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@@ -0,0 +1,491 @@
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+var __extends = this.__extends || function (d, b) {
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+ for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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+ function __() { this.constructor = d; }
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+ __.prototype = b.prototype;
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+ d.prototype = new __();
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+};
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+var BABYLON;
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+(function (BABYLON) {
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+ var WoodProceduralTexture = (function (_super) {
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+ __extends(WoodProceduralTexture, _super);
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+ function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
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+ this._ampScale = 100.0;
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+ this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
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+ this.updateShaderUniforms();
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+ this.refreshRate = 0;
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+ }
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+ WoodProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setFloat("ampScale", this._ampScale);
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+ this.setColor3("woodColor", this._woodColor);
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+ };
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+
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+ Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
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+ get: function () {
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+ return this._ampScale;
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+ },
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+ set: function (value) {
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+ this._ampScale = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
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+ get: function () {
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+ return this._woodColor;
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+ },
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+ set: function (value) {
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+ this._woodColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ return WoodProceduralTexture;
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+ })(BABYLON.ProceduralTexture);
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+ BABYLON.WoodProceduralTexture = WoodProceduralTexture;
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+
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+ var FireProceduralTexture = (function (_super) {
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+ __extends(FireProceduralTexture, _super);
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+ function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
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+ this._time = 0.0;
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+ this._speed = new BABYLON.Vector2(0.5, 0.3);
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+ this._shift = 1.6;
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+ this._autoGenerateTime = true;
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+ this._alphaThreshold = 0.5;
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+ this._fireColors = FireProceduralTexture.RedFireColors;
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+ this.updateShaderUniforms();
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+ this.refreshRate = 1;
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+ }
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+ FireProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setFloat("time", this._time);
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+ this.setVector2("speed", this._speed);
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+ this.setFloat("shift", this._shift);
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+ this.setColor3("c1", this._fireColors[0]);
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+ this.setColor3("c2", this._fireColors[1]);
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+ this.setColor3("c3", this._fireColors[2]);
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+ this.setColor3("c4", this._fireColors[3]);
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+ this.setColor3("c5", this._fireColors[4]);
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+ this.setColor3("c6", this._fireColors[5]);
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+ this.setFloat("alphaThreshold", this._alphaThreshold);
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+ };
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+
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+ FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
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+ if (this._autoGenerateTime) {
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+ this._time += this.getScene().getAnimationRatio() * 0.03;
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+ this.updateShaderUniforms();
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+ }
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+ _super.prototype.render.call(this, useCameraPostProcess);
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+ };
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+
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+ Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
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+ get: function () {
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+ return [
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+ new BABYLON.Color3(0.5, 0.0, 1.0),
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+ new BABYLON.Color3(0.9, 0.0, 1.0),
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+ new BABYLON.Color3(0.2, 0.0, 1.0),
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+ new BABYLON.Color3(1.0, 0.9, 1.0),
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+ new BABYLON.Color3(0.1, 0.1, 1.0),
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+ new BABYLON.Color3(0.9, 0.9, 1.0)
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+ ];
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
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+ get: function () {
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+ return [
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+ new BABYLON.Color3(0.5, 1.0, 0.0),
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+ new BABYLON.Color3(0.5, 1.0, 0.0),
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+ new BABYLON.Color3(0.3, 0.4, 0.0),
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+ new BABYLON.Color3(0.5, 1.0, 0.0),
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+ new BABYLON.Color3(0.2, 0.0, 0.0),
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+ new BABYLON.Color3(0.5, 1.0, 0.0)
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+ ];
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(FireProceduralTexture, "RedFireColors", {
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+ get: function () {
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+ return [
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+ new BABYLON.Color3(0.5, 0.0, 0.1),
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+ new BABYLON.Color3(0.9, 0.0, 0.0),
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+ new BABYLON.Color3(0.2, 0.0, 0.0),
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+ new BABYLON.Color3(1.0, 0.9, 0.0),
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+ new BABYLON.Color3(0.1, 0.1, 0.1),
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+ new BABYLON.Color3(0.9, 0.9, 0.9)
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+ ];
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
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+ get: function () {
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+ return [
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+ new BABYLON.Color3(0.1, 0.0, 0.5),
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+ new BABYLON.Color3(0.0, 0.0, 0.5),
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+ new BABYLON.Color3(0.1, 0.0, 0.2),
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+ new BABYLON.Color3(0.0, 0.0, 1.0),
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+ new BABYLON.Color3(0.1, 0.2, 0.3),
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+ new BABYLON.Color3(0.0, 0.2, 0.9)
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+ ];
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
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+ get: function () {
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+ return this._fireColors;
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+ },
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+ set: function (value) {
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+ this._fireColors = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(FireProceduralTexture.prototype, "time", {
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+ get: function () {
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+ return this._time;
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+ },
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+ set: function (value) {
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+ this._time = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(FireProceduralTexture.prototype, "speed", {
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+ get: function () {
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+ return this._speed;
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+ },
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+ set: function (value) {
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+ this._speed = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(FireProceduralTexture.prototype, "shift", {
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+ get: function () {
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+ return this._shift;
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+ },
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+ set: function (value) {
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+ this._shift = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
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+ get: function () {
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+ return this._alphaThreshold;
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+ },
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+ set: function (value) {
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+ this._alphaThreshold = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ return FireProceduralTexture;
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+ })(BABYLON.ProceduralTexture);
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+ BABYLON.FireProceduralTexture = FireProceduralTexture;
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+
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+ var CloudProceduralTexture = (function (_super) {
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+ __extends(CloudProceduralTexture, _super);
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+ function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
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+ this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
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+ this._cloudColor = new BABYLON.Color3(1, 1, 1);
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+ this.updateShaderUniforms();
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+ this.refreshRate = 0;
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+ }
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+ CloudProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setColor3("skyColor", this._skyColor);
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+ this.setColor3("cloudColor", this._cloudColor);
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+ };
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+
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+ Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
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+ get: function () {
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+ return this._skyColor;
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+ },
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+ set: function (value) {
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+ this._skyColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
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+ get: function () {
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+ return this._cloudColor;
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+ },
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+ set: function (value) {
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+ this._cloudColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ return CloudProceduralTexture;
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+ })(BABYLON.ProceduralTexture);
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+ BABYLON.CloudProceduralTexture = CloudProceduralTexture;
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+
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+ var GrassProceduralTexture = (function (_super) {
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+ __extends(GrassProceduralTexture, _super);
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+ function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
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+ this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
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+ this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
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+ this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
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+ this._groundColor = new BABYLON.Color3(1, 1, 1);
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+
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+ this._grassColors = [
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+ new BABYLON.Color3(0.29, 0.38, 0.02),
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+ new BABYLON.Color3(0.36, 0.49, 0.09),
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+ new BABYLON.Color3(0.51, 0.6, 0.28)
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+ ];
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+
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+ this.updateShaderUniforms();
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+ this.refreshRate = 0;
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+ }
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+ GrassProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setColor3("herb1Color", this._grassColors[0]);
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+ this.setColor3("herb2Color", this._grassColors[1]);
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+ this.setColor3("herb3Color", this._grassColors[2]);
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+ this.setColor3("groundColor", this._groundColor);
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+ };
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+
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+ Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
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+ get: function () {
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+ return this._grassColors;
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+ },
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+ set: function (value) {
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+ this._grassColors = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
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+ get: function () {
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+ return this._groundColor;
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+ },
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+ set: function (value) {
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+ this.groundColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ return GrassProceduralTexture;
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+ })(BABYLON.ProceduralTexture);
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+ BABYLON.GrassProceduralTexture = GrassProceduralTexture;
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+
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+ var RoadProceduralTexture = (function (_super) {
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+ __extends(RoadProceduralTexture, _super);
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+ function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
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+ this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
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+ this.updateShaderUniforms();
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+ this.refreshRate = 0;
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+ }
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+ RoadProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setColor3("roadColor", this._roadColor);
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+ };
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+
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+ Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
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+ get: function () {
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+ return this._roadColor;
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+ },
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+ set: function (value) {
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+ this._roadColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ return RoadProceduralTexture;
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+ })(BABYLON.ProceduralTexture);
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+ BABYLON.RoadProceduralTexture = RoadProceduralTexture;
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+
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+ var BrickProceduralTexture = (function (_super) {
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+ __extends(BrickProceduralTexture, _super);
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+ function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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+ _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
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+ this._numberOfBricksHeight = 15;
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+ this._numberOfBricksWidth = 5;
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+ this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
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+ this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
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+ this.updateShaderUniforms();
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+ this.refreshRate = 0;
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+ }
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+ BrickProceduralTexture.prototype.updateShaderUniforms = function () {
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+ this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
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+ this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
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+ this.setColor3("brickColor", this._brickColor);
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+ this.setColor3("jointColor", this._jointColor);
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+ };
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+
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+ Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
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+ get: function () {
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+ return this._numberOfBricksHeight;
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(BrickProceduralTexture.prototype, "cloudColor", {
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+ set: function (value) {
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+ this._numberOfBricksHeight = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+ Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
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+ get: function () {
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+ return this._numberOfBricksWidth;
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+ },
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+ set: function (value) {
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+ this._numberOfBricksHeight = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
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+ get: function () {
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+ return this._jointColor;
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+ },
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+ set: function (value) {
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+ this._jointColor = value;
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+ this.updateShaderUniforms();
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+ },
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+ enumerable: true,
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+ configurable: true
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+ });
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+
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+
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+ Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
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+ get: function () {
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|
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+ return this._brickColor;
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+ },
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+ set: function (value) {
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+ this._brickColor = value;
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+ this.updateShaderUniforms();
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+ },
|
|
|
+ enumerable: true,
|
|
|
+ configurable: true
|
|
|
+ });
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+
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+ return BrickProceduralTexture;
|
|
|
+ })(BABYLON.ProceduralTexture);
|
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+ BABYLON.BrickProceduralTexture = BrickProceduralTexture;
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+
|
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|
+ var MarbleProceduralTexture = (function (_super) {
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|
+ __extends(MarbleProceduralTexture, _super);
|
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+ function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
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|
+ _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
|
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|
+ this._numberOfTilesHeight = 3;
|
|
|
+ this._numberOfTilesWidth = 3;
|
|
|
+ this._amplitude = 9.0;
|
|
|
+ this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
|
|
|
+ this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
|
|
|
+ this.updateShaderUniforms();
|
|
|
+ this.refreshRate = 0;
|
|
|
+ }
|
|
|
+ MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
|
|
|
+ this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
|
|
|
+ this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
|
|
|
+ this.setFloat("amplitude", this._amplitude);
|
|
|
+ this.setColor3("marbleColor", this._marbleColor);
|
|
|
+ this.setColor3("jointColor", this._jointColor);
|
|
|
+ };
|
|
|
+
|
|
|
+ Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
|
|
|
+ get: function () {
|
|
|
+ return this._numberOfTilesHeight;
|
|
|
+ },
|
|
|
+ set: function (value) {
|
|
|
+ this._numberOfTilesHeight = value;
|
|
|
+ this.updateShaderUniforms();
|
|
|
+ },
|
|
|
+ enumerable: true,
|
|
|
+ configurable: true
|
|
|
+ });
|
|
|
+
|
|
|
+
|
|
|
+ Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
|
|
|
+ get: function () {
|
|
|
+ return this._numberOfTilesWidth;
|
|
|
+ },
|
|
|
+ set: function (value) {
|
|
|
+ this._numberOfTilesWidth = value;
|
|
|
+ this.updateShaderUniforms();
|
|
|
+ },
|
|
|
+ enumerable: true,
|
|
|
+ configurable: true
|
|
|
+ });
|
|
|
+
|
|
|
+
|
|
|
+ Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
|
|
|
+ get: function () {
|
|
|
+ return this._jointColor;
|
|
|
+ },
|
|
|
+ set: function (value) {
|
|
|
+ this._jointColor = value;
|
|
|
+ this.updateShaderUniforms();
|
|
|
+ },
|
|
|
+ enumerable: true,
|
|
|
+ configurable: true
|
|
|
+ });
|
|
|
+
|
|
|
+
|
|
|
+ Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
|
|
|
+ get: function () {
|
|
|
+ return this._marbleColor;
|
|
|
+ },
|
|
|
+ set: function (value) {
|
|
|
+ this._marbleColor = value;
|
|
|
+ this.updateShaderUniforms();
|
|
|
+ },
|
|
|
+ enumerable: true,
|
|
|
+ configurable: true
|
|
|
+ });
|
|
|
+
|
|
|
+ return MarbleProceduralTexture;
|
|
|
+ })(BABYLON.ProceduralTexture);
|
|
|
+ BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
|
|
|
+})(BABYLON || (BABYLON = {}));
|
|
|
+//# sourceMappingURL=babylon.standardProceduralTexture.js.map
|