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- var BABYLON;
- (function (BABYLON) {
- var ShadowGenerator = (function () {
- function ShadowGenerator(mapSize, light) {
- var _this = this;
- // Members
- this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
- this._darkness = 0;
- this._transparencyShadow = false;
- this._viewMatrix = BABYLON.Matrix.Zero();
- this._projectionMatrix = BABYLON.Matrix.Zero();
- this._transformMatrix = BABYLON.Matrix.Zero();
- this._worldViewProjection = BABYLON.Matrix.Zero();
- this._light = light;
- this._scene = light.getScene();
- light._shadowGenerator = this;
- // Render target
- this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
- this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
- this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
- this._shadowMap.renderParticles = false;
- // Custom render function
- var renderSubMesh = function (subMesh) {
- 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, BABYLON.Material.TriangleFillMode);
- var material = subMesh.getMaterial();
- _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
- // Alpha test
- if (material && material.needAlphaTesting()) {
- var alphaTexture = material.getAlphaTestTexture();
- _this._effect.setTexture("diffuseSampler", alphaTexture);
- _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
- }
- // Bones
- var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
- if (useBones) {
- _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
- }
- if (hardwareInstancedRendering) {
- mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, _this._effect, engine);
- } else {
- if (batch.renderSelf[subMesh._id]) {
- _this._effect.setMatrix("world", mesh.getWorldMatrix());
- // Draw
- mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
- }
- if (batch.visibleInstances[subMesh._id]) {
- for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
- var instance = batch.visibleInstances[subMesh._id][instanceIndex];
- _this._effect.setMatrix("world", instance.getWorldMatrix());
- // Draw
- mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
- }
- }
- }
- } else {
- // Need to reset refresh rate of the shadowMap
- _this._shadowMap.resetRefreshCounter();
- }
- };
- this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
- var index;
- for (index = 0; index < opaqueSubMeshes.length; index++) {
- renderSubMesh(opaqueSubMeshes.data[index]);
- }
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
- renderSubMesh(alphaTestSubMeshes.data[index]);
- }
- if (_this._transparencyShadow) {
- for (index = 0; index < transparentSubMeshes.length; index++) {
- renderSubMesh(transparentSubMeshes.data[index]);
- }
- }
- };
- }
- Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
- // Static
- get: function () {
- return ShadowGenerator._FILTER_NONE;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
- get: function () {
- return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
- get: function () {
- return ShadowGenerator._FILTER_POISSONSAMPLING;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
- get: function () {
- return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
- },
- set: function (value) {
- this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
- get: function () {
- return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
- },
- set: function (value) {
- this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
- },
- enumerable: true,
- configurable: true
- });
- ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
- var defines = [];
- if (this.useVarianceShadowMap) {
- defines.push("#define VSM");
- }
- var attribs = [BABYLON.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(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.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
- 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._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
- }
- return this._effect.isReady();
- };
- ShadowGenerator.prototype.getShadowMap = function () {
- return this._shadowMap;
- };
- ShadowGenerator.prototype.getLight = function () {
- return this._light;
- };
- // Methods
- ShadowGenerator.prototype.getTransformMatrix = function () {
- var lightPosition = this._light.position;
- var lightDirection = this._light.direction;
- if (this._light._computeTransformedPosition()) {
- lightPosition = this._light._transformedPosition;
- }
- if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
- this._cachedPosition = lightPosition.clone();
- this._cachedDirection = lightDirection.clone();
- var activeCamera = this._scene.activeCamera;
- BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
- BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
- this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
- }
- return this._transformMatrix;
- };
- ShadowGenerator.prototype.getDarkness = function () {
- return this._darkness;
- };
- ShadowGenerator.prototype.setDarkness = function (darkness) {
- if (darkness >= 1.0)
- this._darkness = 1.0;
- else if (darkness <= 0.0)
- this._darkness = 0.0;
- else
- this._darkness = darkness;
- };
- ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
- this._transparencyShadow = hasShadow;
- };
- ShadowGenerator.prototype.dispose = function () {
- this._shadowMap.dispose();
- };
- ShadowGenerator._FILTER_NONE = 0;
- ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
- ShadowGenerator._FILTER_POISSONSAMPLING = 2;
- return ShadowGenerator;
- })();
- BABYLON.ShadowGenerator = ShadowGenerator;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.shadowGenerator.js.map
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