///
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}";