babylon.shadowOnlyMaterial.js 9.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172
  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. 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;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var ShadowOnlyMaterialDefines = (function (_super) {
  21. __extends(ShadowOnlyMaterialDefines, _super);
  22. function ShadowOnlyMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.CLIPPLANE = false;
  25. _this.POINTSIZE = false;
  26. _this.FOG = false;
  27. _this.NORMAL = false;
  28. _this.NUM_BONE_INFLUENCERS = 0;
  29. _this.BonesPerMesh = 0;
  30. _this.INSTANCES = false;
  31. _this.rebuild();
  32. return _this;
  33. }
  34. return ShadowOnlyMaterialDefines;
  35. }(BABYLON.MaterialDefines));
  36. var ShadowOnlyMaterial = (function (_super) {
  37. __extends(ShadowOnlyMaterial, _super);
  38. function ShadowOnlyMaterial(name, scene) {
  39. var _this = _super.call(this, name, scene) || this;
  40. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  41. _this._scaledDiffuse = new BABYLON.Color3();
  42. return _this;
  43. }
  44. ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
  45. return true;
  46. };
  47. ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
  48. return false;
  49. };
  50. ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
  51. return null;
  52. };
  53. // Methods
  54. ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  55. if (this.isFrozen) {
  56. if (this._wasPreviouslyReady && subMesh.effect) {
  57. return true;
  58. }
  59. }
  60. if (!subMesh._materialDefines) {
  61. subMesh._materialDefines = new ShadowOnlyMaterialDefines();
  62. }
  63. var defines = subMesh._materialDefines;
  64. var scene = this.getScene();
  65. if (!this.checkReadyOnEveryCall) {
  66. if (this._renderId === scene.getRenderId()) {
  67. return true;
  68. }
  69. }
  70. var engine = scene.getEngine();
  71. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  72. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  73. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
  74. // Attribs
  75. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  76. // Get correct effect
  77. if (defines.isDirty) {
  78. defines.markAsProcessed();
  79. scene.resetCachedMaterial();
  80. // Fallbacks
  81. var fallbacks = new BABYLON.EffectFallbacks();
  82. if (defines.FOG) {
  83. fallbacks.addFallback(1, "FOG");
  84. }
  85. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
  86. if (defines.NUM_BONE_INFLUENCERS > 0) {
  87. fallbacks.addCPUSkinningFallback(0, mesh);
  88. }
  89. //Attributes
  90. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91. if (defines.NORMAL) {
  92. attribs.push(BABYLON.VertexBuffer.NormalKind);
  93. }
  94. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  95. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  96. var shaderName = "shadowOnly";
  97. var join = defines.toString();
  98. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  99. "vFogInfos", "vFogColor", "pointSize",
  100. "mBones",
  101. "vClipPlane", "depthValues"
  102. ];
  103. var samplers = [];
  104. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, defines, 1);
  105. subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: 1 }), defines);
  106. }
  107. if (!subMesh.effect.isReady()) {
  108. return false;
  109. }
  110. this._renderId = scene.getRenderId();
  111. this._wasPreviouslyReady = true;
  112. return true;
  113. };
  114. ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  115. var scene = this.getScene();
  116. var defines = subMesh._materialDefines;
  117. if (!defines) {
  118. return;
  119. }
  120. var effect = subMesh.effect;
  121. this._activeEffect = effect;
  122. // Matrices
  123. this.bindOnlyWorldMatrix(world);
  124. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  125. // Bones
  126. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  127. if (this._mustRebind(scene, effect)) {
  128. // Clip plane
  129. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  130. // Point size
  131. if (this.pointsCloud) {
  132. this._activeEffect.setFloat("pointSize", this.pointSize);
  133. }
  134. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  135. }
  136. // Lights
  137. if (scene.lightsEnabled) {
  138. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
  139. }
  140. // View
  141. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  142. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  143. }
  144. // Fog
  145. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  146. this._afterBind(mesh, this._activeEffect);
  147. };
  148. ShadowOnlyMaterial.prototype.clone = function (name) {
  149. var _this = this;
  150. return BABYLON.SerializationHelper.Clone(function () { return new ShadowOnlyMaterial(name, _this.getScene()); }, this);
  151. };
  152. ShadowOnlyMaterial.prototype.serialize = function () {
  153. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  154. serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
  155. return serializationObject;
  156. };
  157. // Statics
  158. ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
  159. return BABYLON.SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
  160. };
  161. return ShadowOnlyMaterial;
  162. }(BABYLON.PushMaterial));
  163. __decorate([
  164. BABYLON.serialize()
  165. ], ShadowOnlyMaterial.prototype, "_worldViewProjectionMatrix", void 0);
  166. BABYLON.ShadowOnlyMaterial = ShadowOnlyMaterial;
  167. })(BABYLON || (BABYLON = {}));
  168. //# sourceMappingURL=babylon.shadowOnlyMaterial.js.map
  169. BABYLON.Effect.ShadersStore['shadowOnlyVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\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<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\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<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  170. 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<lightFragmentDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\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<lightFragment>[0..1]\n\nvec4 color=vec4(0.,0.,0.,1.0-clamp(shadow,0.,1.));\n#include<fogFragment>\ngl_FragColor=color;\n}";