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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- 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 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) {
- return _super.call(this, name, scene) || this;
- }
- ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
- return true;
- };
- ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
- return false;
- };
- ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
- return null;
- };
- Object.defineProperty(ShadowOnlyMaterial.prototype, "activeLight", {
- get: function () {
- return this._activeLight;
- },
- set: function (light) {
- this._activeLight = light;
- },
- enumerable: true,
- configurable: true
- });
- // Methods
- ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
- if (this.isFrozen) {
- if (this._wasPreviouslyReady && subMesh.effect) {
- return true;
- }
- }
- if (!subMesh._materialDefines) {
- subMesh._materialDefines = new ShadowOnlyMaterialDefines();
- }
- var defines = subMesh._materialDefines;
- var scene = this.getScene();
- if (!this.checkReadyOnEveryCall && subMesh.effect) {
- if (this._renderId === scene.getRenderId()) {
- return true;
- }
- }
- var engine = scene.getEngine();
- // Ensure that active light is the first shadow light
- if (this._activeLight) {
- for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
- var light = _a[_i];
- if (light.shadowEnabled) {
- if (this._activeLight === light) {
- break; // We are good
- }
- var lightPosition = mesh._lightSources.indexOf(this._activeLight);
- if (lightPosition !== -1) {
- mesh._lightSources.splice(lightPosition, 1);
- mesh._lightSources.splice(0, 0, this._activeLight);
- }
- break;
- }
- }
- }
- BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
- BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
- defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
- // Attribs
- BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
- // Get correct effect
- if (defines.isDirty) {
- defines.markAsProcessed();
- scene.resetCachedMaterial();
- // Fallbacks
- var fallbacks = new BABYLON.EffectFallbacks();
- if (defines.FOG) {
- fallbacks.addFallback(1, "FOG");
- }
- BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
- if (defines.NUM_BONE_INFLUENCERS > 0) {
- fallbacks.addCPUSkinningFallback(0, mesh);
- }
- //Attributes
- var attribs = [BABYLON.VertexBuffer.PositionKind];
- if (defines.NORMAL) {
- attribs.push(BABYLON.VertexBuffer.NormalKind);
- }
- BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
- BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
- var shaderName = "shadowOnly";
- var join = defines.toString();
- var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
- "vFogInfos", "vFogColor", "pointSize", "alpha",
- "mBones",
- "vClipPlane"
- ];
- var samplers = new Array();
- var uniformBuffers = new Array();
- BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
- uniformsNames: uniforms,
- uniformBuffersNames: uniformBuffers,
- samplers: samplers,
- defines: defines,
- maxSimultaneousLights: 1
- });
- subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
- attributes: attribs,
- uniformsNames: uniforms,
- uniformBuffersNames: uniformBuffers,
- samplers: samplers,
- defines: join,
- fallbacks: fallbacks,
- onCompiled: this.onCompiled,
- onError: this.onError,
- indexParameters: { maxSimultaneousLights: 1 }
- }, engine), defines);
- }
- if (!subMesh.effect.isReady()) {
- return false;
- }
- this._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- return true;
- };
- ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
- var scene = this.getScene();
- var defines = subMesh._materialDefines;
- if (!defines) {
- return;
- }
- var effect = subMesh.effect;
- this._activeEffect = effect;
- // Matrices
- this.bindOnlyWorldMatrix(world);
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
- // Bones
- BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
- if (this._mustRebind(scene, effect)) {
- // Clip plane
- BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
- // Point size
- if (this.pointsCloud) {
- this._activeEffect.setFloat("pointSize", this.pointSize);
- }
- this._activeEffect.setFloat("alpha", this.alpha);
- this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
- }
- // Lights
- if (scene.lightsEnabled) {
- BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
- }
- // View
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
- this._activeEffect.setMatrix("view", scene.getViewMatrix());
- }
- // Fog
- BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
- this._afterBind(mesh, this._activeEffect);
- };
- 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;
- };
- ShadowOnlyMaterial.prototype.getClassName = function () {
- return "ShadowOnlyMaterial";
- };
- // Statics
- ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
- return BABYLON.SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
- };
- return ShadowOnlyMaterial;
- }(BABYLON.PushMaterial));
- 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<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<__decl__lightFragment>[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";
- BABYLON.Effect.ShadersStore['shadowOnlyPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform float alpha;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[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.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";
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