"use strict"; var BABYLON = BABYLON || {}; (function () { BABYLON.ShadowGenerator = function (mapSize, light) { 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; // Darkness this._darkness = 0.; // Darkness this._transparencyShadow = false; // Custom render function var that = this; var renderSubMesh = function (subMesh) { var mesh = subMesh.getMesh(); var world = mesh.getWorldMatrix(); var engine = that._scene.getEngine(); if (that.isReady(mesh)) { engine.enableEffect(that._effect); // Bones if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) { that._effect.setMatrix("world", world); that._effect.setMatrix("viewProjection", that.getTransformMatrix()); that._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } else { world.multiplyToRef(that.getTransformMatrix(), that._worldViewProjection); that._effect.setMatrix("worldViewProjection", that._worldViewProjection); } // Bind and draw mesh.bindAndDraw(subMesh, that._effect, false); } }; this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) { 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 (that._transparencyShadow) { for (index = 0; index < transparentSubMeshes.length; index++) { renderSubMesh(transparentSubMeshes.data[index]); } } }; // Internals this._viewMatrix = BABYLON.Matrix.Zero(); this._projectionMatrix = BABYLON.Matrix.Zero(); this._transformMatrix = BABYLON.Matrix.Zero(); this._worldViewProjection = BABYLON.Matrix.Zero(); }; // Members BABYLON.ShadowGenerator.prototype.useVarianceShadowMap = true; // Properties BABYLON.ShadowGenerator.prototype.isReady = function (mesh) { 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(); }; BABYLON.ShadowGenerator.prototype.getShadowMap = function () { return this._shadowMap; }; BABYLON.ShadowGenerator.prototype.getLight = function () { return this._light; }; // Methods BABYLON.ShadowGenerator.prototype.getTransformMatrix = function () { 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; }; BABYLON.ShadowGenerator.prototype.getDarkness = function () { return this._darkness; }; BABYLON.ShadowGenerator.prototype.setDarkness = function (darkness) { if (darkness >= 1.0) this._darkness = 1.0; else if (darkness <= 0.0) this._darkness = 0.0; else this._darkness = darkness; }; BABYLON.ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) { this._transparencyShadow = hasShadow; }; BABYLON.ShadowGenerator.prototype.dispose = function() { this._shadowMap.dispose(); }; })();