/// <summary>
        /// </summary>
        /// <param name="scene">
        /// </param>
        public BoundingBoxRenderer(Scene scene)
        {
            this._scene       = scene;
            this._colorShader = new ShaderMaterial(
                "colorShader",
                scene,
                "color",
                new ShaderMaterialOptions {
                attributes = new Array <string>("position"), uniforms = new Array <string>("worldViewProjection", "color")
            });
            var engine  = this._scene.getEngine();
            var boxdata = VertexData.CreateBox(1.0);

            this._vb = new VertexBuffer(engine, boxdata.positions, VertexBufferKind.PositionKind, false);
            this._ib = engine.createIndexBuffer(new Array <int>(0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4));
        }
Ejemplo n.º 2
0
        private void Scene19()
        {
            this.scene = new BABYLON.Scene(engine);
            var camera   = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
            var material = new BABYLON.StandardMaterial("kosh", scene);

            material.diffuseColor = BABYLON.Color3.Purple();
            var light = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(-17.6, 18.8, -49.9), scene);

            camera.setPosition(new BABYLON.Vector3(-15, 10, -20));
            camera.minZ = 1.0;
            camera.maxZ = 120.0;

            // Skybox
            var skybox         = BABYLON.Mesh.CreateBox("skyBox", 100.0, scene);
            var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);

            skyboxMaterial.backFaceCulling   = false;
            skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("skybox", scene);
            skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
            skyboxMaterial.diffuseColor  = new BABYLON.Color3(0, 0, 0);
            skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
            skybox.material = skyboxMaterial;

            // depth material
            BABYLON.Effect.ShadersStore["depthVertexShader"] =
                "#ifdef GL_ES\n" +
                "precision highp float;\n" +
                "#endif\n" +
                "attribute vec3 position;\n" +
                "uniform mat4 worldViewProjection;\n" +
                "void main(void) {\n" +
                "gl_Position = worldViewProjection * vec4(position, 1.0);\n" +
                "}";
            BABYLON.Effect.ShadersStore["depthPixelShader"] =
                "#ifdef GL_ES\n" +
                "precision highp float;\n" +
                "#endif\n" +

                "void main(void) {\n" +
                "float depth =  1.0 - (2.0 / (100.0 + 1.0 - gl_FragCoord.z * (100.0 - 1.0)));\n" +
                "gl_FragColor = vec4(depth, depth, depth, 1.0);\n" +
                "}\n" +
                "";

            var depthMaterial = new BABYLON.ShaderMaterial(
                "depth",
                scene,
                "depth",
                new ShaderMaterialOptions()
            {
                attributes = new Array <string>("position"),
                uniforms   = new Array <string>("worldViewProjection")
            });

            depthMaterial.backFaceCulling = false;

            // Plane
            var plane = BABYLON.Mesh.CreatePlane("map", 10, scene);

            plane.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
            plane.scaling.y     = 1.0 / engine.getAspectRatio(scene.activeCamera);

            // Render target
            var renderTarget = new BABYLON.RenderTargetTexture(
                "depth",
                new BABYLON.Size()
            {
                width = 1024, height = 1024
            },
                scene);

            renderTarget.renderList.Add(skybox);
            scene.customRenderTargets.Add(renderTarget);

            renderTarget.onBeforeRender = () =>
            {
                for (var index = 0; index < renderTarget.renderList.Length; index++)
                {
                    renderTarget.renderList[index]._savedMaterial = renderTarget.renderList[index].material;
                    renderTarget.renderList[index].material       = depthMaterial;
                }
            };

            renderTarget.onAfterRender = () =>
            {
                // Restoring previoux material
                for (var index = 0; index < renderTarget.renderList.Length; index++)
                {
                    renderTarget.renderList[index].material = renderTarget.renderList[index]._savedMaterial;
                }
            };

            // Spheres
            var spheresCount = 20;
            var alpha        = 0.0;

            for (var index = 0; index < spheresCount; index++)
            {
                var sphere = BABYLON.Mesh.CreateSphere("Sphere" + index, 32, 3, scene);
                sphere.position.x = 10 * Math.Cos(alpha);
                sphere.position.z = 10 * Math.Sin(alpha);
                sphere.material   = material;

                alpha += (2 * Math.PI) / spheresCount;

                renderTarget.renderList.Add(sphere);
            }

            // Plane material
            var mat = new BABYLON.StandardMaterial("plan mat", scene);

            mat.diffuseColor    = BABYLON.Color3.Black();
            mat.specularColor   = BABYLON.Color3.Black();
            mat.emissiveTexture = renderTarget;

            plane.material = mat;

            // Animations
            var isReady = false;

            scene.registerBeforeRender(() =>
            {
                camera.alpha += 0.01 * scene.getAnimationRatio();

                if (!isReady && scene.isReady())
                {
                    isReady = true;
                }
            });

            this.scene.activeCamera.attachControl(this.canvas);
        }