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- 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 };
- /**
- * 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 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;
- PrepareAttributesForMorphTargets(attribs, mesh, _TmpMorphInfluencers);
- }
- /**
- * 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
- */
- export function PrepareAttributesForMorphTargets(attribs, mesh, defines) {
- 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 normal = manager && manager.supportsNormals && defines["NORMAL"];
- const tangent = manager && manager.supportsTangents && defines["TANGENT"];
- const uv = manager && manager.supportsUVs && defines["UV1"];
- for (let index = 0; index < influencers; index++) {
- attribs.push(`position` + index);
- if (normal) {
- attribs.push(`normal` + index);
- }
- if (tangent) {
- attribs.push(`tangent` + index);
- }
- if (uv) {
- attribs.push(`uv` + "_" + 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,
- 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["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;
- 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_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
- defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
- 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_TANGENT"] = false;
- defines["MORPHTARGETS_NORMAL"] = 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: 2,
- define: "PREPASS_VELOCITY",
- index: "PREPASS_VELOCITY_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: 6,
- define: "PREPASS_NORMAL",
- index: "PREPASS_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;
- 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
- */
- export function PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, projectedLightTexture, uniformBuffersList = null, updateOnlyBuffersList = false) {
- if (uniformBuffersList) {
- uniformBuffersList.push("Light" + lightIndex);
- }
- if (updateOnlyBuffersList) {
- return;
- }
- uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
- samplersList.push("shadowSampler" + lightIndex);
- samplersList.push("depthSampler" + lightIndex);
- uniformsList.push("viewFrustumZ" + lightIndex, "cascadeBlendFactor" + lightIndex, "lightSizeUVCorrection" + lightIndex, "depthCorrection" + lightIndex, "penumbraDarkness" + lightIndex, "frustumLengths" + lightIndex);
- if (projectedLightTexture) {
- samplersList.push("projectionLightSampler" + lightIndex);
- uniformsList.push("textureProjectionMatrix" + 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 = null;
- 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);
- }
- 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
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