@babylonjs/core
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JavaScript
import { Logger } from "../Misc/logger.js";
import { Color3 } from "../Maths/math.color.js";
import { EngineStore } from "../Engines/engineStore.js";
import { LightConstants } from "../Lights/lightConstants.js";
import { prepareDefinesForClipPlanes } from "./clipPlaneMaterialHelper.js";
// Temps
const _TempFogColor = Color3.Black();
const _TmpMorphInfluencers = {
NUM_MORPH_INFLUENCERS: 0,
NORMAL: false,
TANGENT: false,
UV: false,
UV2: false,
COLOR: false,
};
/**
* Binds the logarithmic depth information from the scene to the effect for the given defines.
* @param defines The generated defines used in the effect
* @param effect The effect we are binding the data to
* @param scene The scene we are willing to render with logarithmic scale for
*/
export function BindLogDepth(defines, effect, scene) {
if (!defines || defines["LOGARITHMICDEPTH"] || (defines.indexOf && defines.indexOf("LOGARITHMICDEPTH") >= 0)) {
const camera = scene.activeCamera;
if (camera.mode === 1) {
Logger.Error("Logarithmic depth is not compatible with orthographic cameras!", 20);
}
effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));
}
}
/**
* Binds the fog information from the scene to the effect for the given mesh.
* @param scene The scene the lights belongs to
* @param mesh The mesh we are binding the information to render
* @param effect The effect we are binding the data to
* @param linearSpace Defines if the fog effect is applied in linear space
*/
export function BindFogParameters(scene, mesh, effect, linearSpace = false) {
if (effect && scene.fogEnabled && (!mesh || mesh.applyFog) && scene.fogMode !== 0) {
effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
// Convert fog color to linear space if used in a linear space computed shader.
if (linearSpace) {
scene.fogColor.toLinearSpaceToRef(_TempFogColor, scene.getEngine().useExactSrgbConversions);
effect.setColor3("vFogColor", _TempFogColor);
}
else {
effect.setColor3("vFogColor", scene.fogColor);
}
}
}
/**
* Prepares the list of attributes and defines required for morph targets.
* @param morphTargetManager The manager for the morph targets
* @param defines The current list of defines
* @param attribs The current list of attributes
* @param mesh The mesh to prepare the defines and attributes for
* @param usePositionMorph Whether the position morph target is used
* @param useNormalMorph Whether the normal morph target is used
* @param useTangentMorph Whether the tangent morph target is used
* @param useUVMorph Whether the UV morph target is used
* @param useUV2Morph Whether the UV2 morph target is used
* @param useColorMorph Whether the color morph target is used
* @returns The maxSimultaneousMorphTargets for the effect
*/
export function PrepareDefinesAndAttributesForMorphTargets(morphTargetManager, defines, attribs, mesh, usePositionMorph, useNormalMorph, useTangentMorph, useUVMorph, useUV2Morph, useColorMorph) {
const numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;
if (numMorphInfluencers <= 0) {
return 0;
}
defines.push("#define MORPHTARGETS");
if (morphTargetManager.hasPositions)
defines.push("#define MORPHTARGETTEXTURE_HASPOSITIONS");
if (morphTargetManager.hasNormals)
defines.push("#define MORPHTARGETTEXTURE_HASNORMALS");
if (morphTargetManager.hasTangents)
defines.push("#define MORPHTARGETTEXTURE_HASTANGENTS");
if (morphTargetManager.hasUVs)
defines.push("#define MORPHTARGETTEXTURE_HASUVS");
if (morphTargetManager.hasUV2s)
defines.push("#define MORPHTARGETTEXTURE_HASUV2S");
if (morphTargetManager.hasColors)
defines.push("#define MORPHTARGETTEXTURE_HASCOLORS");
if (morphTargetManager.supportsPositions && usePositionMorph)
defines.push("#define MORPHTARGETS_POSITION");
if (morphTargetManager.supportsNormals && useNormalMorph)
defines.push("#define MORPHTARGETS_NORMAL");
if (morphTargetManager.supportsTangents && useTangentMorph)
defines.push("#define MORPHTARGETS_TANGENT");
if (morphTargetManager.supportsUVs && useUVMorph)
defines.push("#define MORPHTARGETS_UV");
if (morphTargetManager.supportsUV2s && useUV2Morph)
defines.push("#define MORPHTARGETS_UV2");
if (morphTargetManager.supportsColors && useColorMorph)
defines.push("#define MORPHTARGETS_COLOR");
defines.push("#define NUM_MORPH_INFLUENCERS " + numMorphInfluencers);
if (morphTargetManager.isUsingTextureForTargets) {
defines.push("#define MORPHTARGETS_TEXTURE");
}
_TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = numMorphInfluencers;
_TmpMorphInfluencers.NORMAL = useNormalMorph;
_TmpMorphInfluencers.TANGENT = useTangentMorph;
_TmpMorphInfluencers.UV = useUVMorph;
_TmpMorphInfluencers.UV2 = useUV2Morph;
_TmpMorphInfluencers.COLOR = useColorMorph;
PrepareAttributesForMorphTargets(attribs, mesh, _TmpMorphInfluencers, usePositionMorph);
return numMorphInfluencers;
}
/**
* Prepares the list of attributes required for morph targets according to the effect defines.
* @param attribs The current list of supported attribs
* @param mesh The mesh to prepare the morph targets attributes for
* @param influencers The number of influencers
*/
export function PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, influencers) {
_TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;
_TmpMorphInfluencers.NORMAL = false;
_TmpMorphInfluencers.TANGENT = false;
_TmpMorphInfluencers.UV = false;
_TmpMorphInfluencers.UV2 = false;
_TmpMorphInfluencers.COLOR = false;
PrepareAttributesForMorphTargets(attribs, mesh, _TmpMorphInfluencers, true);
}
/**
* Prepares the list of attributes required for morph targets according to the effect defines.
* @param attribs The current list of supported attribs
* @param mesh The mesh to prepare the morph targets attributes for
* @param defines The current Defines of the effect
* @param usePositionMorph Whether the position morph target is used
*/
export function PrepareAttributesForMorphTargets(attribs, mesh, defines, usePositionMorph = true) {
const influencers = defines["NUM_MORPH_INFLUENCERS"];
if (influencers > 0 && EngineStore.LastCreatedEngine) {
const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;
const manager = mesh.morphTargetManager;
if (manager?.isUsingTextureForTargets) {
return;
}
const position = manager && manager.supportsPositions && usePositionMorph;
const normal = manager && manager.supportsNormals && defines["NORMAL"];
const tangent = manager && manager.supportsTangents && defines["TANGENT"];
const uv = manager && manager.supportsUVs && defines["UV1"];
const uv2 = manager && manager.supportsUV2s && defines["UV2"];
const color = manager && manager.supportsColors && defines["COLOR"];
for (let index = 0; index < influencers; index++) {
if (position) {
attribs.push(`position` + index);
}
if (normal) {
attribs.push(`normal` + index);
}
if (tangent) {
attribs.push(`tangent` + index);
}
if (uv) {
attribs.push(`uv` + "_" + index);
}
if (uv2) {
attribs.push(`uv2` + "_" + index);
}
if (color) {
attribs.push(`color` + index);
}
if (attribs.length > maxAttributesCount) {
Logger.Error("Cannot add more vertex attributes for mesh " + mesh.name);
}
}
}
}
/**
* Add the list of attributes required for instances to the attribs array.
* @param attribs The current list of supported attribs
* @param needsPreviousMatrices If the shader needs previous matrices
*/
export function PushAttributesForInstances(attribs, needsPreviousMatrices = false) {
attribs.push("world0");
attribs.push("world1");
attribs.push("world2");
attribs.push("world3");
if (needsPreviousMatrices) {
attribs.push("previousWorld0");
attribs.push("previousWorld1");
attribs.push("previousWorld2");
attribs.push("previousWorld3");
}
}
/**
* Binds the morph targets information from the mesh to the effect.
* @param abstractMesh The mesh we are binding the information to render
* @param effect The effect we are binding the data to
*/
export function BindMorphTargetParameters(abstractMesh, effect) {
const manager = abstractMesh.morphTargetManager;
if (!abstractMesh || !manager) {
return;
}
effect.setFloatArray("morphTargetInfluences", manager.influences);
}
/**
* Binds the scene's uniform buffer to the effect.
* @param effect defines the effect to bind to the scene uniform buffer
* @param sceneUbo defines the uniform buffer storing scene data
*/
export function BindSceneUniformBuffer(effect, sceneUbo) {
sceneUbo.bindToEffect(effect, "Scene");
}
/**
* Helps preparing the defines values about the UVs in used in the effect.
* UVs are shared as much as we can across channels in the shaders.
* @param texture The texture we are preparing the UVs for
* @param defines The defines to update
* @param key The channel key "diffuse", "specular"... used in the shader
*/
export function PrepareDefinesForMergedUV(texture, defines, key) {
defines._needUVs = true;
defines[key] = true;
if (texture.optimizeUVAllocation && texture.getTextureMatrix().isIdentityAs3x2()) {
defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
defines["MAINUV" + (texture.coordinatesIndex + 1)] = true;
}
else {
defines[key + "DIRECTUV"] = 0;
}
}
/**
* Binds a texture matrix value to its corresponding uniform
* @param texture The texture to bind the matrix for
* @param uniformBuffer The uniform buffer receiving the data
* @param key The channel key "diffuse", "specular"... used in the shader
*/
export function BindTextureMatrix(texture, uniformBuffer, key) {
const matrix = texture.getTextureMatrix();
uniformBuffer.updateMatrix(key + "Matrix", matrix);
}
/**
* Prepares the list of attributes required for baked vertex animations according to the effect defines.
* @param attribs The current list of supported attribs
* @param mesh The mesh to prepare for baked vertex animations
* @param defines The current Defines of the effect
*/
export function PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines) {
const enabled = defines["BAKED_VERTEX_ANIMATION_TEXTURE"] && defines["INSTANCES"];
if (enabled) {
attribs.push("bakedVertexAnimationSettingsInstanced");
}
}
// Copies the bones transformation matrices into the target array and returns the target's reference
function _CopyBonesTransformationMatrices(source, target) {
target.set(source);
return target;
}
/**
* Binds the bones information from the mesh to the effect.
* @param mesh The mesh we are binding the information to render
* @param effect The effect we are binding the data to
* @param prePassConfiguration Configuration for the prepass, in case prepass is activated
*/
export function BindBonesParameters(mesh, effect, prePassConfiguration) {
if (!effect || !mesh) {
return;
}
if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
mesh.computeBonesUsingShaders = false;
}
if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
const skeleton = mesh.skeleton;
if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
const boneTexture = skeleton.getTransformMatrixTexture(mesh);
effect.setTexture("boneSampler", boneTexture);
effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
}
else {
const matrices = skeleton.getTransformMatrices(mesh);
if (matrices) {
effect.setMatrices("mBones", matrices);
if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer.getIndex(2)) {
if (!prePassConfiguration.previousBones[mesh.uniqueId]) {
prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();
}
effect.setMatrices("mPreviousBones", prePassConfiguration.previousBones[mesh.uniqueId]);
_CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);
}
}
}
}
}
/**
* Binds the light information to the effect.
* @param light The light containing the generator
* @param effect The effect we are binding the data to
* @param lightIndex The light index in the effect used to render
*/
export function BindLightProperties(light, effect, lightIndex) {
light.transferToEffect(effect, lightIndex + "");
}
/**
* Binds the lights information from the scene to the effect for the given mesh.
* @param light Light to bind
* @param lightIndex Light index
* @param scene The scene where the light belongs to
* @param effect The effect we are binding the data to
* @param useSpecular Defines if specular is supported
* @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows
*/
export function BindLight(light, lightIndex, scene, effect, useSpecular, receiveShadows = true) {
light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);
}
/**
* Binds the lights information from the scene to the effect for the given mesh.
* @param scene The scene the lights belongs to
* @param mesh The mesh we are binding the information to render
* @param effect The effect we are binding the data to
* @param defines The generated defines for the effect
* @param maxSimultaneousLights The maximum number of light that can be bound to the effect
*/
export function BindLights(scene, mesh, effect, defines, maxSimultaneousLights = 4) {
const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);
for (let i = 0; i < len; i++) {
const light = mesh.lightSources[i];
BindLight(light, i, scene, effect, typeof defines === "boolean" ? defines : defines["SPECULARTERM"], mesh.receiveShadows);
}
}
/**
* Prepares the list of attributes required for bones according to the effect defines.
* @param attribs The current list of supported attribs
* @param mesh The mesh to prepare the bones attributes for
* @param defines The current Defines of the effect
* @param fallbacks The current effect fallback strategy
*/
export function PrepareAttributesForBones(attribs, mesh, defines, fallbacks) {
if (defines["NUM_BONE_INFLUENCERS"] > 0) {
fallbacks.addCPUSkinningFallback(0, mesh);
attribs.push(`matricesIndices`);
attribs.push(`matricesWeights`);
if (defines["NUM_BONE_INFLUENCERS"] > 4) {
attribs.push(`matricesIndicesExtra`);
attribs.push(`matricesWeightsExtra`);
}
}
}
/**
* Check and prepare the list of attributes required for instances according to the effect defines.
* @param attribs The current list of supported attribs
* @param defines The current MaterialDefines of the effect
*/
export function PrepareAttributesForInstances(attribs, defines) {
if (defines["INSTANCES"] || defines["THIN_INSTANCES"]) {
PushAttributesForInstances(attribs, !!defines["PREPASS_VELOCITY"]);
}
if (defines.INSTANCESCOLOR) {
attribs.push(`instanceColor`);
}
}
/**
* This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
* @param defines The defines to update while falling back
* @param fallbacks The authorized effect fallbacks
* @param maxSimultaneousLights The maximum number of lights allowed
* @param rank the current rank of the Effect
* @returns The newly affected rank
*/
export function HandleFallbacksForShadows(defines, fallbacks, maxSimultaneousLights = 4, rank = 0) {
let lightFallbackRank = 0;
for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
if (!defines["LIGHT" + lightIndex]) {
break;
}
if (lightIndex > 0) {
lightFallbackRank = rank + lightIndex;
fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
}
if (!defines["SHADOWS"]) {
if (defines["SHADOW" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOW" + lightIndex);
}
if (defines["SHADOWPCF" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
}
if (defines["SHADOWPCSS" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
}
if (defines["SHADOWPOISSON" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
}
if (defines["SHADOWESM" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
}
if (defines["SHADOWCLOSEESM" + lightIndex]) {
fallbacks.addFallback(rank, "SHADOWCLOSEESM" + lightIndex);
}
}
}
return lightFallbackRank++;
}
/**
* Gets the current status of the fog (should it be enabled?)
* @param mesh defines the mesh to evaluate for fog support
* @param scene defines the hosting scene
* @returns true if fog must be enabled
*/
export function GetFogState(mesh, scene) {
return scene.fogEnabled && mesh.applyFog && scene.fogMode !== 0;
}
/**
* Helper used to prepare the list of defines associated with misc. values for shader compilation
* @param mesh defines the current mesh
* @param scene defines the current scene
* @param useLogarithmicDepth defines if logarithmic depth has to be turned on
* @param pointsCloud defines if point cloud rendering has to be turned on
* @param fogEnabled defines if fog has to be turned on
* @param alphaTest defines if alpha testing has to be turned on
* @param defines defines the current list of defines
* @param applyDecalAfterDetail Defines if the decal is applied after or before the detail
*/
export function PrepareDefinesForMisc(mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines, applyDecalAfterDetail = false) {
if (defines._areMiscDirty) {
defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
defines["POINTSIZE"] = pointsCloud;
defines["FOG"] = fogEnabled && GetFogState(mesh, scene);
defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
defines["ALPHATEST"] = alphaTest;
defines["DECAL_AFTER_DETAIL"] = applyDecalAfterDetail;
}
}
/**
* Prepares the defines related to the light information passed in parameter
* @param scene The scene we are intending to draw
* @param mesh The mesh the effect is compiling for
* @param defines The defines to update
* @param specularSupported Specifies whether specular is supported or not (override lights data)
* @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max
* @param disableLighting Specifies whether the lighting is disabled (override scene and light)
* @returns true if normals will be required for the rest of the effect
*/
export function PrepareDefinesForLights(scene, mesh, defines, specularSupported, maxSimultaneousLights = 4, disableLighting = false) {
if (!defines._areLightsDirty) {
return defines._needNormals;
}
let lightIndex = 0;
const state = {
needNormals: defines._needNormals, // prevents overriding previous reflection or other needs for normals
needRebuild: false,
lightmapMode: false,
shadowEnabled: false,
specularEnabled: false,
};
if (scene.lightsEnabled && !disableLighting) {
for (const light of mesh.lightSources) {
PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);
lightIndex++;
if (lightIndex === maxSimultaneousLights) {
break;
}
}
}
defines["SPECULARTERM"] = state.specularEnabled;
defines["SHADOWS"] = state.shadowEnabled;
// Resetting all other lights if any
for (let index = lightIndex; index < maxSimultaneousLights; index++) {
if (defines["LIGHT" + index] !== undefined) {
defines["LIGHT" + index] = false;
defines["HEMILIGHT" + index] = false;
defines["POINTLIGHT" + index] = false;
defines["DIRLIGHT" + index] = false;
defines["SPOTLIGHT" + index] = false;
defines["AREALIGHT" + index] = false;
defines["SHADOW" + index] = false;
defines["SHADOWCSM" + index] = false;
defines["SHADOWCSMDEBUG" + index] = false;
defines["SHADOWCSMNUM_CASCADES" + index] = false;
defines["SHADOWCSMUSESHADOWMAXZ" + index] = false;
defines["SHADOWCSMNOBLEND" + index] = false;
defines["SHADOWCSM_RIGHTHANDED" + index] = false;
defines["SHADOWPCF" + index] = false;
defines["SHADOWPCSS" + index] = false;
defines["SHADOWPOISSON" + index] = false;
defines["SHADOWESM" + index] = false;
defines["SHADOWCLOSEESM" + index] = false;
defines["SHADOWCUBE" + index] = false;
defines["SHADOWLOWQUALITY" + index] = false;
defines["SHADOWMEDIUMQUALITY" + index] = false;
}
}
const caps = scene.getEngine().getCaps();
if (defines["SHADOWFLOAT"] === undefined) {
state.needRebuild = true;
}
defines["SHADOWFLOAT"] =
state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
defines["LIGHTMAPEXCLUDED"] = state.lightmapMode;
if (state.needRebuild) {
defines.rebuild();
}
return state.needNormals;
}
/**
* Prepares the defines related to the light information passed in parameter
* @param scene The scene we are intending to draw
* @param mesh The mesh the effect is compiling for
* @param light The light the effect is compiling for
* @param lightIndex The index of the light
* @param defines The defines to update
* @param specularSupported Specifies whether specular is supported or not (override lights data)
* @param state Defines the current state regarding what is needed (normals, etc...)
* @param state.needNormals
* @param state.needRebuild
* @param state.shadowEnabled
* @param state.specularEnabled
* @param state.lightmapMode
*/
export function PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state) {
state.needNormals = true;
if (defines["LIGHT" + lightIndex] === undefined) {
state.needRebuild = true;
}
defines["LIGHT" + lightIndex] = true;
defines["SPOTLIGHT" + lightIndex] = false;
defines["HEMILIGHT" + lightIndex] = false;
defines["POINTLIGHT" + lightIndex] = false;
defines["DIRLIGHT" + lightIndex] = false;
defines["AREALIGHT" + lightIndex] = false;
light.prepareLightSpecificDefines(defines, lightIndex);
// FallOff.
defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
switch (light.falloffType) {
case LightConstants.FALLOFF_GLTF:
defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
break;
case LightConstants.FALLOFF_PHYSICAL:
defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
break;
case LightConstants.FALLOFF_STANDARD:
defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
break;
}
// Specular
if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
state.specularEnabled = true;
}
// Shadows
defines["SHADOW" + lightIndex] = false;
defines["SHADOWCSM" + lightIndex] = false;
defines["SHADOWCSMDEBUG" + lightIndex] = false;
defines["SHADOWCSMNUM_CASCADES" + lightIndex] = false;
defines["SHADOWCSMUSESHADOWMAXZ" + lightIndex] = false;
defines["SHADOWCSMNOBLEND" + lightIndex] = false;
defines["SHADOWCSM_RIGHTHANDED" + lightIndex] = false;
defines["SHADOWPCF" + lightIndex] = false;
defines["SHADOWPCSS" + lightIndex] = false;
defines["SHADOWPOISSON" + lightIndex] = false;
defines["SHADOWESM" + lightIndex] = false;
defines["SHADOWCLOSEESM" + lightIndex] = false;
defines["SHADOWCUBE" + lightIndex] = false;
defines["SHADOWLOWQUALITY" + lightIndex] = false;
defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
const shadowGenerator = light.getShadowGenerator(scene.activeCamera) ?? light.getShadowGenerator();
if (shadowGenerator) {
const shadowMap = shadowGenerator.getShadowMap();
if (shadowMap) {
if (shadowMap.renderList && shadowMap.renderList.length > 0) {
state.shadowEnabled = true;
shadowGenerator.prepareDefines(defines, lightIndex);
}
}
}
}
if (light.lightmapMode != LightConstants.LIGHTMAP_DEFAULT) {
state.lightmapMode = true;
defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
defines["LIGHTMAPNOSPECULAR" + lightIndex] = light.lightmapMode == LightConstants.LIGHTMAP_SHADOWSONLY;
}
else {
defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
}
}
/**
* Helper used to prepare the list of defines associated with frame values for shader compilation
* @param scene defines the current scene
* @param engine defines the current engine
* @param material defines the material we are compiling the shader for
* @param defines specifies the list of active defines
* @param useInstances defines if instances have to be turned on
* @param useClipPlane defines if clip plane have to be turned on
* @param useThinInstances defines if thin instances have to be turned on
*/
export function PrepareDefinesForFrameBoundValues(scene, engine, material, defines, useInstances, useClipPlane = null, useThinInstances = false) {
let changed = PrepareDefinesForCamera(scene, defines);
if (useClipPlane !== false) {
changed = prepareDefinesForClipPlanes(material, scene, defines);
}
if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
changed = true;
}
if (defines["INSTANCES"] !== useInstances) {
defines["INSTANCES"] = useInstances;
changed = true;
}
if (defines["THIN_INSTANCES"] !== useThinInstances) {
defines["THIN_INSTANCES"] = useThinInstances;
changed = true;
}
if (changed) {
defines.markAsUnprocessed();
}
}
/**
* Prepares the defines for bones
* @param mesh The mesh containing the geometry data we will draw
* @param defines The defines to update
*/
export function PrepareDefinesForBones(mesh, defines) {
if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
const materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
defines["BONETEXTURE"] = true;
}
else {
defines["BonesPerMesh"] = mesh.skeleton.bones.length + 1;
defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
const prePassRenderer = mesh.getScene().prePassRenderer;
if (prePassRenderer && prePassRenderer.enabled) {
const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;
defines["BONES_VELOCITY_ENABLED"] = nonExcluded;
}
}
}
else {
defines["NUM_BONE_INFLUENCERS"] = 0;
defines["BonesPerMesh"] = 0;
if (defines["BONETEXTURE"] !== undefined) {
defines["BONETEXTURE"] = false;
}
}
}
/**
* Prepares the defines for morph targets
* @param mesh The mesh containing the geometry data we will draw
* @param defines The defines to update
*/
export function PrepareDefinesForMorphTargets(mesh, defines) {
const manager = mesh.morphTargetManager;
if (manager) {
defines["MORPHTARGETS_UV"] = manager.supportsUVs && defines["UV1"];
defines["MORPHTARGETS_UV2"] = manager.supportsUV2s && defines["UV2"];
defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
defines["MORPHTARGETS_POSITION"] = manager.supportsPositions;
defines["MORPHTARGETS_COLOR"] = manager.supportsColors;
defines["MORPHTARGETTEXTURE_HASUVS"] = manager.hasUVs;
defines["MORPHTARGETTEXTURE_HASUV2S"] = manager.hasUV2s;
defines["MORPHTARGETTEXTURE_HASTANGENTS"] = manager.hasTangents;
defines["MORPHTARGETTEXTURE_HASNORMALS"] = manager.hasNormals;
defines["MORPHTARGETTEXTURE_HASPOSITIONS"] = manager.hasPositions;
defines["MORPHTARGETTEXTURE_HASCOLORS"] = manager.hasColors;
defines["NUM_MORPH_INFLUENCERS"] = manager.numMaxInfluencers || manager.numInfluencers;
defines["MORPHTARGETS"] = defines["NUM_MORPH_INFLUENCERS"] > 0;
defines["MORPHTARGETS_TEXTURE"] = manager.isUsingTextureForTargets;
}
else {
defines["MORPHTARGETS_UV"] = false;
defines["MORPHTARGETS_UV2"] = false;
defines["MORPHTARGETS_TANGENT"] = false;
defines["MORPHTARGETS_NORMAL"] = false;
defines["MORPHTARGETS_POSITION"] = false;
defines["MORPHTARGETS_COLOR"] = false;
defines["MORPHTARGETTEXTURE_HASUVS"] = false;
defines["MORPHTARGETTEXTURE_HASUV2S"] = false;
defines["MORPHTARGETTEXTURE_HASTANGENTS"] = false;
defines["MORPHTARGETTEXTURE_HASNORMALS"] = false;
defines["MORPHTARGETTEXTURE_HASPOSITIONS"] = false;
defines["MORPHTARGETTEXTURE_HAS_COLORS"] = false;
defines["MORPHTARGETS"] = false;
defines["NUM_MORPH_INFLUENCERS"] = 0;
}
}
/**
* Prepares the defines for baked vertex animation
* @param mesh The mesh containing the geometry data we will draw
* @param defines The defines to update
*/
export function PrepareDefinesForBakedVertexAnimation(mesh, defines) {
const manager = mesh.bakedVertexAnimationManager;
defines["BAKED_VERTEX_ANIMATION_TEXTURE"] = manager && manager.isEnabled ? true : false;
}
/**
* Prepares the defines used in the shader depending on the attributes data available in the mesh
* @param mesh The mesh containing the geometry data we will draw
* @param defines The defines to update
* @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
* @param useBones Precise whether bones should be used or not (override mesh info)
* @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
* @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
* @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)
* @returns false if defines are considered not dirty and have not been checked
*/
export function PrepareDefinesForAttributes(mesh, defines, useVertexColor, useBones, useMorphTargets = false, useVertexAlpha = true, useBakedVertexAnimation = true) {
if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
return false;
}
defines._normals = defines._needNormals;
defines._uvs = defines._needUVs;
defines["NORMAL"] = defines._needNormals && mesh.isVerticesDataPresent(`normal`);
if (defines._needNormals && mesh.isVerticesDataPresent(`tangent`)) {
defines["TANGENT"] = true;
}
for (let i = 1; i <= 6; ++i) {
defines["UV" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? "" : i}`) : false;
}
if (useVertexColor) {
const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(`color`);
defines["VERTEXCOLOR"] = hasVertexColors;
defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
}
if (mesh.isVerticesDataPresent(`instanceColor`) && (mesh.hasInstances || mesh.hasThinInstances)) {
defines["INSTANCESCOLOR"] = true;
}
if (useBones) {
PrepareDefinesForBones(mesh, defines);
}
if (useMorphTargets) {
PrepareDefinesForMorphTargets(mesh, defines);
}
if (useBakedVertexAnimation) {
PrepareDefinesForBakedVertexAnimation(mesh, defines);
}
return true;
}
/**
* Prepares the defines related to multiview
* @param scene The scene we are intending to draw
* @param defines The defines to update
*/
export function PrepareDefinesForMultiview(scene, defines) {
if (scene.activeCamera) {
const previousMultiview = defines.MULTIVIEW;
defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;
if (defines.MULTIVIEW != previousMultiview) {
defines.markAsUnprocessed();
}
}
}
/**
* Prepares the defines related to order independant transparency
* @param scene The scene we are intending to draw
* @param defines The defines to update
* @param needAlphaBlending Determines if the material needs alpha blending
*/
export function PrepareDefinesForOIT(scene, defines, needAlphaBlending) {
const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;
const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;
defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;
defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;
if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {
defines.markAsUnprocessed();
}
}
/**
* Prepares the defines related to the prepass
* @param scene The scene we are intending to draw
* @param defines The defines to update
* @param canRenderToMRT Indicates if this material renders to several textures in the prepass
*/
export function PrepareDefinesForPrePass(scene, defines, canRenderToMRT) {
const previousPrePass = defines.PREPASS;
if (!defines._arePrePassDirty) {
return;
}
const texturesList = [
{
type: 1,
define: "PREPASS_POSITION",
index: "PREPASS_POSITION_INDEX",
},
{
type: 9,
define: "PREPASS_LOCAL_POSITION",
index: "PREPASS_LOCAL_POSITION_INDEX",
},
{
type: 2,
define: "PREPASS_VELOCITY",
index: "PREPASS_VELOCITY_INDEX",
},
{
type: 11,
define: "PREPASS_VELOCITY_LINEAR",
index: "PREPASS_VELOCITY_LINEAR_INDEX",
},
{
type: 3,
define: "PREPASS_REFLECTIVITY",
index: "PREPASS_REFLECTIVITY_INDEX",
},
{
type: 0,
define: "PREPASS_IRRADIANCE",
index: "PREPASS_IRRADIANCE_INDEX",
},
{
type: 7,
define: "PREPASS_ALBEDO_SQRT",
index: "PREPASS_ALBEDO_SQRT_INDEX",
},
{
type: 5,
define: "PREPASS_DEPTH",
index: "PREPASS_DEPTH_INDEX",
},
{
type: 10,
define: "PREPASS_SCREENSPACE_DEPTH",
index: "PREPASS_SCREENSPACE_DEPTH_INDEX",
},
{
type: 6,
define: "PREPASS_NORMAL",
index: "PREPASS_NORMAL_INDEX",
},
{
type: 8,
define: "PREPASS_WORLD_NORMAL",
index: "PREPASS_WORLD_NORMAL_INDEX",
},
];
if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {
defines.PREPASS = true;
defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;
defines.PREPASS_NORMAL_WORLDSPACE = scene.prePassRenderer.generateNormalsInWorldSpace;
defines.PREPASS_COLOR = true;
defines.PREPASS_COLOR_INDEX = 0;
for (let i = 0; i < texturesList.length; i++) {
const index = scene.prePassRenderer.getIndex(texturesList[i].type);
if (index !== -1) {
defines[texturesList[i].define] = true;
defines[texturesList[i].index] = index;
}
else {
defines[texturesList[i].define] = false;
}
}
}
else {
defines.PREPASS = false;
for (let i = 0; i < texturesList.length; i++) {
defines[texturesList[i].define] = false;
}
}
if (defines.PREPASS != previousPrePass) {
defines.markAsUnprocessed();
defines.markAsImageProcessingDirty();
}
}
/**
* Helper used to prepare the defines relative to the active camera
* @param scene defines the current scene
* @param defines specifies the list of active defines
* @returns true if the defines have been updated, else false
*/
export function PrepareDefinesForCamera(scene, defines) {
let changed = false;
if (scene.activeCamera) {
const wasOrtho = defines["CAMERA_ORTHOGRAPHIC"] ? 1 : 0;
const wasPersp = defines["CAMERA_PERSPECTIVE"] ? 1 : 0;
const isOrtho = scene.activeCamera.mode === 1 ? 1 : 0;
const isPersp = scene.activeCamera.mode === 0 ? 1 : 0;
if (wasOrtho ^ isOrtho || wasPersp ^ isPersp) {
defines["CAMERA_ORTHOGRAPHIC"] = isOrtho === 1;
defines["CAMERA_PERSPECTIVE"] = isPersp === 1;
changed = true;
}
}
return changed;
}
/**
* Prepares the uniforms and samplers list to be used in the effect (for a specific light)
* @param lightIndex defines the light index
* @param uniformsList The uniform list
* @param samplersList The sampler list
* @param projectedLightTexture defines if projected texture must be used
* @param uniformBuffersList defines an optional list of uniform buffers
* @param updateOnlyBuffersList True to only update the uniformBuffersList array
* @param iesLightTexture defines if IES texture must be used
*/
export function PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, projectedLightTexture, uniformBuffersList = null, updateOnlyBuffersList = false, iesLightTexture = false) {
if (uniformBuffersList) {
uniformBuffersList.push("Light" + lightIndex);
}
if (updateOnlyBuffersList) {
return;
}
uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightWidth" + lightIndex, "vLightHeight" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
samplersList.push("shadowTexture" + lightIndex);
samplersList.push("depthTexture" + lightIndex);
uniformsList.push("viewFrustumZ" + lightIndex, "cascadeBlendFactor" + lightIndex, "lightSizeUVCorrection" + lightIndex, "depthCorrection" + lightIndex, "penumbraDarkness" + lightIndex, "frustumLengths" + lightIndex);
if (projectedLightTexture) {
samplersList.push("projectionLightTexture" + lightIndex);
uniformsList.push("textureProjectionMatrix" + lightIndex);
}
if (iesLightTexture) {
samplersList.push("iesLightTexture" + lightIndex);
}
}
/**
* Prepares the uniforms and samplers list to be used in the effect
* @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information
* @param samplersList The sampler list
* @param defines The defines helping in the list generation
* @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect
*/
export function PrepareUniformsAndSamplersList(uniformsListOrOptions, samplersList, defines, maxSimultaneousLights = 4) {
let uniformsList;
let uniformBuffersList;
if (uniformsListOrOptions.uniformsNames) {
const options = uniformsListOrOptions;
uniformsList = options.uniformsNames;
uniformBuffersList = options.uniformBuffersNames;
samplersList = options.samplers;
defines = options.defines;
maxSimultaneousLights = options.maxSimultaneousLights || 0;
}
else {
uniformsList = uniformsListOrOptions;
if (!samplersList) {
samplersList = [];
}
}
for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
if (!defines["LIGHT" + lightIndex]) {
break;
}
PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffersList, false, defines["IESLIGHTTEXTURE" + lightIndex]);
}
if (defines["NUM_MORPH_INFLUENCERS"]) {
uniformsList.push("morphTargetInfluences");
uniformsList.push("morphTargetCount");
}
if (defines["BAKED_VERTEX_ANIMATION_TEXTURE"]) {
uniformsList.push("bakedVertexAnimationSettings");
uniformsList.push("bakedVertexAnimationTextureSizeInverted");
uniformsList.push("bakedVertexAnimationTime");
samplersList.push("bakedVertexAnimationTexture");
}
}
//# sourceMappingURL=materialHelper.functions.js.map