/// var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var BABYLON; (function (BABYLON) { var ShadowOnlyMaterialDefines = /** @class */ (function (_super) { __extends(ShadowOnlyMaterialDefines, _super); function ShadowOnlyMaterialDefines() { var _this = _super.call(this) || this; _this.CLIPPLANE = false; _this.POINTSIZE = false; _this.FOG = false; _this.NORMAL = false; _this.NUM_BONE_INFLUENCERS = 0; _this.BonesPerMesh = 0; _this.INSTANCES = false; _this.rebuild(); return _this; } return ShadowOnlyMaterialDefines; }(BABYLON.MaterialDefines)); var ShadowOnlyMaterial = /** @class */ (function (_super) { __extends(ShadowOnlyMaterial, _super); function ShadowOnlyMaterial(name, scene) { return _super.call(this, name, scene) || this; } ShadowOnlyMaterial.prototype.needAlphaBlending = function () { return true; }; ShadowOnlyMaterial.prototype.needAlphaTesting = function () { return false; }; ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () { return null; }; Object.defineProperty(ShadowOnlyMaterial.prototype, "activeLight", { get: function () { return this._activeLight; }, set: function (light) { this._activeLight = light; }, enumerable: true, configurable: true }); // Methods ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) { if (this.isFrozen) { if (this._wasPreviouslyReady && subMesh.effect) { return true; } } if (!subMesh._materialDefines) { subMesh._materialDefines = new ShadowOnlyMaterialDefines(); } var defines = subMesh._materialDefines; var scene = this.getScene(); if (!this.checkReadyOnEveryCall && subMesh.effect) { if (this._renderId === scene.getRenderId()) { return true; } } var engine = scene.getEngine(); // Ensure that active light is the first shadow light if (this._activeLight) { for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) { var light = _a[_i]; if (light.shadowEnabled) { if (this._activeLight === light) { break; // We are good } var lightPosition = mesh._lightSources.indexOf(this._activeLight); if (lightPosition !== -1) { mesh._lightSources.splice(lightPosition, 1); mesh._lightSources.splice(0, 0, this._activeLight); } break; } } } BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false); BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines); defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1); // Attribs BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true); // Get correct effect if (defines.isDirty) { defines.markAsProcessed(); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (defines.FOG) { fallbacks.addFallback(1, "FOG"); } BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1); if (defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks); BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines); var shaderName = "shadowOnly"; var join = defines.toString(); var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vFogInfos", "vFogColor", "pointSize", "alpha", "mBones", "vClipPlane" ]; var samplers = new Array(); var uniformBuffers = new Array(); BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({ uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: defines, maxSimultaneousLights: 1 }); subMesh.setEffect(scene.getEngine().createEffect(shaderName, { attributes: attribs, uniformsNames: uniforms, uniformBuffersNames: uniformBuffers, samplers: samplers, defines: join, fallbacks: fallbacks, onCompiled: this.onCompiled, onError: this.onError, indexParameters: { maxSimultaneousLights: 1 } }, engine), defines); } if (!subMesh.effect || !subMesh.effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; return true; }; ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) { var scene = this.getScene(); var defines = subMesh._materialDefines; if (!defines) { return; } var effect = subMesh.effect; if (!effect) { return; } this._activeEffect = effect; // Matrices this.bindOnlyWorldMatrix(world); this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect); if (this._mustRebind(scene, effect)) { // Clip plane BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene); // Point size if (this.pointsCloud) { this._activeEffect.setFloat("pointSize", this.pointSize); } this._activeEffect.setFloat("alpha", this.alpha); BABYLON.MaterialHelper.BindEyePosition(effect, scene); } // Lights if (scene.lightsEnabled) { BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._activeEffect.setMatrix("view", scene.getViewMatrix()); } // Fog BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect); this._afterBind(mesh, this._activeEffect); }; ShadowOnlyMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new ShadowOnlyMaterial(name, _this.getScene()); }, this); }; ShadowOnlyMaterial.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.ShadowOnlyMaterial"; return serializationObject; }; ShadowOnlyMaterial.prototype.getClassName = function () { return "ShadowOnlyMaterial"; }; // Statics ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) { return BABYLON.SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl); }; return ShadowOnlyMaterial; }(BABYLON.PushMaterial)); BABYLON.ShadowOnlyMaterial = ShadowOnlyMaterial; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.shadowOnlyMaterial.js.map BABYLON.Effect.ShadersStore['shadowOnlyVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include\n#include\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n"; BABYLON.Effect.ShadersStore['shadowOnlyPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform float alpha;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include\n#include\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0..1]\n\nvec4 color=vec4(0.,0.,0.,(1.0-clamp(shadow,0.,1.))*alpha);\n#include\ngl_FragColor=color;\n}";