babylon.shadowOnlyMaterial.js 19 KB

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  1. (function webpackUniversalModuleDefinition(root, factory) {
  2. if(typeof exports === 'object' && typeof module === 'object')
  3. module.exports = factory(require("babylonjs"));
  4. else if(typeof define === 'function' && define.amd)
  5. define("babylonjs-materials", ["babylonjs"], factory);
  6. else if(typeof exports === 'object')
  7. exports["babylonjs-materials"] = factory(require("babylonjs"));
  8. else
  9. root["MATLIB"] = factory(root["BABYLON"]);
  10. })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
  11. return /******/ (function(modules) { // webpackBootstrap
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  45. /******/
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  60. /******/
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  85. /******/
  86. /******/ // Object.prototype.hasOwnProperty.call
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  88. /******/
  89. /******/ // __webpack_public_path__
  90. /******/ __webpack_require__.p = "";
  91. /******/
  92. /******/
  93. /******/ // Load entry module and return exports
  94. /******/ return __webpack_require__(__webpack_require__.s = "./legacy/legacy-shadowOnly.ts");
  95. /******/ })
  96. /************************************************************************/
  97. /******/ ({
  98. /***/ "../Tools/Gulp/node_modules/webpack/buildin/global.js":
  99. /*!************************************************************!*\
  100. !*** ../Tools/Gulp/node_modules/webpack/buildin/global.js ***!
  101. \************************************************************/
  102. /*! no static exports found */
  103. /***/ (function(module, exports) {
  104. var g;
  105. // This works in non-strict mode
  106. g = (function() {
  107. return this;
  108. })();
  109. try {
  110. // This works if eval is allowed (see CSP)
  111. g = g || Function("return this")() || (1, eval)("this");
  112. } catch (e) {
  113. // This works if the window reference is available
  114. if (typeof window === "object") g = window;
  115. }
  116. // g can still be undefined, but nothing to do about it...
  117. // We return undefined, instead of nothing here, so it's
  118. // easier to handle this case. if(!global) { ...}
  119. module.exports = g;
  120. /***/ }),
  121. /***/ "./legacy/legacy-shadowOnly.ts":
  122. /*!*************************************!*\
  123. !*** ./legacy/legacy-shadowOnly.ts ***!
  124. \*************************************/
  125. /*! no static exports found */
  126. /***/ (function(module, exports, __webpack_require__) {
  127. "use strict";
  128. /* WEBPACK VAR INJECTION */(function(global) {
  129. function __export(m) {
  130. for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
  131. }
  132. Object.defineProperty(exports, "__esModule", { value: true });
  133. var MatLib = __webpack_require__(/*! ../src/shadowOnly/index */ "./src/shadowOnly/index.ts");
  134. /**
  135. * This is the entry point for the UMD module.
  136. * The entry point for a future ESM package should be index.ts
  137. */
  138. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  139. if (typeof globalObject !== "undefined") {
  140. for (var key in MatLib) {
  141. globalObject.BABYLON[key] = MatLib[key];
  142. }
  143. }
  144. __export(__webpack_require__(/*! ../src/shadowOnly/index */ "./src/shadowOnly/index.ts"));
  145. /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../Tools/Gulp/node_modules/webpack/buildin/global.js */ "../Tools/Gulp/node_modules/webpack/buildin/global.js")))
  146. /***/ }),
  147. /***/ "./src/shadowOnly/index.ts":
  148. /*!*********************************!*\
  149. !*** ./src/shadowOnly/index.ts ***!
  150. \*********************************/
  151. /*! no static exports found */
  152. /***/ (function(module, exports, __webpack_require__) {
  153. "use strict";
  154. function __export(m) {
  155. for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
  156. }
  157. Object.defineProperty(exports, "__esModule", { value: true });
  158. __export(__webpack_require__(/*! ./shadowOnlyMaterial */ "./src/shadowOnly/shadowOnlyMaterial.ts"));
  159. /***/ }),
  160. /***/ "./src/shadowOnly/shadowOnly.fragment.fx":
  161. /*!***********************************************!*\
  162. !*** ./src/shadowOnly/shadowOnly.fragment.fx ***!
  163. \***********************************************/
  164. /*! no static exports found */
  165. /***/ (function(module, exports) {
  166. module.exports = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform float alpha;\nuniform vec3 shadowColor;\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(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}"
  167. /***/ }),
  168. /***/ "./src/shadowOnly/shadowOnly.vertex.fx":
  169. /*!*********************************************!*\
  170. !*** ./src/shadowOnly/shadowOnly.vertex.fx ***!
  171. \*********************************************/
  172. /*! no static exports found */
  173. /***/ (function(module, exports) {
  174. module.exports = "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"
  175. /***/ }),
  176. /***/ "./src/shadowOnly/shadowOnlyMaterial.ts":
  177. /*!**********************************************!*\
  178. !*** ./src/shadowOnly/shadowOnlyMaterial.ts ***!
  179. \**********************************************/
  180. /*! no static exports found */
  181. /***/ (function(module, exports, __webpack_require__) {
  182. "use strict";
  183. var __extends = (this && this.__extends) || (function () {
  184. var extendStatics = function (d, b) {
  185. extendStatics = Object.setPrototypeOf ||
  186. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  187. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  188. return extendStatics(d, b);
  189. }
  190. return function (d, b) {
  191. extendStatics(d, b);
  192. function __() { this.constructor = d; }
  193. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  194. };
  195. })();
  196. Object.defineProperty(exports, "__esModule", { value: true });
  197. var babylonjs_1 = __webpack_require__(/*! babylonjs */ "babylonjs");
  198. babylonjs_1.Effect.ShadersStore["shadowOnlyPixelShader"] = __webpack_require__(/*! ./shadowOnly.fragment.fx */ "./src/shadowOnly/shadowOnly.fragment.fx");
  199. babylonjs_1.Effect.ShadersStore["shadowOnlyVertexShader"] = __webpack_require__(/*! ./shadowOnly.vertex.fx */ "./src/shadowOnly/shadowOnly.vertex.fx");
  200. var ShadowOnlyMaterialDefines = /** @class */ (function (_super) {
  201. __extends(ShadowOnlyMaterialDefines, _super);
  202. function ShadowOnlyMaterialDefines() {
  203. var _this = _super.call(this) || this;
  204. _this.CLIPPLANE = false;
  205. _this.CLIPPLANE2 = false;
  206. _this.CLIPPLANE3 = false;
  207. _this.CLIPPLANE4 = false;
  208. _this.POINTSIZE = false;
  209. _this.FOG = false;
  210. _this.NORMAL = false;
  211. _this.NUM_BONE_INFLUENCERS = 0;
  212. _this.BonesPerMesh = 0;
  213. _this.INSTANCES = false;
  214. _this.rebuild();
  215. return _this;
  216. }
  217. return ShadowOnlyMaterialDefines;
  218. }(babylonjs_1.MaterialDefines));
  219. var ShadowOnlyMaterial = /** @class */ (function (_super) {
  220. __extends(ShadowOnlyMaterial, _super);
  221. function ShadowOnlyMaterial(name, scene) {
  222. var _this = _super.call(this, name, scene) || this;
  223. _this.shadowColor = BABYLON.Color3.Black();
  224. return _this;
  225. }
  226. ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
  227. return true;
  228. };
  229. ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
  230. return false;
  231. };
  232. ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
  233. return null;
  234. };
  235. Object.defineProperty(ShadowOnlyMaterial.prototype, "activeLight", {
  236. get: function () {
  237. return this._activeLight;
  238. },
  239. set: function (light) {
  240. this._activeLight = light;
  241. },
  242. enumerable: true,
  243. configurable: true
  244. });
  245. // Methods
  246. ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  247. if (this.isFrozen) {
  248. if (this._wasPreviouslyReady && subMesh.effect) {
  249. return true;
  250. }
  251. }
  252. if (!subMesh._materialDefines) {
  253. subMesh._materialDefines = new ShadowOnlyMaterialDefines();
  254. }
  255. var defines = subMesh._materialDefines;
  256. var scene = this.getScene();
  257. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  258. if (this._renderId === scene.getRenderId()) {
  259. return true;
  260. }
  261. }
  262. var engine = scene.getEngine();
  263. // Ensure that active light is the first shadow light
  264. if (this._activeLight) {
  265. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  266. var light = _a[_i];
  267. if (light.shadowEnabled) {
  268. if (this._activeLight === light) {
  269. break; // We are good
  270. }
  271. var lightPosition = mesh._lightSources.indexOf(this._activeLight);
  272. if (lightPosition !== -1) {
  273. mesh._lightSources.splice(lightPosition, 1);
  274. mesh._lightSources.splice(0, 0, this._activeLight);
  275. }
  276. break;
  277. }
  278. }
  279. }
  280. babylonjs_1.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  281. babylonjs_1.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  282. defines._needNormals = babylonjs_1.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
  283. // Attribs
  284. babylonjs_1.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  285. // Get correct effect
  286. if (defines.isDirty) {
  287. defines.markAsProcessed();
  288. scene.resetCachedMaterial();
  289. // Fallbacks
  290. var fallbacks = new babylonjs_1.EffectFallbacks();
  291. if (defines.FOG) {
  292. fallbacks.addFallback(1, "FOG");
  293. }
  294. babylonjs_1.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
  295. if (defines.NUM_BONE_INFLUENCERS > 0) {
  296. fallbacks.addCPUSkinningFallback(0, mesh);
  297. }
  298. //Attributes
  299. var attribs = [babylonjs_1.VertexBuffer.PositionKind];
  300. if (defines.NORMAL) {
  301. attribs.push(babylonjs_1.VertexBuffer.NormalKind);
  302. }
  303. babylonjs_1.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  304. babylonjs_1.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  305. var shaderName = "shadowOnly";
  306. var join = defines.toString();
  307. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  308. "vFogInfos", "vFogColor", "pointSize", "alpha", "shadowColor",
  309. "mBones",
  310. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4"
  311. ];
  312. var samplers = new Array();
  313. var uniformBuffers = new Array();
  314. babylonjs_1.MaterialHelper.PrepareUniformsAndSamplersList({
  315. uniformsNames: uniforms,
  316. uniformBuffersNames: uniformBuffers,
  317. samplers: samplers,
  318. defines: defines,
  319. maxSimultaneousLights: 1
  320. });
  321. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  322. attributes: attribs,
  323. uniformsNames: uniforms,
  324. uniformBuffersNames: uniformBuffers,
  325. samplers: samplers,
  326. defines: join,
  327. fallbacks: fallbacks,
  328. onCompiled: this.onCompiled,
  329. onError: this.onError,
  330. indexParameters: { maxSimultaneousLights: 1 }
  331. }, engine), defines);
  332. }
  333. if (!subMesh.effect || !subMesh.effect.isReady()) {
  334. return false;
  335. }
  336. this._renderId = scene.getRenderId();
  337. this._wasPreviouslyReady = true;
  338. return true;
  339. };
  340. ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  341. var scene = this.getScene();
  342. var defines = subMesh._materialDefines;
  343. if (!defines) {
  344. return;
  345. }
  346. var effect = subMesh.effect;
  347. if (!effect) {
  348. return;
  349. }
  350. this._activeEffect = effect;
  351. // Matrices
  352. this.bindOnlyWorldMatrix(world);
  353. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  354. // Bones
  355. babylonjs_1.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  356. if (this._mustRebind(scene, effect)) {
  357. // Clip plane
  358. babylonjs_1.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  359. // Point size
  360. if (this.pointsCloud) {
  361. this._activeEffect.setFloat("pointSize", this.pointSize);
  362. }
  363. this._activeEffect.setFloat("alpha", this.alpha);
  364. this._activeEffect.setColor3("shadowColor", this.shadowColor);
  365. babylonjs_1.MaterialHelper.BindEyePosition(effect, scene);
  366. }
  367. // Lights
  368. if (scene.lightsEnabled) {
  369. babylonjs_1.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
  370. }
  371. // View
  372. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== babylonjs_1.Scene.FOGMODE_NONE) {
  373. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  374. }
  375. // Fog
  376. babylonjs_1.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  377. this._afterBind(mesh, this._activeEffect);
  378. };
  379. ShadowOnlyMaterial.prototype.clone = function (name) {
  380. var _this = this;
  381. return babylonjs_1.SerializationHelper.Clone(function () { return new ShadowOnlyMaterial(name, _this.getScene()); }, this);
  382. };
  383. ShadowOnlyMaterial.prototype.serialize = function () {
  384. var serializationObject = babylonjs_1.SerializationHelper.Serialize(this);
  385. serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
  386. return serializationObject;
  387. };
  388. ShadowOnlyMaterial.prototype.getClassName = function () {
  389. return "ShadowOnlyMaterial";
  390. };
  391. // Statics
  392. ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
  393. return babylonjs_1.SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
  394. };
  395. return ShadowOnlyMaterial;
  396. }(babylonjs_1.PushMaterial));
  397. exports.ShadowOnlyMaterial = ShadowOnlyMaterial;
  398. /***/ }),
  399. /***/ "babylonjs":
  400. /*!****************************************************************************************************!*\
  401. !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
  402. \****************************************************************************************************/
  403. /*! no static exports found */
  404. /***/ (function(module, exports) {
  405. module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs__;
  406. /***/ })
  407. /******/ });
  408. });
  409. //# sourceMappingURL=babylon.shadowOnlyMaterial.js.map