module BABYLON { export class DepthRenderer { private _scene: Scene; private _depthMap: RenderTargetTexture; private _effect: Effect; private _viewMatrix = Matrix.Zero(); private _projectionMatrix = Matrix.Zero(); private _transformMatrix = Matrix.Zero(); private _worldViewProjection = Matrix.Zero(); private _cachedDefines: string; constructor(scene: Scene, type: number = Engine.TEXTURETYPE_FLOAT) { this._scene = scene; var engine = scene.getEngine(); // Render target this._depthMap = new RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type); this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE; this._depthMap.wrapV = 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 = (engine: Engine) => { engine.clear(new Color4(1.0, 1.0, 1.0, 1.0), true, true); } // 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[subMesh._id] !== null); if (this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(this._effect); mesh._bind(subMesh, this._effect, 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, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => this._effect.setMatrix("world", world)); } }; this._depthMap.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: 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]); } }; } public isReady(subMesh: SubMesh, useInstances: boolean): boolean { var defines = []; var attribs = [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(VertexBuffer.UVKind)) { attribs.push(VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) { attribs.push(VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones) { attribs.push(VertexBuffer.MatricesIndicesKind); attribs.push(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(); } public getDepthMap(): RenderTargetTexture { return this._depthMap; } // Methods public dispose(): void { this._depthMap.dispose(); } } }