babylon.shadowOnlyMaterial.ts 7.4 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. module BABYLON {
  3. class ShadowOnlyMaterialDefines extends MaterialDefines {
  4. public CLIPPLANE = false;
  5. public POINTSIZE = false;
  6. public FOG = false;
  7. public NORMAL = false;
  8. public NUM_BONE_INFLUENCERS = 0;
  9. public BonesPerMesh = 0;
  10. public INSTANCES = false;
  11. public USERIGHTHANDEDSYSTEM = false;
  12. constructor() {
  13. super();
  14. this.rebuild();
  15. }
  16. }
  17. export class ShadowOnlyMaterial extends PushMaterial {
  18. @serialize()
  19. private _worldViewProjectionMatrix = Matrix.Zero();
  20. private _scaledDiffuse = new Color3();
  21. private _renderId: number;
  22. constructor(name: string, scene: Scene) {
  23. super(name, scene);
  24. }
  25. public needAlphaBlending(): boolean {
  26. return true;
  27. }
  28. public needAlphaTesting(): boolean {
  29. return false;
  30. }
  31. public getAlphaTestTexture(): BaseTexture {
  32. return null;
  33. }
  34. // Methods
  35. public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {
  36. if (this.isFrozen) {
  37. if (this._wasPreviouslyReady && subMesh.effect) {
  38. return true;
  39. }
  40. }
  41. if (!subMesh._materialDefines) {
  42. subMesh._materialDefines = new ShadowOnlyMaterialDefines();
  43. }
  44. var defines = <ShadowOnlyMaterialDefines>subMesh._materialDefines;
  45. var scene = this.getScene();
  46. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  47. if (this._renderId === scene.getRenderId()) {
  48. return true;
  49. }
  50. }
  51. var engine = scene.getEngine();
  52. MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  53. MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  54. defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
  55. // Attribs
  56. MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  57. // Get correct effect
  58. if (defines.isDirty) {
  59. defines.markAsProcessed();
  60. scene.resetCachedMaterial();
  61. // Fallbacks
  62. var fallbacks = new EffectFallbacks();
  63. if (defines.FOG) {
  64. fallbacks.addFallback(1, "FOG");
  65. }
  66. MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
  67. if (defines.NUM_BONE_INFLUENCERS > 0) {
  68. fallbacks.addCPUSkinningFallback(0, mesh);
  69. }
  70. //Attributes
  71. var attribs = [VertexBuffer.PositionKind];
  72. if (defines.NORMAL) {
  73. attribs.push(VertexBuffer.NormalKind);
  74. }
  75. MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  76. MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  77. var shaderName = "shadowOnly";
  78. var join = defines.toString();
  79. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  80. "vFogInfos", "vFogColor", "pointSize",
  81. "mBones",
  82. "vClipPlane"
  83. ];
  84. var samplers = [];
  85. var uniformBuffers = [];
  86. MaterialHelper.PrepareUniformsAndSamplersList(<EffectCreationOptions>{
  87. uniformsNames: uniforms,
  88. uniformBuffersNames: uniformBuffers,
  89. samplers: samplers,
  90. defines: defines,
  91. maxSimultaneousLights: 1
  92. });
  93. subMesh.setEffect(scene.getEngine().createEffect(shaderName,
  94. <EffectCreationOptions>{
  95. attributes: attribs,
  96. uniformsNames: uniforms,
  97. uniformBuffersNames: uniformBuffers,
  98. samplers: samplers,
  99. defines: join,
  100. fallbacks: fallbacks,
  101. onCompiled: this.onCompiled,
  102. onError: this.onError,
  103. indexParameters: { maxSimultaneousLights: 1 }
  104. }, engine), defines);
  105. }
  106. if (!subMesh.effect.isReady()) {
  107. return false;
  108. }
  109. this._renderId = scene.getRenderId();
  110. this._wasPreviouslyReady = true;
  111. return true;
  112. }
  113. public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
  114. var scene = this.getScene();
  115. var defines = <ShadowOnlyMaterialDefines>subMesh._materialDefines;
  116. if (!defines) {
  117. return;
  118. }
  119. var effect = subMesh.effect;
  120. this._activeEffect = effect;
  121. // Matrices
  122. this.bindOnlyWorldMatrix(world);
  123. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  124. // Bones
  125. MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  126. if (this._mustRebind(scene, effect)) {
  127. // Clip plane
  128. MaterialHelper.BindClipPlane(this._activeEffect, scene);
  129. // Point size
  130. if (this.pointsCloud) {
  131. this._activeEffect.setFloat("pointSize", this.pointSize);
  132. }
  133. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  134. }
  135. // Lights
  136. if (scene.lightsEnabled) {
  137. MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
  138. }
  139. // View
  140. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
  141. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  142. }
  143. // Fog
  144. MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  145. this._afterBind(mesh, this._activeEffect);
  146. }
  147. public clone(name: string): ShadowOnlyMaterial {
  148. return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);
  149. }
  150. public serialize(): any {
  151. var serializationObject = SerializationHelper.Serialize(this);
  152. serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
  153. return serializationObject;
  154. }
  155. // Statics
  156. public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {
  157. return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);
  158. }
  159. }
  160. }