///
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 __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
var BABYLON;
(function (BABYLON) {
var ShadowOnlyMaterialDefines = (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 = (function (_super) {
__extends(ShadowOnlyMaterial, _super);
function ShadowOnlyMaterial(name, scene) {
var _this = _super.call(this, name, scene) || this;
_this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
_this._scaledDiffuse = new BABYLON.Color3();
_this._defines = new ShadowOnlyMaterialDefines();
_this._cachedDefines = new ShadowOnlyMaterialDefines();
_this._cachedDefines.BonesPerMesh = -1;
return _this;
}
ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
return true;
};
ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
return false;
};
ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
return null;
};
// Methods
ShadowOnlyMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
if (!mesh) {
return true;
}
if (this._defines.INSTANCES !== useInstances) {
return false;
}
if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
return true;
}
return false;
};
ShadowOnlyMaterial.prototype.isReady = function (mesh, useInstances) {
if (this.checkReadyOnlyOnce) {
if (this._wasPreviouslyReady) {
return true;
}
}
var scene = this.getScene();
if (!this.checkReadyOnEveryCall) {
if (this._renderId === scene.getRenderId()) {
if (this._checkCache(scene, mesh, useInstances)) {
return true;
}
}
}
var engine = scene.getEngine();
var needNormals = false;
this._defines.reset();
// Effect
if (scene.clipPlane) {
this._defines.CLIPPLANE = true;
}
// Point size
if (this.pointsCloud || scene.forcePointsCloud) {
this._defines.POINTSIZE = true;
}
// Fog
if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
this._defines.FOG = true;
}
if (scene.lightsEnabled) {
needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, 1);
}
// Attribs
if (mesh) {
if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
this._defines.NORMAL = true;
}
if (mesh.useBones && mesh.computeBonesUsingShaders) {
this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
}
// Instances
if (useInstances) {
this._defines.INSTANCES = true;
}
}
// Get correct effect
if (!this._defines.isEqual(this._cachedDefines)) {
this._defines.cloneTo(this._cachedDefines);
scene.resetCachedMaterial();
// Fallbacks
var fallbacks = new BABYLON.EffectFallbacks();
if (this._defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, 1);
if (this._defines.NUM_BONE_INFLUENCERS > 0) {
fallbacks.addCPUSkinningFallback(0, mesh);
}
//Attributes
var attribs = [BABYLON.VertexBuffer.PositionKind];
if (this._defines.NORMAL) {
attribs.push(BABYLON.VertexBuffer.NormalKind);
}
BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
var shaderName = "shadowOnly";
var join = this._defines.toString();
var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
"vFogInfos", "vFogColor", "pointSize",
"mBones",
"vClipPlane", "depthValues"
];
var samplers = [];
BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, 1);
this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: 1 });
}
if (!this._effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
if (mesh) {
if (!mesh._materialDefines) {
mesh._materialDefines = new ShadowOnlyMaterialDefines();
}
this._defines.cloneTo(mesh._materialDefines);
}
return true;
};
ShadowOnlyMaterial.prototype.bindOnlyWorldMatrix = function (world) {
this._effect.setMatrix("world", world);
};
ShadowOnlyMaterial.prototype.bind = function (world, mesh) {
var scene = this.getScene();
// Matrices
this.bindOnlyWorldMatrix(world);
this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
if (scene.getCachedMaterial() !== this) {
// Clip plane
BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
// Point size
if (this.pointsCloud) {
this._effect.setFloat("pointSize", this.pointSize);
}
this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
}
// Lights
if (scene.lightsEnabled) {
BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, 1);
}
// View
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
this._effect.setMatrix("view", scene.getViewMatrix());
}
// Fog
BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
_super.prototype.bind.call(this, world, mesh);
};
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;
};
// Statics
ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
return BABYLON.SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
};
return ShadowOnlyMaterial;
}(BABYLON.Material));
__decorate([
BABYLON.serialize()
], ShadowOnlyMaterial.prototype, "_worldViewProjectionMatrix", void 0);
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[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;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include[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.));\n#include\ngl_FragColor=color;\n}";