var BABYLON; (function (BABYLON) { var ShadowGenerator = (function () { function ShadowGenerator(mapSize, light) { var _this = this; // Members this.useVarianceShadowMap = true; this._darkness = 0; this._transparencyShadow = false; this._viewMatrix = BABYLON.Matrix.Zero(); this._projectionMatrix = BABYLON.Matrix.Zero(); this._transformMatrix = BABYLON.Matrix.Zero(); this._worldViewProjection = BABYLON.Matrix.Zero(); this._light = light; this._scene = light.getScene(); light._shadowGenerator = this; // Render target this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false); this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._shadowMap.renderParticles = false; // Custom render function var renderSubMesh = function (subMesh) { var mesh = subMesh.getMesh(); var world = mesh.getWorldMatrix(); var engine = _this._scene.getEngine(); if (_this.isReady(mesh)) { engine.enableEffect(_this._effect); // Bones if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { _this._effect.setMatrix("world", world); _this._effect.setMatrix("viewProjection", _this.getTransformMatrix()); _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } else { world.multiplyToRef(_this.getTransformMatrix(), _this._worldViewProjection); _this._effect.setMatrix("worldViewProjection", _this._worldViewProjection); } // Bind and draw mesh.bindAndDraw(subMesh, _this._effect, false); } }; this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) { var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } if (_this._transparencyShadow) { for (index = 0; index < transparentSubMeshes.length; index++) { renderSubMesh(transparentSubMeshes.data[index]); } } }; } ShadowGenerator.prototype.isReady = function (mesh) { var defines = []; if (this.useVarianceShadowMap) { defines.push("#define VSM"); } var attribs = [BABYLON.VertexBuffer.PositionKind]; if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); defines.push("#define BONES"); defines.push("#define BonesPerMesh " + mesh.skeleton.bones.length); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines != join) { this._cachedDefines = join; this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "worldViewProjection"], [], join); } return this._effect.isReady(); }; ShadowGenerator.prototype.getShadowMap = function () { return this._shadowMap; }; ShadowGenerator.prototype.getLight = function () { return this._light; }; // Methods ShadowGenerator.prototype.getTransformMatrix = function () { var lightPosition = this._light.position; var lightDirection = this._light.direction; if (this._light._computeTransformedPosition()) { lightPosition = this._light._transformedPosition; } if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) { this._cachedPosition = lightPosition.clone(); this._cachedDirection = lightDirection.clone(); var activeCamera = this._scene.activeCamera; BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix); BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix); this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix); } return this._transformMatrix; }; ShadowGenerator.prototype.getDarkness = function () { return this._darkness; }; ShadowGenerator.prototype.setDarkness = function (darkness) { if (darkness >= 1.0) this._darkness = 1.0; else if (darkness <= 0.0) this._darkness = 0.0; else this._darkness = darkness; }; ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) { this._transparencyShadow = hasShadow; }; ShadowGenerator.prototype.dispose = function () { this._shadowMap.dispose(); }; return ShadowGenerator; })(); BABYLON.ShadowGenerator = ShadowGenerator; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.shadowGenerator.js.map