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- var __extends = this.__extends || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- __.prototype = b.prototype;
- d.prototype = new __();
- };
- var BABYLON;
- (function (BABYLON) {
- var GodRaysPostProcess = (function (_super) {
- __extends(GodRaysPostProcess, _super);
- function GodRaysPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
- var _this = this;
- _super.call(this, name, "volumetricLightScattering", ["lightPositionOnScreen"], ["lightScatteringSampler"], ratio, camera, samplingMode, engine, reusable);
- this._screenCoordinates = BABYLON.Vector2.Zero();
- this.invert = true;
- var scene = camera.getScene();
- this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
- // Create billboard
- this.mesh = BABYLON.Mesh.CreatePlane("VolumetricLightScatteringMesh", 2, scene);
- this.mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
- this.mesh.material = new BABYLON.StandardMaterial('VolumetricLightScatteringMaterial', scene);
- // Configure
- this._createPass(scene);
- this.onApply = function (effect) {
- _this._updateScreenCoordinates(scene);
- effect.setTexture("lightScatteringSampler", _this._godRaysRTT);
- effect.setVector2("lightPositionOnScreen", _this._screenCoordinates);
- };
- }
- GodRaysPostProcess.prototype.isReady = function (subMesh, useInstances) {
- var mesh = subMesh.getMesh();
- var scene = mesh.getScene();
- var defines = [];
- var attribs = [BABYLON.VertexBuffer.PositionKind];
- var material = subMesh.getMaterial();
- // Render this.mesh as default
- if (mesh === this.mesh)
- defines.push("#define BASIC_RENDER");
- // Alpha test
- if (material) {
- if (material.needAlphaTesting() || mesh === this.mesh)
- defines.push("#define ALPHATEST");
- if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
- attribs.push(BABYLON.VertexBuffer.UVKind);
- defines.push("#define UV1");
- }
- if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
- attribs.push(BABYLON.VertexBuffer.UV2Kind);
- defines.push("#define UV2");
- }
- }
- // Bones
- if (mesh.useBones) {
- attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
- attribs.push(BABYLON.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._godRaysPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
- }
- return this._godRaysPass.isReady();
- };
- GodRaysPostProcess.prototype.dispose = function (camera) {
- this._godRaysRTT.dispose();
- _super.prototype.dispose.call(this, camera);
- };
- GodRaysPostProcess.prototype.getPass = function () {
- return this._godRaysRTT;
- };
- // Private methods
- GodRaysPostProcess.prototype._createPass = function (scene) {
- var _this = this;
- var engine = scene.getEngine();
- this._godRaysRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
- this._godRaysRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
- this._godRaysRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
- this._godRaysRTT.renderList = null;
- scene.customRenderTargets.push(this._godRaysRTT);
- // Custom render function for submeshes
- var renderSubMesh = function (subMesh) {
- var mesh = subMesh.getRenderingMesh();
- var scene = mesh.getScene();
- 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._godRaysPass);
- mesh._bind(subMesh, _this._godRaysPass, BABYLON.Material.TriangleFillMode);
- var material = subMesh.getMaterial();
- _this._godRaysPass.setMatrix("viewProjection", scene.getTransformMatrix());
- // Alpha test
- if (material && (mesh === _this.mesh || material.needAlphaTesting())) {
- var alphaTexture = material.getAlphaTestTexture();
- _this._godRaysPass.setTexture("diffuseSampler", alphaTexture);
- _this._godRaysPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
- }
- // Bones
- if (mesh.useBones) {
- _this._godRaysPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
- }
- // Draw
- mesh._processRendering(subMesh, _this._godRaysPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._godRaysPass.setMatrix("world", world); });
- }
- };
- // Render target texture callbacks
- var savedSceneClearColor = null;
- var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
- this._godRaysRTT.onBeforeRender = function () {
- savedSceneClearColor = scene.clearColor;
- scene.clearColor = sceneClearColor;
- };
- this._godRaysRTT.onAfterRender = function () {
- scene.clearColor = savedSceneClearColor;
- };
- this._godRaysRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
- var index;
- for (index = 0; index < opaqueSubMeshes.length; index++) {
- renderSubMesh(opaqueSubMeshes.data[index]);
- }
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
- renderSubMesh(alphaTestSubMeshes.data[index]);
- }
- };
- };
- GodRaysPostProcess.prototype._updateScreenCoordinates = function (scene) {
- var transform = scene.getTransformMatrix();
- var pos = BABYLON.Vector3.Project(this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
- this._screenCoordinates.x = pos.x / this._viewPort.width;
- this._screenCoordinates.y = pos.y / this._viewPort.height;
- if (this.invert)
- this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
- };
- return GodRaysPostProcess;
- })(BABYLON.PostProcess);
- BABYLON.GodRaysPostProcess = GodRaysPostProcess;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
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