var BABYLON; (function (BABYLON) { var DepthRenderer = (function () { function DepthRenderer(scene, type) { var _this = this; if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; } this._viewMatrix = BABYLON.Matrix.Zero(); this._projectionMatrix = BABYLON.Matrix.Zero(); this._transformMatrix = BABYLON.Matrix.Zero(); this._worldViewProjection = BABYLON.Matrix.Zero(); this._scene = scene; var engine = scene.getEngine(); // Render target this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type); this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; this._depthMap.refreshRate = 1; this._depthMap.renderParticles = false; this._depthMap.renderList = null; // set default depth value to 1.0 (far away) this._depthMap.onClear = function (engine) { engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true); }; // Custom render function var renderSubMesh = function (subMesh) { 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[subMesh._id] !== null); if (_this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(_this._effect); mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode); var material = subMesh.getMaterial(); _this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); _this._effect.setFloat("far", scene.activeCamera.maxZ); // Alpha test if (material && material.needAlphaTesting()) { var alphaTexture = material.getAlphaTestTexture(); _this._effect.setTexture("diffuseSampler", alphaTexture); _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); } // Bones if (mesh.useBones) { _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Draw mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); }); } }; this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) { var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } }; } DepthRenderer.prototype.isReady = function (subMesh, useInstances) { var defines = []; var attribs = [BABYLON.VertexBuffer.PositionKind]; var mesh = subMesh.getMesh(); var scene = mesh.getScene(); var material = subMesh.getMaterial(); // Alpha test if (material && 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.useBones) { 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("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join); } return this._effect.isReady(); }; DepthRenderer.prototype.getDepthMap = function () { return this._depthMap; }; // Methods DepthRenderer.prototype.dispose = function () { this._depthMap.dispose(); }; return DepthRenderer; })(); BABYLON.DepthRenderer = DepthRenderer; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.depthRenderer.js.map