module BABYLON { export class ShadowGenerator { private static _FILTER_NONE = 0; private static _FILTER_VARIANCESHADOWMAP = 1; private static _FILTER_POISSONSAMPLING = 2; // Static public static get FILTER_NONE(): number { return ShadowGenerator._FILTER_NONE; } public static get FILTER_VARIANCESHADOWMAP(): number { return ShadowGenerator._FILTER_VARIANCESHADOWMAP; } public static get FILTER_POISSONSAMPLING(): number { return ShadowGenerator._FILTER_POISSONSAMPLING; } // Members public filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP; public get useVarianceShadowMap(): boolean { return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP; } public set useVarianceShadowMap(value: boolean) { this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE); } public get usePoissonSampling(): boolean { return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING; } public set usePoissonSampling(value: boolean) { this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE); } 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.getRenderingMesh(); var scene = this._scene; var engine = scene.getEngine(); // Culling engine.setState(subMesh.getMaterial().backFaceCulling); // Managing instances var batch = mesh._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null); if (this.isReady(mesh, hardwareInstancedRendering)) { engine.enableEffect(this._effect); mesh._bind(subMesh, this._effect, false); this._effect.setMatrix("viewProjection", this.getTransformMatrix()); // Alpha test if (mesh.material && mesh.material.needAlphaTesting()) { var alphaTexture = mesh.material.getAlphaTestTexture(); this._effect.setTexture("diffuseSampler", alphaTexture); this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } // Bones var useBones = mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind); if (useBones) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } if (hardwareInstancedRendering) { mesh._renderWithInstances(subMesh, false, batch, this._effect, engine); } else { if (batch.renderSelf[subMesh._id]) { this._effect.setMatrix("world", mesh.getWorldMatrix()); // Draw mesh._draw(subMesh, true); } if (batch.visibleInstances[subMesh._id]) { for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) { var instance = batch.visibleInstances[subMesh._id][instanceIndex]; this._effect.setMatrix("world", instance.getWorldMatrix()); // Draw mesh._draw(subMesh, true); } } } } else { // Need to reset refresh rate of the shadowMap this._shadowMap.resetRefreshCounter(); } }; 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, useInstances: boolean): boolean { var defines = []; if (this.useVarianceShadowMap) { defines.push("#define VSM"); } var attribs = [BABYLON.VertexBuffer.PositionKind]; // Alpha test if (mesh.material && mesh.material.needAlphaTesting()) { defines.push("#define ALPHATEST"); if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { attribs.push(BABYLON.VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { attribs.push(BABYLON.VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones 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 + 1)); } // 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._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], 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(); } } }