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- module BABYLON {
- /**
- * Special Glow Blur post process only blurring the alpha channel
- * It enforces keeping the most luminous color in the color channel.
- */
- class GlowBlurPostProcess extends PostProcess {
- constructor(name: string, public direction: Vector2, public kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) {
- super(name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable);
- this.onApplyObservable.add((effect: Effect) => {
- effect.setFloat2("screenSize", this.width, this.height);
- effect.setVector2("direction", this.direction);
- effect.setFloat("blurWidth", this.kernel);
- });
- }
- }
- /**
- * Highlight layer options. This helps customizing the behaviour
- * of the highlight layer.
- */
- export interface IHighlightLayerOptions {
- /**
- * Multiplication factor apply to the canvas size to compute the render target size
- * used to generated the glowing objects (the smaller the faster).
- */
- mainTextureRatio: number;
- /**
- * Enforces a fixed size texture to ensure resize independant blur.
- */
- mainTextureFixedSize?: number;
- /**
- * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
- * of the picture to blur (the smaller the faster).
- */
- blurTextureSizeRatio: number;
- /**
- * How big in texel of the blur texture is the vertical blur.
- */
- blurVerticalSize: number;
- /**
- * How big in texel of the blur texture is the horizontal blur.
- */
- blurHorizontalSize: number;
- /**
- * Alpha blending mode used to apply the blur. Default is combine.
- */
- alphaBlendingMode: number
- /**
- * The camera attached to the layer.
- */
- camera: Nullable<Camera>;
- }
- /**
- * Storage interface grouping all the information required for glowing a mesh.
- */
- interface IHighlightLayerMesh {
- /**
- * The glowy mesh
- */
- mesh: Mesh;
- /**
- * The color of the glow
- */
- color: Color3;
- /**
- * The mesh render callback use to insert stencil information
- */
- observerHighlight: Nullable<Observer<Mesh>>;
- /**
- * The mesh render callback use to come to the default behavior
- */
- observerDefault: Nullable<Observer<Mesh>>;
- /**
- * If it exists, the emissive color of the material will be used to generate the glow.
- * Else it falls back to the current color.
- */
- glowEmissiveOnly: boolean;
- }
- /**
- * Storage interface grouping all the information required for an excluded mesh.
- */
- interface IHighlightLayerExcludedMesh {
- /**
- * The glowy mesh
- */
- mesh: Mesh;
- /**
- * The mesh render callback use to prevent stencil use
- */
- beforeRender: Nullable<Observer<Mesh>>;
- /**
- * The mesh render callback use to restore previous stencil use
- */
- afterRender: Nullable<Observer<Mesh>>;
- }
- /**
- * The highlight layer Helps adding a glow effect around a mesh.
- *
- * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
- * glowy meshes to your scene.
- *
- * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
- */
- export class HighlightLayer {
- /**
- * The neutral color used during the preparation of the glow effect.
- * This is black by default as the blend operation is a blend operation.
- */
- public static neutralColor: Color4 = new Color4(0, 0, 0, 0);
- /**
- * Stencil value used for glowing meshes.
- */
- public static glowingMeshStencilReference = 0x02;
- /**
- * Stencil value used for the other meshes in the scene.
- */
- public static normalMeshStencilReference = 0x01;
- private _scene: Scene;
- private _engine: Engine;
- private _options: IHighlightLayerOptions;
- private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};
- private _indexBuffer: Nullable<WebGLBuffer>;
- private _downSamplePostprocess: PassPostProcess;
- private _horizontalBlurPostprocess: GlowBlurPostProcess;
- private _verticalBlurPostprocess: GlowBlurPostProcess;
- private _cachedDefines: string;
- private _glowMapGenerationEffect: Effect;
- private _glowMapMergeEffect: Effect;
- private _blurTexture: RenderTargetTexture;
- private _mainTexture: RenderTargetTexture;
- private _mainTextureDesiredSize: ISize = { width: 0, height: 0 };
- private _meshes: Nullable<{ [id: string]: Nullable<IHighlightLayerMesh> }> = {};
- private _maxSize: number = 0;
- private _shouldRender = false;
- private _instanceGlowingMeshStencilReference = HighlightLayer.glowingMeshStencilReference++;
- private _excludedMeshes: Nullable<{ [id: string]: Nullable<IHighlightLayerExcludedMesh> }> = {};
- /**
- * Specifies whether or not the inner glow is ACTIVE in the layer.
- */
- public innerGlow: boolean = true;
- /**
- * Specifies whether or not the outer glow is ACTIVE in the layer.
- */
- public outerGlow: boolean = true;
- /**
- * Specifies wether the highlight layer is enabled or not.
- */
- public isEnabled: boolean = true;
- /**
- * Specifies the horizontal size of the blur.
- */
- public set blurHorizontalSize(value: number) {
- this._horizontalBlurPostprocess.kernel = value;
- }
- /**
- * Specifies the vertical size of the blur.
- */
- public set blurVerticalSize(value: number) {
- this._verticalBlurPostprocess.kernel = value;
- }
- /**
- * Gets the horizontal size of the blur.
- */
- public get blurHorizontalSize(): number {
- return this._horizontalBlurPostprocess.kernel
- }
- /**
- * Gets the vertical size of the blur.
- */
- public get blurVerticalSize(): number {
- return this._verticalBlurPostprocess.kernel;
- }
- /**
- * Gets the camera attached to the layer.
- */
- public get camera(): Nullable<Camera> {
- return this._options.camera;
- }
- /**
- * An event triggered when the highlight layer has been disposed.
- * @type {BABYLON.Observable}
- */
- public onDisposeObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the highlight layer is about rendering the main texture with the glowy parts.
- * @type {BABYLON.Observable}
- */
- public onBeforeRenderMainTextureObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the highlight layer is being blurred.
- * @type {BABYLON.Observable}
- */
- public onBeforeBlurObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the highlight layer has been blurred.
- * @type {BABYLON.Observable}
- */
- public onAfterBlurObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the glowing blurred texture is being merged in the scene.
- * @type {BABYLON.Observable}
- */
- public onBeforeComposeObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the glowing blurred texture has been merged in the scene.
- * @type {BABYLON.Observable}
- */
- public onAfterComposeObservable = new Observable<HighlightLayer>();
- /**
- * An event triggered when the highlight layer changes its size.
- * @type {BABYLON.Observable}
- */
- public onSizeChangedObservable = new Observable<HighlightLayer>();
- /**
- * Instantiates a new highlight Layer and references it to the scene..
- * @param name The name of the layer
- * @param scene The scene to use the layer in
- * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
- */
- constructor(public name: string, scene: Scene, options?: IHighlightLayerOptions) {
- this._scene = scene || Engine.LastCreatedScene;
- var engine = scene.getEngine();
- this._engine = engine;
- this._maxSize = this._engine.getCaps().maxTextureSize;
- this._scene.highlightLayers.push(this);
- // Warn on stencil.
- if (!this._engine.isStencilEnable) {
- Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
- }
- // Adapt options
- this._options = options || {
- mainTextureRatio: 0.5,
- blurTextureSizeRatio: 0.5,
- blurHorizontalSize: 1.0,
- blurVerticalSize: 1.0,
- alphaBlendingMode: Engine.ALPHA_COMBINE,
- camera: null
- };
- this._options.mainTextureRatio = this._options.mainTextureRatio || 0.5;
- this._options.blurTextureSizeRatio = this._options.blurTextureSizeRatio || 1.0;
- this._options.blurHorizontalSize = this._options.blurHorizontalSize || 1;
- this._options.blurVerticalSize = this._options.blurVerticalSize || 1;
- this._options.alphaBlendingMode = this._options.alphaBlendingMode || Engine.ALPHA_COMBINE;
- // VBO
- var vertices = [];
- vertices.push(1, 1);
- vertices.push(-1, 1);
- vertices.push(-1, -1);
- vertices.push(1, -1);
- var vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);
- this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;
- this._createIndexBuffer();
- // Effect
- this._glowMapMergeEffect = engine.createEffect("glowMapMerge",
- [VertexBuffer.PositionKind],
- ["offset"],
- ["textureSampler"], "");
- // Render target
- this.setMainTextureSize();
- // Create Textures and post processes
- this.createTextureAndPostProcesses();
- }
- private _createIndexBuffer(): void {
- var engine = this._scene.getEngine();
- // Indices
- var indices = [];
- indices.push(0);
- indices.push(1);
- indices.push(2);
- indices.push(0);
- indices.push(2);
- indices.push(3);
- this._indexBuffer = engine.createIndexBuffer(indices);
- }
- public _rebuild(): void {
- let vb = this._vertexBuffers[VertexBuffer.PositionKind];
- if (vb) {
- vb._rebuild();
- }
- this._createIndexBuffer();
- }
- /**
- * Creates the render target textures and post processes used in the highlight layer.
- */
- private createTextureAndPostProcesses(): void {
- var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
- var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
- blurTextureWidth = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
- blurTextureHeight = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
- this._mainTexture = new RenderTargetTexture("HighlightLayerMainRTT",
- {
- width: this._mainTextureDesiredSize.width,
- height: this._mainTextureDesiredSize.height
- },
- this._scene,
- false,
- true,
- Engine.TEXTURETYPE_UNSIGNED_INT);
- this._mainTexture.activeCamera = this._options.camera;
- this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
- this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
- this._mainTexture.anisotropicFilteringLevel = 1;
- this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);
- this._mainTexture.renderParticles = false;
- this._mainTexture.renderList = null;
- this._mainTexture.ignoreCameraViewport = true;
- this._blurTexture = new RenderTargetTexture("HighlightLayerBlurRTT",
- {
- width: blurTextureWidth,
- height: blurTextureHeight
- },
- this._scene,
- false,
- true,
- Engine.TEXTURETYPE_UNSIGNED_INT);
- this._blurTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
- this._blurTexture.wrapV = Texture.CLAMP_ADDRESSMODE;
- this._blurTexture.anisotropicFilteringLevel = 16;
- this._blurTexture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);
- this._blurTexture.renderParticles = false;
- this._blurTexture.ignoreCameraViewport = true;
- this._downSamplePostprocess = new PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio,
- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
- this._downSamplePostprocess.onApplyObservable.add(effect => {
- effect.setTexture("textureSampler", this._mainTexture);
- });
- if (this._options.alphaBlendingMode === Engine.ALPHA_COMBINE) {
- this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
- this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
- });
- this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1,
- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
- this._verticalBlurPostprocess.onApplyObservable.add(effect => {
- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
- });
- }
- else {
- this._horizontalBlurPostprocess = new BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1,
- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
- this._horizontalBlurPostprocess.onApplyObservable.add(effect => {
- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
- });
- this._verticalBlurPostprocess = new BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1,
- null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
- this._verticalBlurPostprocess.onApplyObservable.add(effect => {
- effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
- });
- }
- this._mainTexture.onAfterUnbindObservable.add(() => {
- this.onBeforeBlurObservable.notifyObservers(this);
- let internalTexture = this._blurTexture.getInternalTexture();
- if (internalTexture) {
- this._scene.postProcessManager.directRender(
- [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess],
- internalTexture, true);
- }
- this.onAfterBlurObservable.notifyObservers(this);
- });
- // Custom render function
- var renderSubMesh = (subMesh: SubMesh): void => {
- if (!this._meshes) {
- return;
- }
- var material = subMesh.getMaterial();
- var mesh = subMesh.getRenderingMesh();
- var scene = this._scene;
- var engine = scene.getEngine();
- if (!material) {
- return;
- }
- // Do not block in blend mode.
- if (material.needAlphaBlendingForMesh(mesh)) {
- return;
- }
- // Culling
- engine.setState(material.backFaceCulling);
- // Managing instances
- var batch = mesh._getInstancesRenderList(subMesh._id);
- if (batch.mustReturn) {
- return;
- }
- // Excluded Mesh
- if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
- return;
- };
- var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
- var highlightLayerMesh = this._meshes[mesh.uniqueId];
- var emissiveTexture: Nullable<Texture> = null;
- if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
- emissiveTexture = (<any>material).emissiveTexture;
- }
- if (this.isReady(subMesh, hardwareInstancedRendering, emissiveTexture)) {
- engine.enableEffect(this._glowMapGenerationEffect);
- mesh._bind(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode);
- this._glowMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
- if (highlightLayerMesh) {
- this._glowMapGenerationEffect.setFloat4("color",
- highlightLayerMesh.color.r,
- highlightLayerMesh.color.g,
- highlightLayerMesh.color.b,
- 1.0);
- }
- else {
- this._glowMapGenerationEffect.setFloat4("color",
- HighlightLayer.neutralColor.r,
- HighlightLayer.neutralColor.g,
- HighlightLayer.neutralColor.b,
- HighlightLayer.neutralColor.a);
- }
- // Alpha test
- if (material && material.needAlphaTesting()) {
- var alphaTexture = material.getAlphaTestTexture();
- if (alphaTexture) {
- this._glowMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
- let textureMatrix = alphaTexture.getTextureMatrix();
- if (textureMatrix) {
- this._glowMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
- }
- }
- }
- // Glow emissive only
- if (emissiveTexture) {
- this._glowMapGenerationEffect.setTexture("emissiveSampler", emissiveTexture);
- this._glowMapGenerationEffect.setMatrix("emissiveMatrix", emissiveTexture.getTextureMatrix());
- }
- // Bones
- if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
- this._glowMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
- }
- // Draw
- mesh._processRendering(subMesh, this._glowMapGenerationEffect, Material.TriangleFillMode, batch, hardwareInstancedRendering,
- (isInstance, world) => this._glowMapGenerationEffect.setMatrix("world", world));
- } else {
- // Need to reset refresh rate of the shadowMap
- this._mainTexture.resetRefreshCounter();
- }
- };
- this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>): void => {
- this.onBeforeRenderMainTextureObservable.notifyObservers(this);
- var index: number;
- let engine = this._scene.getEngine();
- if (depthOnlySubMeshes.length) {
- engine.setColorWrite(false);
- for (index = 0; index < depthOnlySubMeshes.length; index++) {
- renderSubMesh(depthOnlySubMeshes.data[index]);
- }
- engine.setColorWrite(true);
- }
- for (index = 0; index < opaqueSubMeshes.length; index++) {
- renderSubMesh(opaqueSubMeshes.data[index]);
- }
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
- renderSubMesh(alphaTestSubMeshes.data[index]);
- }
- for (index = 0; index < transparentSubMeshes.length; index++) {
- renderSubMesh(transparentSubMeshes.data[index]);
- }
- };
- this._mainTexture.onClearObservable.add((engine: Engine) => {
- engine.clear(HighlightLayer.neutralColor, true, true, true);
- });
- }
- /**
- * Checks for the readiness of the element composing the layer.
- * @param subMesh the mesh to check for
- * @param useInstances specify wether or not to use instances to render the mesh
- * @param emissiveTexture the associated emissive texture used to generate the glow
- * @return true if ready otherwise, false
- */
- private isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<Texture>): boolean {
- let material = subMesh.getMaterial();
- if (!material) {
- return false;
- }
- if (!material.isReady(subMesh.getMesh(), useInstances)) {
- return false;
- }
- var defines = [];
- var attribs = [VertexBuffer.PositionKind];
- var mesh = subMesh.getMesh();
- var uv1 = false;
- var uv2 = false;
- // Alpha test
- if (material && material.needAlphaTesting()) {
- var alphaTexture = material.getAlphaTestTexture();
- if (alphaTexture) {
- defines.push("#define ALPHATEST");
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&
- alphaTexture.coordinatesIndex === 1) {
- defines.push("#define DIFFUSEUV2");
- uv2 = true;
- }
- else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
- defines.push("#define DIFFUSEUV1");
- uv1 = true;
- }
- }
- }
- // Emissive
- if (emissiveTexture) {
- defines.push("#define EMISSIVE");
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&
- emissiveTexture.coordinatesIndex === 1) {
- defines.push("#define EMISSIVEUV2");
- uv2 = true;
- }
- else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
- defines.push("#define EMISSIVEUV1");
- uv1 = true;
- }
- }
- if (uv1) {
- attribs.push(VertexBuffer.UVKind);
- defines.push("#define UV1");
- }
- if (uv2) {
- attribs.push(VertexBuffer.UV2Kind);
- defines.push("#define UV2");
- }
- // Bones
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
- attribs.push(VertexBuffer.MatricesIndicesKind);
- attribs.push(VertexBuffer.MatricesWeightsKind);
- if (mesh.numBoneInfluencers > 4) {
- attribs.push(VertexBuffer.MatricesIndicesExtraKind);
- attribs.push(VertexBuffer.MatricesWeightsExtraKind);
- }
- defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
- defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
- } else {
- defines.push("#define NUM_BONE_INFLUENCERS 0");
- }
- // 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._glowMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration",
- attribs,
- ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix"],
- ["diffuseSampler", "emissiveSampler"], join);
- }
- return this._glowMapGenerationEffect.isReady();
- }
- /**
- * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
- */
- public render(): void {
- var currentEffect = this._glowMapMergeEffect;
- // Check
- if (!currentEffect.isReady() || !this._blurTexture.isReady())
- return;
- var engine = this._scene.getEngine();
- this.onBeforeComposeObservable.notifyObservers(this);
- // Render
- engine.enableEffect(currentEffect);
- engine.setState(false);
- // Cache
- var previousStencilBuffer = engine.getStencilBuffer();
- var previousStencilFunction = engine.getStencilFunction();
- var previousStencilMask = engine.getStencilMask();
- var previousStencilOperationPass = engine.getStencilOperationPass();
- var previousStencilOperationFail = engine.getStencilOperationFail();
- var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
- var previousAlphaMode = engine.getAlphaMode();
- // Texture
- currentEffect.setTexture("textureSampler", this._blurTexture);
- // VBOs
- engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
- // Stencil operations
- engine.setStencilOperationPass(Engine.REPLACE);
- engine.setStencilOperationFail(Engine.KEEP);
- engine.setStencilOperationDepthFail(Engine.KEEP);
- // Draw order
- engine.setAlphaMode(this._options.alphaBlendingMode);
- engine.setStencilMask(0x00);
- engine.setStencilBuffer(true);
- engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
- if (this.outerGlow) {
- currentEffect.setFloat("offset", 0);
- engine.setStencilFunction(Engine.NOTEQUAL);
- engine.drawElementsType(Material.TriangleFillMode, 0, 6);
- }
- if (this.innerGlow) {
- currentEffect.setFloat("offset", 1);
- engine.setStencilFunction(Engine.EQUAL);
- engine.drawElementsType(Material.TriangleFillMode, 0, 6);
- }
- // Restore Cache
- engine.setStencilFunction(previousStencilFunction);
- engine.setStencilMask(previousStencilMask);
- engine.setAlphaMode(previousAlphaMode);
- engine.setStencilBuffer(previousStencilBuffer);
- engine.setStencilOperationPass(previousStencilOperationPass);
- engine.setStencilOperationFail(previousStencilOperationFail);
- engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
- (<any>engine)._stencilState.reset();
- this.onAfterComposeObservable.notifyObservers(this);
- // Handle size changes.
- var size = this._mainTexture.getSize();
- this.setMainTextureSize();
- if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
- // Recreate RTT and post processes on size change.
- this.onSizeChangedObservable.notifyObservers(this);
- this.disposeTextureAndPostProcesses();
- this.createTextureAndPostProcesses();
- }
- }
- /**
- * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
- * @param mesh The mesh to exclude from the highlight layer
- */
- public addExcludedMesh(mesh: Mesh) {
- if (!this._excludedMeshes) {
- return;
- }
- var meshExcluded = this._excludedMeshes[mesh.uniqueId];
- if (!meshExcluded) {
- this._excludedMeshes[mesh.uniqueId] = {
- mesh: mesh,
- beforeRender: mesh.onBeforeRenderObservable.add((mesh: Mesh) => {
- mesh.getEngine().setStencilBuffer(false);
- }),
- afterRender: mesh.onAfterRenderObservable.add((mesh: Mesh) => {
- mesh.getEngine().setStencilBuffer(true);
- }),
- }
- }
- }
- /**
- * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
- * @param mesh The mesh to highlight
- */
- public removeExcludedMesh(mesh: Mesh) {
- if (!this._excludedMeshes) {
- return;
- }
- var meshExcluded = this._excludedMeshes[mesh.uniqueId];
- if (meshExcluded) {
- if (meshExcluded.beforeRender) {
- mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
- }
- if (meshExcluded.afterRender) {
- mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
- }
- }
- this._excludedMeshes[mesh.uniqueId] = null;
- }
- /**
- * Add a mesh in the highlight layer in order to make it glow with the chosen color.
- * @param mesh The mesh to highlight
- * @param color The color of the highlight
- * @param glowEmissiveOnly Extract the glow from the emissive texture
- */
- public addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly = false) {
- if (!this._meshes) {
- return;
- }
- var meshHighlight = this._meshes[mesh.uniqueId];
- if (meshHighlight) {
- meshHighlight.color = color;
- }
- else {
- this._meshes[mesh.uniqueId] = {
- mesh: mesh,
- color: color,
- // Lambda required for capture due to Observable this context
- observerHighlight: mesh.onBeforeRenderObservable.add((mesh: Mesh) => {
- if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
- this.defaultStencilReference(mesh);
- }
- else {
- mesh.getScene().getEngine().setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
- }
- }),
- observerDefault: mesh.onAfterRenderObservable.add(this.defaultStencilReference),
- glowEmissiveOnly: glowEmissiveOnly
- };
- }
- this._shouldRender = true;
- }
- /**
- * Remove a mesh from the highlight layer in order to make it stop glowing.
- * @param mesh The mesh to highlight
- */
- public removeMesh(mesh: Mesh) {
- if (!this._meshes) {
- return;
- }
- var meshHighlight = this._meshes[mesh.uniqueId];
- if (meshHighlight) {
- if (meshHighlight.observerHighlight) {
- mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
- }
- if (meshHighlight.observerDefault) {
- mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
- }
- }
- this._meshes[mesh.uniqueId] = null;
- this._shouldRender = false;
- for (var meshHighlightToCheck in this._meshes) {
- if (this._meshes[meshHighlightToCheck]) {
- this._shouldRender = true;
- break;
- }
- }
- }
- /**
- * Returns true if the layer contains information to display, otherwise false.
- */
- public shouldRender(): boolean {
- return this.isEnabled && this._shouldRender;
- }
- /**
- * Sets the main texture desired size which is the closest power of two
- * of the engine canvas size.
- */
- private setMainTextureSize(): void {
- if (this._options.mainTextureFixedSize) {
- this._mainTextureDesiredSize.width = this._options.mainTextureFixedSize;
- this._mainTextureDesiredSize.height = this._options.mainTextureFixedSize;
- }
- else {
- this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._options.mainTextureRatio;
- this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._options.mainTextureRatio;
- this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
- this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
- }
- }
- /**
- * Force the stencil to the normal expected value for none glowing parts
- */
- private defaultStencilReference(mesh: Mesh) {
- mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.normalMeshStencilReference);
- }
- /**
- * Dispose only the render target textures and post process.
- */
- private disposeTextureAndPostProcesses(): void {
- this._blurTexture.dispose();
- this._mainTexture.dispose();
- this._downSamplePostprocess.dispose();
- this._horizontalBlurPostprocess.dispose();
- this._verticalBlurPostprocess.dispose();
- }
- /**
- * Dispose the highlight layer and free resources.
- */
- public dispose(): void {
- var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];
- if (vertexBuffer) {
- vertexBuffer.dispose();
- this._vertexBuffers[VertexBuffer.PositionKind] = null;
- }
- if (this._indexBuffer) {
- this._scene.getEngine()._releaseBuffer(this._indexBuffer);
- this._indexBuffer = null;
- }
- // Clean textures and post processes
- this.disposeTextureAndPostProcesses();
- if (this._meshes) {
- // Clean mesh references
- for (let id in this._meshes) {
- let meshHighlight = this._meshes[id];
- if (meshHighlight && meshHighlight.mesh) {
- if (meshHighlight.observerHighlight) {
- meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
- }
- if (meshHighlight.observerDefault) {
- meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
- }
- }
- }
- this._meshes = null;
- }
- if (this._excludedMeshes) {
- for (let id in this._excludedMeshes) {
- let meshHighlight = this._excludedMeshes[id];
- if (meshHighlight) {
- if (meshHighlight.beforeRender) {
- meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
- }
- if (meshHighlight.afterRender) {
- meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
- }
- }
- }
- this._excludedMeshes = null;
- }
- // Remove from scene
- var index = this._scene.highlightLayers.indexOf(this, 0);
- if (index > -1) {
- this._scene.highlightLayers.splice(index, 1);
- }
- // Callback
- this.onDisposeObservable.notifyObservers(this);
- this.onDisposeObservable.clear();
- this.onBeforeRenderMainTextureObservable.clear();
- this.onBeforeBlurObservable.clear();
- this.onBeforeComposeObservable.clear();
- this.onAfterComposeObservable.clear();
- this.onSizeChangedObservable.clear();
- }
- }
- }
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