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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 ShaderMaterial = (function (_super) {
- __extends(ShaderMaterial, _super);
- function ShaderMaterial(name, scene, shaderPath, options) {
- _super.call(this, name, scene);
- this._textures = new Array();
- this._floats = new Array();
- this._floatsArrays = {};
- this._colors3 = new Array();
- this._colors4 = new Array();
- this._vectors2 = new Array();
- this._vectors3 = new Array();
- this._matrices = new Array();
- this._cachedWorldViewMatrix = new BABYLON.Matrix();
- this._shaderPath = shaderPath;
- options.needAlphaBlending = options.needAlphaBlending || false;
- options.needAlphaTesting = options.needAlphaTesting || false;
- options.attributes = options.attributes || ["position", "normal", "uv"];
- options.uniforms = options.uniforms || ["worldViewProjection"];
- options.samplers = options.samplers || [];
- this._options = options;
- }
- ShaderMaterial.prototype.needAlphaBlending = function () {
- return this._options.needAlphaBlending;
- };
- ShaderMaterial.prototype.needAlphaTesting = function () {
- return this._options.needAlphaTesting;
- };
- ShaderMaterial.prototype._checkUniform = function (uniformName) {
- if (this._options.uniforms.indexOf(uniformName) === -1) {
- this._options.uniforms.push(uniformName);
- }
- };
- ShaderMaterial.prototype.setTexture = function (name, texture) {
- if (this._options.samplers.indexOf(name) === -1) {
- this._options.samplers.push(name);
- }
- this._textures[name] = texture;
- return this;
- };
- ShaderMaterial.prototype.setFloat = function (name, value) {
- this._checkUniform(name);
- this._floats[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setFloats = function (name, value) {
- this._checkUniform(name);
- this._floatsArrays[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setColor3 = function (name, value) {
- this._checkUniform(name);
- this._colors3[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setColor4 = function (name, value) {
- this._checkUniform(name);
- this._colors4[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setVector2 = function (name, value) {
- this._checkUniform(name);
- this._vectors2[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setVector3 = function (name, value) {
- this._checkUniform(name);
- this._vectors3[name] = value;
- return this;
- };
- ShaderMaterial.prototype.setMatrix = function (name, value) {
- this._checkUniform(name);
- this._matrices[name] = value;
- return this;
- };
- ShaderMaterial.prototype.isReady = function () {
- var scene = this.getScene();
- var engine = scene.getEngine();
- if (!this.checkReadyOnEveryCall) {
- if (this._renderId === scene.getRenderId()) {
- return true;
- }
- }
- var previousEffect = this._effect;
- this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
- if (!this._effect.isReady()) {
- return false;
- }
- if (previousEffect !== this._effect) {
- scene.resetCachedMaterial();
- }
- this._renderId = scene.getRenderId();
- return true;
- };
- ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
- var scene = this.getScene();
- if (this._options.uniforms.indexOf("world") !== -1) {
- this._effect.setMatrix("world", world);
- }
- if (this._options.uniforms.indexOf("worldView") !== -1) {
- world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
- this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
- }
- if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
- this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
- }
- };
- ShaderMaterial.prototype.bind = function (world) {
- // Std values
- this.bindOnlyWorldMatrix(world);
- if (this.getScene().getCachedMaterial() !== this) {
- if (this._options.uniforms.indexOf("view") !== -1) {
- this._effect.setMatrix("view", this.getScene().getViewMatrix());
- }
- if (this._options.uniforms.indexOf("projection") !== -1) {
- this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
- }
- if (this._options.uniforms.indexOf("viewProjection") !== -1) {
- this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
- }
- for (var name in this._textures) {
- this._effect.setTexture(name, this._textures[name]);
- }
- for (name in this._floats) {
- this._effect.setFloat(name, this._floats[name]);
- }
- for (name in this._floatsArrays) {
- this._effect.setArray(name, this._floatsArrays[name]);
- }
- for (name in this._colors3) {
- this._effect.setColor3(name, this._colors3[name]);
- }
- for (name in this._colors4) {
- var color = this._colors4[name];
- this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
- }
- for (name in this._vectors2) {
- this._effect.setVector2(name, this._vectors2[name]);
- }
- for (name in this._vectors3) {
- this._effect.setVector3(name, this._vectors3[name]);
- }
- for (name in this._matrices) {
- this._effect.setMatrix(name, this._matrices[name]);
- }
- }
- _super.prototype.bind.call(this, world, null);
- };
- ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
- for (var name in this._textures) {
- this._textures[name].dispose();
- }
- this._textures = [];
- _super.prototype.dispose.call(this, forceDisposeEffect);
- };
- return ShaderMaterial;
- })(BABYLON.Material);
- BABYLON.ShaderMaterial = ShaderMaterial;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.shaderMaterial.js.map
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