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- module BABYLON {
- export class ShaderMaterial extends Material {
- private _shaderPath: any;
- private _options: any;
- private _textures = new Array<Texture>();
- private _floats = new Array<number>();
- private _floatsArrays = {};
- private _colors3 = new Array<Color3>();
- private _colors4 = new Array<Color4>();
- private _vectors2 = new Array<Vector2>();
- private _vectors3 = new Array<Vector3>();
- private _matrices = new Array<Matrix>();
- private _cachedWorldViewMatrix = new BABYLON.Matrix();
- private _renderId: number;
- constructor(name: string, scene: Scene, shaderPath: any, options: any) {
- super(name, scene);
- this._shaderPath = shaderPath;
- options.needAlphaBlending = options.needAlphaBlending || false;
- options.needAlphaTesting = options.needAlphaTesting || false;
- options.attributes = options.attributes || ["position", "normal", "uv"];
- options.uniforms = options.uniforms || ["worldViewProjection"];
- options.samplers = options.samplers || [];
- this._options = options;
- }
- public needAlphaBlending(): boolean {
- return this._options.needAlphaBlending;
- }
- public needAlphaTesting(): boolean {
- return this._options.needAlphaTesting;
- }
-
- private _checkUniform(uniformName): void {
- if (this._options.uniforms.indexOf(uniformName) === -1) {
- this._options.uniforms.push(uniformName);
- }
- }
- public setTexture(name: string, texture: Texture): ShaderMaterial {
- if (this._options.samplers.indexOf(name) === -1) {
- this._options.samplers.push(name);
- }
- this._textures[name] = texture;
- return this;
- }
- public setFloat(name: string, value: number): ShaderMaterial {
- this._checkUniform(name);
- this._floats[name] = value;
- return this;
- }
- public setFloats(name: string, value: number[]): ShaderMaterial {
- this._checkUniform(name);
- this._floatsArrays[name] = value;
- return this;
- }
- public setColor3(name: string, value: Color3): ShaderMaterial {
- this._checkUniform(name);
- this._colors3[name] = value;
- return this;
- }
- public setColor4(name: string, value: Color4): ShaderMaterial {
- this._checkUniform(name);
- this._colors4[name] = value;
- return this;
- }
- public setVector2(name: string, value: Vector2): ShaderMaterial {
- this._checkUniform(name);
- this._vectors2[name] = value;
- return this;
- }
- public setVector3(name: string, value: Vector3): ShaderMaterial {
- this._checkUniform(name);
- this._vectors3[name] = value;
- return this;
- }
- public setMatrix(name: string, value: Matrix): ShaderMaterial {
- this._checkUniform(name);
- this._matrices[name] = value;
- return this;
- }
- public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {
- var scene = this.getScene();
- var engine = scene.getEngine();
- if (!this.checkReadyOnEveryCall) {
- if (this._renderId === scene.getRenderId()) {
- return true;
- }
- }
- // Instances
- var defines = [];
- var fallbacks = new EffectFallbacks();
- if (useInstances) {
- defines.push("#define INSTANCES");
- }
- // Bones
- if (mesh && mesh.useBones) {
- defines.push("#define BONES");
- defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
- defines.push("#define BONES4");
- fallbacks.addFallback(0, "BONES4");
- }
- // Alpha test
- if (engine.getAlphaTesting()) {
- defines.push("#define ALPHATEST");
- }
- var previousEffect = this._effect;
- var join = defines.join("\n");
- this._effect = engine.createEffect(this._shaderPath,
- this._options.attributes,
- this._options.uniforms,
- this._options.samplers,
- join, fallbacks, this.onCompiled, this.onError);
- if (!this._effect.isReady()) {
- return false;
- }
- if (previousEffect !== this._effect) {
- scene.resetCachedMaterial();
- }
- this._renderId = scene.getRenderId();
- return true;
- }
- public bindOnlyWorldMatrix(world: Matrix): void {
- var scene = this.getScene();
- if (this._options.uniforms.indexOf("world") !== -1) {
- this._effect.setMatrix("world", world);
- }
- if (this._options.uniforms.indexOf("worldView") !== -1) {
- world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
- this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
- }
- if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
- this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
- }
- }
- public bind(world: Matrix, mesh?: Mesh): void {
- // Std values
- this.bindOnlyWorldMatrix(world);
- if (this.getScene().getCachedMaterial() !== this) {
- if (this._options.uniforms.indexOf("view") !== -1) {
- this._effect.setMatrix("view", this.getScene().getViewMatrix());
- }
- if (this._options.uniforms.indexOf("projection") !== -1) {
- this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
- }
- if (this._options.uniforms.indexOf("viewProjection") !== -1) {
- this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
- }
- // Bones
- if (mesh.useBones) {
- this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
- }
- // Texture
- for (var name in this._textures) {
- this._effect.setTexture(name, this._textures[name]);
- }
- // Float
- for (name in this._floats) {
- this._effect.setFloat(name, this._floats[name]);
- }
- // Float s
- for (name in this._floatsArrays) {
- this._effect.setArray(name, this._floatsArrays[name]);
- }
- // Color3
- for (name in this._colors3) {
- this._effect.setColor3(name, this._colors3[name]);
- }
- // Color4
- for (name in this._colors4) {
- var color = this._colors4[name];
- this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
- }
- // Vector2
- for (name in this._vectors2) {
- this._effect.setVector2(name, this._vectors2[name]);
- }
- // Vector3
- for (name in this._vectors3) {
- this._effect.setVector3(name, this._vectors3[name]);
- }
- // Matrix
- for (name in this._matrices) {
- this._effect.setMatrix(name, this._matrices[name]);
- }
- }
- super.bind(world, mesh);
- }
- public dispose(forceDisposeEffect?: boolean): void {
- for (var name in this._textures) {
- this._textures[name].dispose();
- }
- this._textures = [];
- super.dispose(forceDisposeEffect);
- }
- }
- }
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