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- module BABYLON {
- export class Material {
- public id: string;
- public checkReadyOnEveryCall = true;
- public checkReadyOnlyOnce = false;
- public alpha = 1.0;
- public wireframe = false;
- public backFaceCulling = true;
- public onCompiled: (effect: Effect) => void;
- public onError: (effect: Effect, errors: string) => void;
- public onDispose: () => void;
- public getRenderTargetTextures: () => SmartArray;
- public _effect: Effect;
- public _wasPreviouslyReady = false;
- private _scene: Scene;
- constructor(public name: string, scene: Scene, doNotAdd?: boolean) {
- this.id = name;
- this._scene = scene;
- if (!doNotAdd) {
- scene.materials.push(this);
- }
- }
- public isReady(mesh?: Mesh): boolean {
- return true;
- }
- public getEffect(): Effect {
- return this._effect;
- }
- public getScene(): Scene {
- return this._scene;
- }
- public needAlphaBlending(): boolean {
- return (this.alpha < 1.0);
- }
- public needAlphaTesting(): boolean {
- return false;
- }
- public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void) {
- }
- public _preBind(): void {
- var engine = this._scene.getEngine();
- engine.enableEffect(this._effect);
- engine.setState(this.backFaceCulling);
- }
- public bind(world: Matrix, mesh: Mesh): void {
- }
- public unbind(): void {
- }
- public dispose(forceDisposeEffect?: boolean): void {
- // Remove from scene
- var index = this._scene.materials.indexOf(this);
- this._scene.materials.splice(index, 1);
- // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
- if (forceDisposeEffect && this._effect) {
- this._scene.getEngine()._releaseEffect(this._effect);
- this._effect = null;
- }
- // Callback
- if (this.onDispose) {
- this.onDispose();
- }
- }
- }
- }
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