubMeshes.length; index++) {
|
|
|
|
+ renderSubMesh(transparentSubMeshes.data[index]);
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ this._mainTexture.onClearObservable.add((engine: Engine) => {
|
|
|
|
+ engine.clear(HighlightLayer.neutralColor, true, true, true);
|
|
|
|
+ });
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Checks for the readiness of the element composing the layer.
|
|
|
|
+ * @param subMesh the mesh to check for
|
|
|
|
+ * @param useInstances specify wether or not to use instances to render the mesh
|
|
|
|
+ * @return true if ready otherwise, false
|
|
|
|
+ */
|
|
|
|
+ private isReady(subMesh: SubMesh, useInstances: boolean): boolean {
|
|
|
|
+ var defines = [];
|
|
|
|
+
|
|
|
|
+ var attribs = [VertexBuffer.PositionKind];
|
|
|
|
+
|
|
|
|
+ var mesh = subMesh.getMesh();
|
|
|
|
+ var material = subMesh.getMaterial();
|
|
|
|
+
|
|
|
|
+ // Alpha test
|
|
|
|
+ if (material && material.needAlphaTesting()) {
|
|
|
|
+ defines.push("#define ALPHATEST");
|
|
|
|
+ if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
|
|
|
|
+ attribs.push(VertexBuffer.UVKind);
|
|
|
|
+ defines.push("#define UV1");
|
|
|
|
+ }
|
|
|
|
+ if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
|
|
|
|
+ var alphaTexture = material.getAlphaTestTexture();
|
|
|
|
+
|
|
|
|
+ if (alphaTexture.coordinatesIndex === 1) {
|
|
|
|
+ attribs.push(VertexBuffer.UV2Kind);
|
|
|
|
+ defines.push("#define UV2");
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bones
|
|
|
|
+ if (mesh.useBones && mesh.computeBonesUsingShaders) {
|
|
|
|
+ attribs.push(VertexBuffer.MatricesIndicesKind);
|
|
|
|
+ attribs.push(VertexBuffer.MatricesWeightsKind);
|
|
|
|
+ if (mesh.numBoneInfluencers > 4) {
|
|
|
|
+ attribs.push(VertexBuffer.MatricesIndicesExtraKind);
|
|
|
|
+ attribs.push(VertexBuffer.MatricesWeightsExtraKind);
|
|
|
|
+ }
|
|
|
|
+ defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
|
|
|
|
+ defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
|
|
|
|
+ } else {
|
|
|
|
+ defines.push("#define NUM_BONE_INFLUENCERS 0");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Instances
|
|
|
|
+ if (useInstances) {
|
|
|
|
+ defines.push("#define INSTANCES");
|
|
|
|
+ attribs.push("world0");
|
|
|
|
+ attribs.push("world1");
|
|
|
|
+ attribs.push("world2");
|
|
|
|
+ attribs.push("world3");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Get correct effect
|
|
|
|
+ var join = defines.join("\n");
|
|
|
|
+ if (this._cachedDefines !== join) {
|
|
|
|
+ this._cachedDefines = join;
|
|
|
|
+ this._glowMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration",
|
|
|
|
+ attribs,
|
|
|
|
+ ["world", "mBones", "viewProjection", "diffuseMatrix", "color"],
|
|
|
|
+ ["diffuseSampler"], join);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return this._glowMapGenerationEffect.isReady();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
|
|
|
|
+ */
|
|
|
|
+ public render(): void {
|
|
|
|
+ var currentEffect = this._glowMapMergeEffect;
|
|
|
|
+
|
|
|
|
+ // Check
|
|
|
|
+ if (!currentEffect.isReady() || !this._blurTexture.isReady())
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ var engine = this._scene.getEngine();
|
|
|
|
+
|
|
|
|
+ this.onBeforeComposeObservable.notifyObservers(this);
|
|
|
|
+
|
|
|
|
+ // Render
|
|
|
|
+ engine.enableEffect(currentEffect);
|
|
|
|
+ engine.setState(false);
|
|
|
|
+
|
|
|
|
+ // Cache
|
|
|
|
+ var previousStencilBuffer = engine.getStencilBuffer();
|
|
|
|
+ var previousStencilFunction = engine.getStencilFunction();
|
|
|
|
+ var previousStencilMask = engine.getStencilMask();
|
|
|
|
+ var previousAlphaMode = engine.getAlphaMode();
|
|
|
|
+
|
|
|
|
+ // Texture
|
|
|
|
+ currentEffect.setTexture("textureSampler", this._blurTexture);
|
|
|
|
+
|
|
|
|
+ // VBOs
|
|
|
|
+ engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
|
|
|
|
+
|
|
|
|
+ // Draw order
|
|
|
|
+ engine.setAlphaMode(this._options.alphaBlendingMode);
|
|
|
|
+ engine.setStencilMask(0x00);
|
|
|
|
+ engine.setStencilBuffer(true);
|
|
|
|
+ engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
|
|
|
|
+
|
|
|
|
+ if (this.outerGlow) {
|
|
|
|
+ currentEffect.setFloat("offset", 0);
|
|
|
|
+ engine.setStencilFunction(WebGLRenderingContext.NOTEQUAL);
|
|
|
|
+ engine.draw(true, 0, 6);
|
|
|
|
+ }
|
|
|
|
+ if (this.innerGlow) {
|
|
|
|
+ currentEffect.setFloat("offset", 1);
|
|
|
|
+ engine.setStencilFunction(WebGLRenderingContext.EQUAL);
|
|
|
|
+ engine.draw(true, 0, 6);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Restore Cache
|
|
|
|
+ engine.setStencilFunction(previousStencilFunction);
|
|
|
|
+ engine.setStencilMask(previousStencilMask);
|
|
|
|
+ engine.setAlphaMode(previousAlphaMode);
|
|
|
|
+ engine.setStencilBuffer(previousStencilBuffer);
|
|
|
|
+
|
|
|
|
+ this.onAfterComposeObservable.notifyObservers(this);
|
|
|
|
+
|
|
|
|
+ // Handle size changes.
|
|
|
|
+ var size = this._mainTexture.getSize();
|
|
|
|
+ this.setMainTextureSize();
|
|
|
|
+ if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
|
|
|
|
+ // Recreate RTT and post processes on size change.
|
|
|
|
+ this.onSizeChangedObservable.notifyObservers(this);
|
|
|
|
+ this.disposeTextureAndPostProcesses();
|
|
|
|
+ this.createTextureAndPostProcesses();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Add a mesh in the highlight layer in order to make it glow with the chosen color.
|
|
|
|
+ * @param mesh The mesh to highlight
|
|
|
|
+ * @param color The color of the highlight
|
|
|
|
+ */
|
|
|
|
+ public pushMesh(mesh: Mesh, color: Color3) {
|
|
|
|
+ var meshHighlight = this._meshes[mesh.id];
|
|
|
|
+ if (meshHighlight) {
|
|
|
|
+ meshHighlight.color = color;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ this._meshes[mesh.id] = {
|
|
|
|
+ mesh: mesh,
|
|
|
|
+ color: color,
|
|
|
|
+ // Lambda required for capture due to Observable this context
|
|
|
|
+ observerHighlight: mesh.onBeforeRenderObservable.add((mesh: Mesh) => {
|
|
|
|
+ mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
|
|
|
|
+ }),
|
|
|
|
+ observerDefault: mesh.onAfterRenderObservable.add(this.defaultStencilReference)
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this._shouldRender = true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Remove a mesh from the highlight layer in order to make it stop glowing.
|
|
|
|
+ * @param mesh The mesh to highlight
|
|
|
|
+ */
|
|
|
|
+ public removeMesh(mesh: Mesh) {
|
|
|
|
+ var meshHighlight = this._meshes[mesh.id];
|
|
|
|
+ if (meshHighlight) {
|
|
|
|
+ mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
|
|
|
|
+ mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this._meshes[mesh.id] = undefined;
|
|
|
|
+
|
|
|
|
+ this._shouldRender = false;
|
|
|
|
+ for (var meshHighlightToCheck in this._meshes) {
|
|
|
|
+ if (meshHighlightToCheck) {
|
|
|
|
+ this._shouldRender = true;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Returns true if the layer contains information to display, otherwise false.
|
|
|
|
+ */
|
|
|
|
+ public shouldRender(): boolean {
|
|
|
|
+ return this._shouldRender;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Sets the main texture desired size which is the closest power of two
|
|
|
|
+ * of the engine canvas size.
|
|
|
|
+ */
|
|
|
|
+ private setMainTextureSize() : void {
|
|
|
|
+ this._mainTextureDesiredSize.width = this._engine.getRenderingCanvas().width * this._options.mainTextureRatio;
|
|
|
|
+ this._mainTextureDesiredSize.height = this._engine.getRenderingCanvas().height * this._options.mainTextureRatio;
|
|
|
|
+
|
|
|
|
+ this._mainTextureDesiredSize.width = Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize);
|
|
|
|
+ this._mainTextureDesiredSize.height = Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Force the stencil to the normal expected value for none glowing parts
|
|
|
|
+ */
|
|
|
|
+ private defaultStencilReference(mesh: Mesh) {
|
|
|
|
+ mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.normalMeshStencilReference);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Dispose only the render target textures and post process.
|
|
|
|
+ */
|
|
|
|
+ private disposeTextureAndPostProcesses(): void {
|
|
|
|
+ this._blurTexture.dispose();
|
|
|
|
+ this._mainTexture.dispose();
|
|
|
|
+
|
|
|
|
+ this._downSamplePostprocess.dispose();
|
|
|
|
+ this._horizontalBlurPostprocess.dispose();
|
|
|
|
+ this._verticalBlurPostprocess.dispose();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Dispose the highlight layer and free resources.
|
|
|
|
+ */
|
|
|
|
+ public dispose(): void {
|
|
|
|
+ var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
|
|
|
|
+ if (vertexBuffer) {
|
|
|
|
+ vertexBuffer.dispose();
|
|
|
|
+ this._vertexBuffers[VertexBuffer.PositionKind] = null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (this._indexBuffer) {
|
|
|
|
+ this._scene.getEngine()._releaseBuffer(this._indexBuffer);
|
|
|
|
+ this._indexBuffer = null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Clean textures and post processes
|
|
|
|
+ this.disposeTextureAndPostProcesses();
|
|
|
|
+
|
|
|
|
+ // Clean mesh references
|
|
|
|
+ for (var id in this._meshes) {
|
|
|
|
+ var meshHighlight = this._meshes[id];
|
|
|
|
+ if (meshHighlight && meshHighlight.mesh) {
|
|
|
|
+ meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
|
|
|
|
+ meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ this._meshes = null;
|
|
|
|
+
|
|
|
|
+ // Remove from scene
|
|
|
|
+ var index = this._scene.highlightLayers.indexOf(this, 0);
|
|
|
|
+ if (index > -1) {
|
|
|
|
+ this._scene.highlightLayers.splice(index, 1);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Callback
|
|
|
|
+ this.onDisposeObservable.notifyObservers(this);
|
|
|
|
+
|
|
|
|
+ this.onDisposeObservable.clear();
|
|
|
|
+ this.onBeforeRenderMainTextureObservable.clear();
|
|
|
|
+ this.onBeforeBlurObservable.clear();
|
|
|
|
+ this.onBeforeComposeObservable.clear();
|
|
|
|
+ this.onAfterComposeObservable.clear();
|
|
|
|
+ this.onSizeChangedObservable.clear();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|