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- module BABYLON {
- export class DepthRenderer {
- private _scene: Scene;
- private _depthMap: RenderTargetTexture;
- private _effect: Effect;
- private _viewMatrix = Matrix.Zero();
- private _projectionMatrix = Matrix.Zero();
- private _transformMatrix = Matrix.Zero();
- private _worldViewProjection = Matrix.Zero();
- private _cachedDefines: string;
- constructor(scene: Scene, type: number = Engine.TEXTURETYPE_FLOAT) {
- this._scene = scene;
- var engine = scene.getEngine();
- // Render target
- this._depthMap = new RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
- this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;
- this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;
- this._depthMap.refreshRate = 1;
- this._depthMap.renderParticles = false;
- this._depthMap.renderList = null;
-
- // set default depth value to 1.0 (far away)
- this._depthMap.onClear = (engine: Engine) => {
- engine.clear(new Color4(1.0, 1.0, 1.0, 1.0), true, true);
- }
- // Custom render function
- var renderSubMesh = (subMesh: SubMesh): void => {
- var mesh = subMesh.getRenderingMesh();
- var scene = this._scene;
- var engine = scene.getEngine();
- // Culling
- engine.setState(subMesh.getMaterial().backFaceCulling);
- // Managing instances
- var batch = mesh._getInstancesRenderList(subMesh._id);
- if (batch.mustReturn) {
- return;
- }
- var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
- if (this.isReady(subMesh, hardwareInstancedRendering)) {
- engine.enableEffect(this._effect);
- mesh._bind(subMesh, this._effect, Material.TriangleFillMode);
- var material = subMesh.getMaterial();
- this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
- this._effect.setFloat("far", scene.activeCamera.maxZ);
- // Alpha test
- if (material && material.needAlphaTesting()) {
- var alphaTexture = material.getAlphaTestTexture();
- this._effect.setTexture("diffuseSampler", alphaTexture);
- this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
- }
- // Bones
- if (mesh.useBones) {
- this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
- }
- // Draw
- mesh._processRendering(subMesh, this._effect, Material.TriangleFillMode, batch, hardwareInstancedRendering,
- (isInstance, world) => this._effect.setMatrix("world", world));
- }
- };
- this._depthMap.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>): void => {
- var index;
- for (index = 0; index < opaqueSubMeshes.length; index++) {
- renderSubMesh(opaqueSubMeshes.data[index]);
- }
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
- renderSubMesh(alphaTestSubMeshes.data[index]);
- }
- };
- }
- public isReady(subMesh: SubMesh, useInstances: boolean): boolean {
- var defines = [];
- var attribs = [VertexBuffer.PositionKind];
- var mesh = subMesh.getMesh();
- var scene = mesh.getScene();
- var material = subMesh.getMaterial();
- // Alpha test
- if (material && material.needAlphaTesting()) {
- defines.push("#define ALPHATEST");
- if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
- attribs.push(VertexBuffer.UVKind);
- defines.push("#define UV1");
- }
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
- attribs.push(VertexBuffer.UV2Kind);
- defines.push("#define UV2");
- }
- }
- // Bones
- if (mesh.useBones) {
- attribs.push(VertexBuffer.MatricesIndicesKind);
- attribs.push(VertexBuffer.MatricesWeightsKind);
- defines.push("#define BONES");
- defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
- }
- // 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._effect = this._scene.getEngine().createEffect("depth",
- attribs,
- ["world", "mBones", "viewProjection", "diffuseMatrix", "far"],
- ["diffuseSampler"], join);
- }
- return this._effect.isReady();
- }
- public getDepthMap(): RenderTargetTexture {
- return this._depthMap;
- }
- // Methods
- public dispose(): void {
- this._depthMap.dispose();
- }
- }
- }
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