babylon.shadowOnlyMaterial.ts 8.5 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. private _activeLight: IShadowLight;
  23. constructor(name: string, scene: Scene) {
  24. super(name, scene);
  25. }
  26. public needAlphaBlending(): boolean {
  27. return true;
  28. }
  29. public needAlphaTesting(): boolean {
  30. return false;
  31. }
  32. public getAlphaTestTexture(): BaseTexture {
  33. return null;
  34. }
  35. public get activeLight(): IShadowLight {
  36. return this._activeLight;
  37. }
  38. public set activeLight(light: IShadowLight) {
  39. this._activeLight = light;
  40. }
  41. // Methods
  42. public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {
  43. if (this.isFrozen) {
  44. if (this._wasPreviouslyReady && subMesh.effect) {
  45. return true;
  46. }
  47. }
  48. if (!subMesh._materialDefines) {
  49. subMesh._materialDefines = new ShadowOnlyMaterialDefines();
  50. }
  51. var defines = <ShadowOnlyMaterialDefines>subMesh._materialDefines;
  52. var scene = this.getScene();
  53. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  54. if (this._renderId === scene.getRenderId()) {
  55. return true;
  56. }
  57. }
  58. var engine = scene.getEngine();
  59. // Ensure that active light is the first shadow light
  60. if (this._activeLight) {
  61. for (var light of mesh._lightSources) {
  62. if (light.shadowEnabled) {
  63. if (this._activeLight === light) {
  64. break; // We are good
  65. }
  66. var lightPosition = mesh._lightSources.indexOf(this._activeLight);
  67. if (lightPosition !== -1) {
  68. mesh._lightSources.splice(lightPosition, 1);
  69. mesh._lightSources.splice(0, 0, this._activeLight);
  70. }
  71. break;
  72. }
  73. }
  74. }
  75. MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  76. MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  77. defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
  78. // Attribs
  79. MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  80. // Get correct effect
  81. if (defines.isDirty) {
  82. defines.markAsProcessed();
  83. scene.resetCachedMaterial();
  84. // Fallbacks
  85. var fallbacks = new EffectFallbacks();
  86. if (defines.FOG) {
  87. fallbacks.addFallback(1, "FOG");
  88. }
  89. MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
  90. if (defines.NUM_BONE_INFLUENCERS > 0) {
  91. fallbacks.addCPUSkinningFallback(0, mesh);
  92. }
  93. //Attributes
  94. var attribs = [VertexBuffer.PositionKind];
  95. if (defines.NORMAL) {
  96. attribs.push(VertexBuffer.NormalKind);
  97. }
  98. MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  99. MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  100. var shaderName = "shadowOnly";
  101. var join = defines.toString();
  102. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  103. "vFogInfos", "vFogColor", "pointSize", "alpha",
  104. "mBones",
  105. "vClipPlane"
  106. ];
  107. var samplers = [];
  108. var uniformBuffers = [];
  109. MaterialHelper.PrepareUniformsAndSamplersList(<EffectCreationOptions>{
  110. uniformsNames: uniforms,
  111. uniformBuffersNames: uniformBuffers,
  112. samplers: samplers,
  113. defines: defines,
  114. maxSimultaneousLights: 1
  115. });
  116. subMesh.setEffect(scene.getEngine().createEffect(shaderName,
  117. <EffectCreationOptions>{
  118. attributes: attribs,
  119. uniformsNames: uniforms,
  120. uniformBuffersNames: uniformBuffers,
  121. samplers: samplers,
  122. defines: join,
  123. fallbacks: fallbacks,
  124. onCompiled: this.onCompiled,
  125. onError: this.onError,
  126. indexParameters: { maxSimultaneousLights: 1 }
  127. }, engine), defines);
  128. }
  129. if (!subMesh.effect.isReady()) {
  130. return false;
  131. }
  132. this._renderId = scene.getRenderId();
  133. this._wasPreviouslyReady = true;
  134. return true;
  135. }
  136. public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
  137. var scene = this.getScene();
  138. var defines = <ShadowOnlyMaterialDefines>subMesh._materialDefines;
  139. if (!defines) {
  140. return;
  141. }
  142. var effect = subMesh.effect;
  143. this._activeEffect = effect;
  144. // Matrices
  145. this.bindOnlyWorldMatrix(world);
  146. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  147. // Bones
  148. MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  149. if (this._mustRebind(scene, effect)) {
  150. // Clip plane
  151. MaterialHelper.BindClipPlane(this._activeEffect, scene);
  152. // Point size
  153. if (this.pointsCloud) {
  154. this._activeEffect.setFloat("pointSize", this.pointSize);
  155. }
  156. this._activeEffect.setFloat("alpha", this.alpha);
  157. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  158. }
  159. // Lights
  160. if (scene.lightsEnabled) {
  161. MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
  162. }
  163. // View
  164. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
  165. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  166. }
  167. // Fog
  168. MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  169. this._afterBind(mesh, this._activeEffect);
  170. }
  171. public clone(name: string): ShadowOnlyMaterial {
  172. return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);
  173. }
  174. public serialize(): any {
  175. var serializationObject = SerializationHelper.Serialize(this);
  176. serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
  177. return serializationObject;
  178. }
  179. public getClassName(): string {
  180. return "ShadowOnlyMaterial";
  181. }
  182. // Statics
  183. public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {
  184. return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);
  185. }
  186. }
  187. }