module BABYLON { export class ShadowGenerator { // Members public useVarianceShadowMap = true; private _light: DirectionalLight; private _scene: Scene; private _shadowMap: RenderTargetTexture; private _darkness = 0; private _transparencyShadow = false; private _effect: Effect; private _viewMatrix = BABYLON.Matrix.Zero(); private _projectionMatrix = BABYLON.Matrix.Zero(); private _transformMatrix = BABYLON.Matrix.Zero(); private _worldViewProjection = BABYLON.Matrix.Zero(); private _cachedPosition: Vector3; private _cachedDirection: Vector3; private _cachedDefines: string; constructor(mapSize: number, light: DirectionalLight) { 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 = (subMesh: SubMesh): void => { 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 = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray): void => { 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]); } } }; } public isReady(mesh: Mesh): boolean { 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(); } public getShadowMap(): RenderTargetTexture { return this._shadowMap; } public getLight() : DirectionalLight{ return this._light; } // Methods public getTransformMatrix(): Matrix { 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; } public getDarkness(): number { return this._darkness; } public setDarkness(darkness: number): void { if (darkness >= 1.0) this._darkness = 1.0; else if (darkness <= 0.0) this._darkness = 0.0; else this._darkness = darkness; } public setTransparencyShadow(hasShadow: boolean): void { this._transparencyShadow = hasShadow; } public dispose(): void { this._shadowMap.dispose(); } } }