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- import { Logger } from "../Misc/logger";
- import { Nullable } from "../types";
- import { Camera } from "../Cameras/camera";
- import { Scene } from "../scene";
- import { Engine } from "../Engines/engine";
- import { EngineStore } from "../Engines/engineStore";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { Mesh } from "../Meshes/mesh";
- import { VertexBuffer } from "../Meshes/buffer";
- import { Light } from "../Lights/light";
- import { UniformBuffer } from "./uniformBuffer";
- import { Effect, IEffectCreationOptions } from "./effect";
- import { BaseTexture } from "../Materials/Textures/baseTexture";
- import { WebVRFreeCamera } from '../Cameras/VR/webVRCamera';
- import { MaterialDefines } from "./materialDefines";
- import { Color3 } from '../Maths/math.color';
- import { EffectFallbacks } from './effectFallbacks';
- /**
- * "Static Class" containing the most commonly used helper while dealing with material for
- * rendering purpose.
- *
- * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
- *
- * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
- */
- export class MaterialHelper {
- /**
- * Bind the current view position to an effect.
- * @param effect The effect to be bound
- * @param scene The scene the eyes position is used from
- */
- public static BindEyePosition(effect: Effect, scene: Scene): void {
- if (scene._forcedViewPosition) {
- effect.setVector3("vEyePosition", scene._forcedViewPosition);
- return;
- }
- var globalPosition = scene.activeCamera!.globalPosition;
- if (!globalPosition) {
- // Use WebVRFreecamera's device position as global position is not it's actual position in babylon space
- globalPosition = (scene.activeCamera! as WebVRFreeCamera).devicePosition;
- }
- effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : globalPosition);
- }
- /**
- * Helps preparing the defines values about the UVs in used in the effect.
- * UVs are shared as much as we can accross channels in the shaders.
- * @param texture The texture we are preparing the UVs for
- * @param defines The defines to update
- * @param key The channel key "diffuse", "specular"... used in the shader
- */
- public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {
- defines._needUVs = true;
- defines[key] = true;
- if (texture.getTextureMatrix().isIdentityAs3x2()) {
- defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
- if (texture.coordinatesIndex === 0) {
- defines["MAINUV1"] = true;
- } else {
- defines["MAINUV2"] = true;
- }
- } else {
- defines[key + "DIRECTUV"] = 0;
- }
- }
- /**
- * Binds a texture matrix value to its corrsponding uniform
- * @param texture The texture to bind the matrix for
- * @param uniformBuffer The uniform buffer receivin the data
- * @param key The channel key "diffuse", "specular"... used in the shader
- */
- public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {
- var matrix = texture.getTextureMatrix();
- uniformBuffer.updateMatrix(key + "Matrix", matrix);
- }
- /**
- * Gets the current status of the fog (should it be enabled?)
- * @param mesh defines the mesh to evaluate for fog support
- * @param scene defines the hosting scene
- * @returns true if fog must be enabled
- */
- public static GetFogState(mesh: AbstractMesh, scene: Scene) {
- return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);
- }
- /**
- * Helper used to prepare the list of defines associated with misc. values for shader compilation
- * @param mesh defines the current mesh
- * @param scene defines the current scene
- * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
- * @param pointsCloud defines if point cloud rendering has to be turned on
- * @param fogEnabled defines if fog has to be turned on
- * @param alphaTest defines if alpha testing has to be turned on
- * @param defines defines the current list of defines
- */
- public static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void {
- if (defines._areMiscDirty) {
- defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
- defines["POINTSIZE"] = pointsCloud;
- defines["FOG"] = fogEnabled && this.GetFogState(mesh, scene);
- defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
- defines["ALPHATEST"] = alphaTest;
- }
- }
- /**
- * Helper used to prepare the list of defines associated with frame values for shader compilation
- * @param scene defines the current scene
- * @param engine defines the current engine
- * @param defines specifies the list of active defines
- * @param useInstances defines if instances have to be turned on
- * @param useClipPlane defines if clip plane have to be turned on
- */
- public static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane: Nullable<boolean> = null): void {
- var changed = false;
- let useClipPlane1 = false;
- let useClipPlane2 = false;
- let useClipPlane3 = false;
- let useClipPlane4 = false;
- let useClipPlane5 = false;
- let useClipPlane6 = false;
- useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
- useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
- useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
- useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
- useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;
- useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;
- if (defines["CLIPPLANE"] !== useClipPlane1) {
- defines["CLIPPLANE"] = useClipPlane1;
- changed = true;
- }
- if (defines["CLIPPLANE2"] !== useClipPlane2) {
- defines["CLIPPLANE2"] = useClipPlane2;
- changed = true;
- }
- if (defines["CLIPPLANE3"] !== useClipPlane3) {
- defines["CLIPPLANE3"] = useClipPlane3;
- changed = true;
- }
- if (defines["CLIPPLANE4"] !== useClipPlane4) {
- defines["CLIPPLANE4"] = useClipPlane4;
- changed = true;
- }
- if (defines["CLIPPLANE5"] !== useClipPlane5) {
- defines["CLIPPLANE5"] = useClipPlane5;
- changed = true;
- }
- if (defines["CLIPPLANE6"] !== useClipPlane6) {
- defines["CLIPPLANE6"] = useClipPlane6;
- changed = true;
- }
- if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
- defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
- changed = true;
- }
- if (defines["INSTANCES"] !== useInstances) {
- defines["INSTANCES"] = useInstances;
- changed = true;
- }
- if (changed) {
- defines.markAsUnprocessed();
- }
- }
- /**
- * Prepares the defines for bones
- * @param mesh The mesh containing the geometry data we will draw
- * @param defines The defines to update
- */
- public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {
- if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
- defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
- const materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
- if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
- defines["BONETEXTURE"] = true;
- } else {
- defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
- defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
- }
- } else {
- defines["NUM_BONE_INFLUENCERS"] = 0;
- defines["BonesPerMesh"] = 0;
- }
- }
- /**
- * Prepares the defines for morph targets
- * @param mesh The mesh containing the geometry data we will draw
- * @param defines The defines to update
- */
- public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {
- var manager = (<Mesh>mesh).morphTargetManager;
- if (manager) {
- defines["MORPHTARGETS_UV"] = manager.supportsUVs && defines["UV1"];
- defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
- defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
- defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
- defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
- } else {
- defines["MORPHTARGETS_UV"] = false;
- defines["MORPHTARGETS_TANGENT"] = false;
- defines["MORPHTARGETS_NORMAL"] = false;
- defines["MORPHTARGETS"] = false;
- defines["NUM_MORPH_INFLUENCERS"] = 0;
- }
- }
- /**
- * Prepares the defines used in the shader depending on the attributes data available in the mesh
- * @param mesh The mesh containing the geometry data we will draw
- * @param defines The defines to update
- * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
- * @param useBones Precise whether bones should be used or not (override mesh info)
- * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
- * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
- * @returns false if defines are considered not dirty and have not been checked
- */
- public static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets = false, useVertexAlpha = true): boolean {
- if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
- return false;
- }
- defines._normals = defines._needNormals;
- defines._uvs = defines._needUVs;
- defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));
- if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {
- defines["TANGENT"] = true;
- }
- if (defines._needUVs) {
- defines["UV1"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);
- defines["UV2"] = mesh.isVerticesDataPresent(VertexBuffer.UV2Kind);
- } else {
- defines["UV1"] = false;
- defines["UV2"] = false;
- }
- if (useVertexColor) {
- var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);
- defines["VERTEXCOLOR"] = hasVertexColors;
- defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
- }
- if (useBones) {
- this.PrepareDefinesForBones(mesh, defines);
- }
- if (useMorphTargets) {
- this.PrepareDefinesForMorphTargets(mesh, defines);
- }
- return true;
- }
- /**
- * Prepares the defines related to multiview
- * @param scene The scene we are intending to draw
- * @param defines The defines to update
- */
- public static PrepareDefinesForMultiview(scene: Scene, defines: any) {
- if (scene.activeCamera) {
- var previousMultiview = defines.MULTIVIEW;
- defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);
- if (defines.MULTIVIEW != previousMultiview) {
- defines.markAsUnprocessed();
- }
- }
- }
- /**
- * Prepares the defines related to the light information passed in parameter
- * @param scene The scene we are intending to draw
- * @param mesh The mesh the effect is compiling for
- * @param light The light the effect is compiling for
- * @param lightIndex The index of the light
- * @param defines The defines to update
- * @param specularSupported Specifies whether specular is supported or not (override lights data)
- * @param state Defines the current state regarding what is needed (normals, etc...)
- */
- public static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
- needNormals: boolean,
- needRebuild: boolean,
- shadowEnabled: boolean,
- specularEnabled: boolean,
- lightmapMode: boolean
- }) {
- state.needNormals = true;
- if (defines["LIGHT" + lightIndex] === undefined) {
- state.needRebuild = true;
- }
- defines["LIGHT" + lightIndex] = true;
- defines["SPOTLIGHT" + lightIndex] = false;
- defines["HEMILIGHT" + lightIndex] = false;
- defines["POINTLIGHT" + lightIndex] = false;
- defines["DIRLIGHT" + lightIndex] = false;
- light.prepareLightSpecificDefines(defines, lightIndex);
- // FallOff.
- defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
- defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
- defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
- switch (light.falloffType) {
- case Light.FALLOFF_GLTF:
- defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
- break;
- case Light.FALLOFF_PHYSICAL:
- defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
- break;
- case Light.FALLOFF_STANDARD:
- defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
- break;
- }
- // Specular
- if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
- state.specularEnabled = true;
- }
- // Shadows
- defines["SHADOW" + lightIndex] = false;
- defines["SHADOWCSM" + lightIndex] = false;
- defines["SHADOWCSMDEBUG" + lightIndex] = false;
- defines["SHADOWCSMNUM_CASCADES" + lightIndex] = false;
- defines["SHADOWCSMUSESHADOWMAXZ" + lightIndex] = false;
- defines["SHADOWPCF" + lightIndex] = false;
- defines["SHADOWPCSS" + lightIndex] = false;
- defines["SHADOWPOISSON" + lightIndex] = false;
- defines["SHADOWESM" + lightIndex] = false;
- defines["SHADOWCUBE" + lightIndex] = false;
- defines["SHADOWLOWQUALITY" + lightIndex] = false;
- defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
- if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
- var shadowGenerator = light.getShadowGenerator();
- if (shadowGenerator) {
- const shadowMap = shadowGenerator.getShadowMap();
- if (shadowMap) {
- if (shadowMap.renderList && shadowMap.renderList.length > 0) {
- state.shadowEnabled = true;
- shadowGenerator.prepareDefines(defines, lightIndex);
- }
- }
- }
- }
- if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {
- state.lightmapMode = true;
- defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
- defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);
- } else {
- defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
- defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
- }
- }
- /**
- * Prepares the defines related to the light information passed in parameter
- * @param scene The scene we are intending to draw
- * @param mesh The mesh the effect is compiling for
- * @param defines The defines to update
- * @param specularSupported Specifies whether specular is supported or not (override lights data)
- * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
- * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
- * @returns true if normals will be required for the rest of the effect
- */
- public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {
- if (!defines._areLightsDirty) {
- return defines._needNormals;
- }
- var lightIndex = 0;
- let state = {
- needNormals: false,
- needRebuild: false,
- lightmapMode: false,
- shadowEnabled: false,
- specularEnabled: false
- };
- if (scene.lightsEnabled && !disableLighting) {
- for (var light of mesh.lightSources) {
- this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);
- lightIndex++;
- if (lightIndex === maxSimultaneousLights) {
- break;
- }
- }
- }
- defines["SPECULARTERM"] = state.specularEnabled;
- defines["SHADOWS"] = state.shadowEnabled;
- // Resetting all other lights if any
- for (var index = lightIndex; index < maxSimultaneousLights; index++) {
- if (defines["LIGHT" + index] !== undefined) {
- defines["LIGHT" + index] = false;
- defines["HEMILIGHT" + index] = false;
- defines["POINTLIGHT" + index] = false;
- defines["DIRLIGHT" + index] = false;
- defines["SPOTLIGHT" + index] = false;
- defines["SHADOW" + index] = false;
- defines["SHADOWCSM" + index] = false;
- defines["SHADOWCSMDEBUG" + index] = false;
- defines["SHADOWCSMNUM_CASCADES" + index] = false;
- defines["SHADOWCSMUSESHADOWMAXZ" + index] = false;
- defines["SHADOWPCF" + index] = false;
- defines["SHADOWPCSS" + index] = false;
- defines["SHADOWPOISSON" + index] = false;
- defines["SHADOWESM" + index] = false;
- defines["SHADOWCUBE" + index] = false;
- defines["SHADOWLOWQUALITY" + index] = false;
- defines["SHADOWMEDIUMQUALITY" + index] = false;
- }
- }
- let caps = scene.getEngine().getCaps();
- if (defines["SHADOWFLOAT"] === undefined) {
- state.needRebuild = true;
- }
- defines["SHADOWFLOAT"] = state.shadowEnabled &&
- ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
- (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
- defines["LIGHTMAPEXCLUDED"] = state.lightmapMode;
- if (state.needRebuild) {
- defines.rebuild();
- }
- return state.needNormals;
- }
- /**
- * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
- * @param lightIndex defines the light index
- * @param uniformsList The uniform list
- * @param samplersList The sampler list
- * @param projectedLightTexture defines if projected texture must be used
- * @param uniformBuffersList defines an optional list of uniform buffers
- */
- public static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList: Nullable<string[]> = null) {
- uniformsList.push(
- "vLightData" + lightIndex,
- "vLightDiffuse" + lightIndex,
- "vLightSpecular" + lightIndex,
- "vLightDirection" + lightIndex,
- "vLightFalloff" + lightIndex,
- "vLightGround" + lightIndex,
- "lightMatrix" + lightIndex,
- "shadowsInfo" + lightIndex,
- "depthValues" + lightIndex,
- );
- if (uniformBuffersList) {
- uniformBuffersList.push("Light" + lightIndex);
- }
- samplersList.push("shadowSampler" + lightIndex);
- samplersList.push("depthSampler" + lightIndex);
- uniformsList.push(
- "viewFrustumZ" + lightIndex,
- "cascadeBlendFactor" + lightIndex,
- "lightSizeUVCorrection" + lightIndex,
- "depthCorrection" + lightIndex,
- "penumbraDarkness" + lightIndex,
- "frustumLengths" + lightIndex,
- );
- if (projectedLightTexture) {
- samplersList.push("projectionLightSampler" + lightIndex);
- uniformsList.push(
- "textureProjectionMatrix" + lightIndex,
- );
- }
- }
- /**
- * Prepares the uniforms and samplers list to be used in the effect
- * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
- * @param samplersList The sampler list
- * @param defines The defines helping in the list generation
- * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
- */
- public static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights = 4): void {
- let uniformsList: string[];
- let uniformBuffersList: Nullable<string[]> = null;
- if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {
- var options = <IEffectCreationOptions>uniformsListOrOptions;
- uniformsList = options.uniformsNames;
- uniformBuffersList = options.uniformBuffersNames;
- samplersList = options.samplers;
- defines = options.defines;
- maxSimultaneousLights = options.maxSimultaneousLights || 0;
- } else {
- uniformsList = <string[]>uniformsListOrOptions;
- if (!samplersList) {
- samplersList = [];
- }
- }
- for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
- if (!defines["LIGHT" + lightIndex]) {
- break;
- }
- this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffersList);
- }
- if (defines["NUM_MORPH_INFLUENCERS"]) {
- uniformsList.push("morphTargetInfluences");
- }
- }
- /**
- * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
- * @param defines The defines to update while falling back
- * @param fallbacks The authorized effect fallbacks
- * @param maxSimultaneousLights The maximum number of lights allowed
- * @param rank the current rank of the Effect
- * @returns The newly affected rank
- */
- public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {
- let lightFallbackRank = 0;
- for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
- if (!defines["LIGHT" + lightIndex]) {
- break;
- }
- if (lightIndex > 0) {
- lightFallbackRank = rank + lightIndex;
- fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
- }
- if (!defines["SHADOWS"]) {
- if (defines["SHADOW" + lightIndex]) {
- fallbacks.addFallback(rank, "SHADOW" + lightIndex);
- }
- if (defines["SHADOWPCF" + lightIndex]) {
- fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
- }
- if (defines["SHADOWPCSS" + lightIndex]) {
- fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
- }
- if (defines["SHADOWPOISSON" + lightIndex]) {
- fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
- }
- if (defines["SHADOWESM" + lightIndex]) {
- fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
- }
- }
- }
- return lightFallbackRank++;
- }
- private static _TmpMorphInfluencers = { "NUM_MORPH_INFLUENCERS": 0 };
- /**
- * Prepares the list of attributes required for morph targets according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param mesh The mesh to prepare the morph targets attributes for
- * @param influencers The number of influencers
- */
- public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {
- this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;
- this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);
- }
- /**
- * Prepares the list of attributes required for morph targets according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param mesh The mesh to prepare the morph targets attributes for
- * @param defines The current Defines of the effect
- */
- public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {
- var influencers = defines["NUM_MORPH_INFLUENCERS"];
- if (influencers > 0 && EngineStore.LastCreatedEngine) {
- var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;
- var manager = (<Mesh>mesh).morphTargetManager;
- var normal = manager && manager.supportsNormals && defines["NORMAL"];
- var tangent = manager && manager.supportsTangents && defines["TANGENT"];
- var uv = manager && manager.supportsUVs && defines["UV1"];
- for (var index = 0; index < influencers; index++) {
- attribs.push(VertexBuffer.PositionKind + index);
- if (normal) {
- attribs.push(VertexBuffer.NormalKind + index);
- }
- if (tangent) {
- attribs.push(VertexBuffer.TangentKind + index);
- }
- if (uv) {
- attribs.push(VertexBuffer.UVKind + "_" + index);
- }
- if (attribs.length > maxAttributesCount) {
- Logger.Error("Cannot add more vertex attributes for mesh " + mesh.name);
- }
- }
- }
- }
- /**
- * Prepares the list of attributes required for bones according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param mesh The mesh to prepare the bones attributes for
- * @param defines The current Defines of the effect
- * @param fallbacks The current efffect fallback strategy
- */
- public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {
- if (defines["NUM_BONE_INFLUENCERS"] > 0) {
- fallbacks.addCPUSkinningFallback(0, mesh);
- attribs.push(VertexBuffer.MatricesIndicesKind);
- attribs.push(VertexBuffer.MatricesWeightsKind);
- if (defines["NUM_BONE_INFLUENCERS"] > 4) {
- attribs.push(VertexBuffer.MatricesIndicesExtraKind);
- attribs.push(VertexBuffer.MatricesWeightsExtraKind);
- }
- }
- }
- /**
- * Check and prepare the list of attributes required for instances according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param defines The current MaterialDefines of the effect
- */
- public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {
- if (defines["INSTANCES"]) {
- this.PushAttributesForInstances(attribs);
- }
- }
- /**
- * Add the list of attributes required for instances to the attribs array.
- * @param attribs The current list of supported attribs
- */
- public static PushAttributesForInstances(attribs: string[]): void {
- attribs.push("world0");
- attribs.push("world1");
- attribs.push("world2");
- attribs.push("world3");
- }
- /**
- * Binds the light information to the effect.
- * @param light The light containing the generator
- * @param effect The effect we are binding the data to
- * @param lightIndex The light index in the effect used to render
- */
- public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {
- light.transferToEffect(effect, lightIndex + "");
- }
- /**
- * Binds the lights information from the scene to the effect for the given mesh.
- * @param light Light to bind
- * @param lightIndex Light index
- * @param scene The scene where the light belongs to
- * @param effect The effect we are binding the data to
- * @param useSpecular Defines if specular is supported
- * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
- */
- public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel = false): void {
- light._bindLight(lightIndex, scene, effect, useSpecular, rebuildInParallel);
- }
- /**
- * Binds the lights information from the scene to the effect for the given mesh.
- * @param scene The scene the lights belongs to
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- * @param defines The generated defines for the effect
- * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
- * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
- */
- public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4, rebuildInParallel = false): void {
- let len = Math.min(mesh.lightSources.length, maxSimultaneousLights);
- for (var i = 0; i < len; i++) {
- let light = mesh.lightSources[i];
- this.BindLight(light, i, scene, effect, typeof defines === "boolean" ? defines : defines["SPECULARTERM"], rebuildInParallel);
- }
- }
- private static _tempFogColor = Color3.Black();
- /**
- * Binds the fog information from the scene to the effect for the given mesh.
- * @param scene The scene the lights belongs to
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- * @param linearSpace Defines if the fog effect is applied in linear space
- */
- public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
- effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
- // Convert fog color to linear space if used in a linear space computed shader.
- if (linearSpace) {
- scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
- effect.setColor3("vFogColor", this._tempFogColor);
- }
- else {
- effect.setColor3("vFogColor", scene.fogColor);
- }
- }
- }
- /**
- * Binds the bones information from the mesh to the effect.
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- */
- public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void {
- if (!effect || !mesh) {
- return;
- }
- if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
- mesh.computeBonesUsingShaders = false;
- }
- if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
- const skeleton = mesh.skeleton;
- if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
- const boneTexture = skeleton.getTransformMatrixTexture(mesh);
- effect.setTexture("boneSampler", boneTexture);
- effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
- } else {
- const matrices = skeleton.getTransformMatrices(mesh);
- if (matrices) {
- effect.setMatrices("mBones", matrices);
- }
- }
- }
- }
- /**
- * Binds the morph targets information from the mesh to the effect.
- * @param abstractMesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- */
- public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {
- let manager = (<Mesh>abstractMesh).morphTargetManager;
- if (!abstractMesh || !manager) {
- return;
- }
- effect.setFloatArray("morphTargetInfluences", manager.influences);
- }
- /**
- * Binds the logarithmic depth information from the scene to the effect for the given defines.
- * @param defines The generated defines used in the effect
- * @param effect The effect we are binding the data to
- * @param scene The scene we are willing to render with logarithmic scale for
- */
- public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {
- if (defines["LOGARITHMICDEPTH"]) {
- effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log((<Camera>scene.activeCamera).maxZ + 1.0) / Math.LN2));
- }
- }
- /**
- * Binds the clip plane information from the scene to the effect.
- * @param scene The scene the clip plane information are extracted from
- * @param effect The effect we are binding the data to
- */
- public static BindClipPlane(effect: Effect, scene: Scene): void {
- if (scene.clipPlane) {
- let clipPlane = scene.clipPlane;
- effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- if (scene.clipPlane2) {
- let clipPlane = scene.clipPlane2;
- effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- if (scene.clipPlane3) {
- let clipPlane = scene.clipPlane3;
- effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- if (scene.clipPlane4) {
- let clipPlane = scene.clipPlane4;
- effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- if (scene.clipPlane5) {
- let clipPlane = scene.clipPlane5;
- effect.setFloat4("vClipPlane5", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- if (scene.clipPlane6) {
- let clipPlane = scene.clipPlane6;
- effect.setFloat4("vClipPlane6", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- }
- }
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