var BABYLON; (function (BABYLON) { var EffectFallbacks = (function () { function EffectFallbacks() { this._defines = {}; this._currentRank = 32; this._maxRank = -1; } EffectFallbacks.prototype.addFallback = function (rank, define) { if (!this._defines[rank]) { if (rank < this._currentRank) { this._currentRank = rank; } if (rank > this._maxRank) { this._maxRank = rank; } this._defines[rank] = new Array(); } this._defines[rank].push(define); }; EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) { this._meshRank = rank; this._mesh = mesh; if (rank > this._maxRank) { this._maxRank = rank; } }; Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", { get: function () { return this._currentRank <= this._maxRank; }, enumerable: true, configurable: true }); EffectFallbacks.prototype.reduce = function (currentDefines) { var currentFallbacks = this._defines[this._currentRank]; for (var index = 0; index < currentFallbacks.length; index++) { currentDefines = currentDefines.replace("#define " + currentFallbacks[index], ""); } if (this._mesh && this._currentRank === this._meshRank) { this._mesh.computeBonesUsingShaders = false; currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0"); BABYLON.Tools.Log("Falling back to CPU skinning for " + this._mesh.name); } this._currentRank++; return currentDefines; }; return EffectFallbacks; }()); BABYLON.EffectFallbacks = EffectFallbacks; var Effect = (function () { function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) { var _this = this; this._isReady = false; this._compilationError = ""; this._valueCache = []; this._engine = engine; this.name = baseName; this.defines = defines; this._uniformsNames = uniformsNames.concat(samplers); this._samplers = samplers; this._attributesNames = attributesNames; this.onError = onError; this.onCompiled = onCompiled; this._indexParameters = indexParameters; var vertexSource; var fragmentSource; if (baseName.vertexElement) { vertexSource = document.getElementById(baseName.vertexElement); if (!vertexSource) { vertexSource = baseName.vertexElement; } } else { vertexSource = baseName.vertex || baseName; } if (baseName.fragmentElement) { fragmentSource = document.getElementById(baseName.fragmentElement); if (!fragmentSource) { fragmentSource = baseName.fragmentElement; } } else { fragmentSource = baseName.fragment || baseName; } this._loadVertexShader(vertexSource, function (vertexCode) { _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) { _this._loadFragmentShader(fragmentSource, function (fragmentCode) { _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) { _this._prepareEffect(vertexCodeWithIncludes, fragmentCodeWithIncludes, attributesNames, defines, fallbacks); }); }); }); }); } // Properties Effect.prototype.isReady = function () { return this._isReady; }; Effect.prototype.getProgram = function () { return this._program; }; Effect.prototype.getAttributesNames = function () { return this._attributesNames; }; Effect.prototype.getAttributeLocation = function (index) { return this._attributes[index]; }; Effect.prototype.getAttributeLocationByName = function (name) { var index = this._attributesNames.indexOf(name); return this._attributes[index]; }; Effect.prototype.getAttributesCount = function () { return this._attributes.length; }; Effect.prototype.getUniformIndex = function (uniformName) { return this._uniformsNames.indexOf(uniformName); }; Effect.prototype.getUniform = function (uniformName) { return this._uniforms[this._uniformsNames.indexOf(uniformName)]; }; Effect.prototype.getSamplers = function () { return this._samplers; }; Effect.prototype.getCompilationError = function () { return this._compilationError; }; // Methods Effect.prototype._loadVertexShader = function (vertex, callback) { // DOM element ? if (vertex instanceof HTMLElement) { var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex); callback(vertexCode); return; } // Is in local store ? if (Effect.ShadersStore[vertex + "VertexShader"]) { callback(Effect.ShadersStore[vertex + "VertexShader"]); return; } var vertexShaderUrl; if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) { vertexShaderUrl = vertex; } else { vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex; } // Vertex shader BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback); }; Effect.prototype._loadFragmentShader = function (fragment, callback) { // DOM element ? if (fragment instanceof HTMLElement) { var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment); callback(fragmentCode); return; } // Is in local store ? if (Effect.ShadersStore[fragment + "PixelShader"]) { callback(Effect.ShadersStore[fragment + "PixelShader"]); return; } if (Effect.ShadersStore[fragment + "FragmentShader"]) { callback(Effect.ShadersStore[fragment + "FragmentShader"]); return; } var fragmentShaderUrl; if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) { fragmentShaderUrl = fragment; } else { fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment; } // Fragment shader BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback); }; Effect.prototype._dumpShadersName = function () { if (this.name.vertexElement) { BABYLON.Tools.Error("Vertex shader:" + this.name.vertexElement); BABYLON.Tools.Error("Fragment shader:" + this.name.fragmentElement); } else if (this.name.vertex) { BABYLON.Tools.Error("Vertex shader:" + this.name.vertex); BABYLON.Tools.Error("Fragment shader:" + this.name.fragment); } else { BABYLON.Tools.Error("Vertex shader:" + this.name); BABYLON.Tools.Error("Fragment shader:" + this.name); } }; Effect.prototype._processIncludes = function (sourceCode, callback) { var _this = this; var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g; var match = regex.exec(sourceCode); var returnValue = new String(sourceCode); while (match != null) { var includeFile = match[1]; if (Effect.IncludesShadersStore[includeFile]) { // Substitution var includeContent = Effect.IncludesShadersStore[includeFile]; if (match[2]) { var splits = match[3].split(","); for (var index = 0; index < splits.length; index += 2) { var source = new RegExp(splits[index], "g"); var dest = splits[index + 1]; includeContent = includeContent.replace(source, dest); } } if (match[4]) { var indexString = match[5]; if (indexString.indexOf("..") !== -1) { var indexSplits = indexString.split(".."); var minIndex = parseInt(indexSplits[0]); var maxIndex = parseInt(indexSplits[1]); var sourceIncludeContent = includeContent.slice(0); includeContent = ""; if (isNaN(maxIndex)) { maxIndex = this._indexParameters[indexSplits[1]]; } for (var i = minIndex; i <= maxIndex; i++) { includeContent += sourceIncludeContent.replace(/\{X\}/g, i) + "\n"; } } else { includeContent = includeContent.replace(/\{X\}/g, indexString); } } // Replace returnValue = returnValue.replace(match[0], includeContent); } else { var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx"; BABYLON.Tools.LoadFile(includeShaderUrl, function (fileContent) { Effect.IncludesShadersStore[includeFile] = fileContent; _this._processIncludes(returnValue, callback); }); return; } match = regex.exec(sourceCode); } callback(returnValue); }; Effect.prototype._processPrecision = function (source) { if (source.indexOf("precision highp float") === -1) { if (!this._engine.getCaps().highPrecisionShaderSupported) { source = "precision mediump float;\n" + source; } else { source = "precision highp float;\n" + source; } } else { if (!this._engine.getCaps().highPrecisionShaderSupported) { source = source.replace("precision highp float", "precision mediump float"); } } return source; }; Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) { try { var engine = this._engine; // Precision vertexSourceCode = this._processPrecision(vertexSourceCode); fragmentSourceCode = this._processPrecision(fragmentSourceCode); this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines); this._uniforms = engine.getUniforms(this._program, this._uniformsNames); this._attributes = engine.getAttributes(this._program, attributesNames); for (var index = 0; index < this._samplers.length; index++) { var sampler = this.getUniform(this._samplers[index]); if (sampler == null) { this._samplers.splice(index, 1); index--; } } engine.bindSamplers(this); this._isReady = true; if (this.onCompiled) { this.onCompiled(this); } } catch (e) { // Is it a problem with precision? if (e.message.indexOf("highp") !== -1) { vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float"); fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float"); this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks); return; } // Let's go through fallbacks then if (fallbacks && fallbacks.isMoreFallbacks) { BABYLON.Tools.Error("Unable to compile effect with current defines. Trying next fallback."); this._dumpShadersName(); defines = fallbacks.reduce(defines); this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks); } else { BABYLON.Tools.Error("Unable to compile effect: "); this._dumpShadersName(); BABYLON.Tools.Error("Defines: " + defines); BABYLON.Tools.Error("Error: " + e.message); this._compilationError = e.message; if (this.onError) { this.onError(this, this._compilationError); } } } }; Object.defineProperty(Effect.prototype, "isSupported", { get: function () { return this._compilationError === ""; }, enumerable: true, configurable: true }); Effect.prototype._bindTexture = function (channel, texture) { this._engine._bindTexture(this._samplers.indexOf(channel), texture); }; Effect.prototype.setTexture = function (channel, texture) { this._engine.setTexture(this._samplers.indexOf(channel), texture); }; Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) { this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess); }; Effect.prototype._cacheMatrix = function (uniformName, matrix) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = new BABYLON.Matrix(); } for (var index = 0; index < 16; index++) { this._valueCache[uniformName].m[index] = matrix.m[index]; } }; Effect.prototype._cacheFloat2 = function (uniformName, x, y) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; }; Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y, z]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; this._valueCache[uniformName][2] = z; }; Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) { if (!this._valueCache[uniformName]) { this._valueCache[uniformName] = [x, y, z, w]; return; } this._valueCache[uniformName][0] = x; this._valueCache[uniformName][1] = y; this._valueCache[uniformName][2] = z; this._valueCache[uniformName][3] = w; }; Effect.prototype.setArray = function (uniformName, array) { this._engine.setArray(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray2 = function (uniformName, array) { this._engine.setArray2(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray3 = function (uniformName, array) { this._engine.setArray3(this.getUniform(uniformName), array); return this; }; Effect.prototype.setArray4 = function (uniformName, array) { this._engine.setArray4(this.getUniform(uniformName), array); return this; }; Effect.prototype.setMatrices = function (uniformName, matrices) { this._engine.setMatrices(this.getUniform(uniformName), matrices); return this; }; Effect.prototype.setMatrix = function (uniformName, matrix) { //if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix)) // return this; // this._cacheMatrix(uniformName, matrix); this._engine.setMatrix(this.getUniform(uniformName), matrix); return this; }; Effect.prototype.setMatrix3x3 = function (uniformName, matrix) { this._engine.setMatrix3x3(this.getUniform(uniformName), matrix); return this; }; Effect.prototype.setMatrix2x2 = function (uniformname, matrix) { this._engine.setMatrix2x2(this.getUniform(uniformname), matrix); return this; }; Effect.prototype.setFloat = function (uniformName, value) { if (this._valueCache[uniformName] && this._valueCache[uniformName] === value) return this; this._valueCache[uniformName] = value; this._engine.setFloat(this.getUniform(uniformName), value); return this; }; Effect.prototype.setBool = function (uniformName, bool) { if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool) return this; this._valueCache[uniformName] = bool; this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0); return this; }; Effect.prototype.setVector2 = function (uniformName, vector2) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y) return this; this._cacheFloat2(uniformName, vector2.x, vector2.y); this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y); return this; }; Effect.prototype.setFloat2 = function (uniformName, x, y) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y) return this; this._cacheFloat2(uniformName, x, y); this._engine.setFloat2(this.getUniform(uniformName), x, y); return this; }; Effect.prototype.setVector3 = function (uniformName, vector3) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z) return this; this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z); this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z); return this; }; Effect.prototype.setFloat3 = function (uniformName, x, y, z) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z) return this; this._cacheFloat3(uniformName, x, y, z); this._engine.setFloat3(this.getUniform(uniformName), x, y, z); return this; }; Effect.prototype.setVector4 = function (uniformName, vector4) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector4.x && this._valueCache[uniformName][1] === vector4.y && this._valueCache[uniformName][2] === vector4.z && this._valueCache[uniformName][3] === vector4.w) return this; this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w); this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w); return this; }; Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w) return this; this._cacheFloat4(uniformName, x, y, z, w); this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w); return this; }; Effect.prototype.setColor3 = function (uniformName, color3) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b) return this; this._cacheFloat3(uniformName, color3.r, color3.g, color3.b); this._engine.setColor3(this.getUniform(uniformName), color3); return this; }; Effect.prototype.setColor4 = function (uniformName, color3, alpha) { if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b && this._valueCache[uniformName][3] === alpha) return this; this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha); this._engine.setColor4(this.getUniform(uniformName), color3, alpha); return this; }; // Statics Effect.ShadersStore = {}; Effect.IncludesShadersStore = {}; return Effect; }()); BABYLON.Effect = Effect; })(BABYLON || (BABYLON = {}));