/// var __extends = (this && this.__extends) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (BABYLON) { var GRIDMaterialDefines = (function (_super) { __extends(GRIDMaterialDefines, _super); function GRIDMaterialDefines() { var _this = _super.call(this) || this; _this.TRANSPARENT = false; _this.FOG = false; _this._keys = Object.keys(_this); return _this; } return GRIDMaterialDefines; }(BABYLON.MaterialDefines)); /** * The grid materials allows you to wrap any shape with a grid. * Colors are customizable. */ var GridMaterial = (function (_super) { __extends(GridMaterial, _super); /** * constructor * @param name The name given to the material in order to identify it afterwards. * @param scene The scene the material is used in. */ function GridMaterial(name, scene) { var _this = _super.call(this, name, scene) || this; /** * Main color of the grid (e.g. between lines) */ _this.mainColor = BABYLON.Color3.White(); /** * Color of the grid lines. */ _this.lineColor = BABYLON.Color3.Black(); /** * The scale of the grid compared to unit. */ _this.gridRatio = 1.0; /** * The frequency of thicker lines. */ _this.majorUnitFrequency = 10; /** * The visibility of minor units in the grid. */ _this.minorUnitVisibility = 0.33; /** * The grid opacity outside of the lines. */ _this.opacity = 1.0; _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity); _this._defines = new GRIDMaterialDefines(); _this._cachedDefines = new GRIDMaterialDefines(); return _this; } /** * Returns wehter or not the grid requires alpha blending. */ GridMaterial.prototype.needAlphaBlending = function () { return this.opacity < 1.0; }; GridMaterial.prototype._checkCache = function (scene, mesh, useInstances) { if (!mesh) { return true; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; }; GridMaterial.prototype.isReady = function (mesh, useInstances) { if (this.checkReadyOnlyOnce) { if (this._wasPreviouslyReady) { return true; } } var scene = this.getScene(); if (!this.checkReadyOnEveryCall) { if (this._renderId === scene.getRenderId()) { if (this._checkCache(scene, mesh, useInstances)) { return true; } } } var engine = scene.getEngine(); var needNormals = true; this._defines.reset(); if (this.opacity < 1.0) { this._defines.TRANSPARENT = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } // Get correct effect if (!this._effect || !this._defines.isEqual(this._cachedDefines)) { this._defines.cloneTo(this._cachedDefines); scene.resetCachedMaterial(); // Attributes var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind]; // Effect var shaderName = scene.getEngine().getCaps().standardDerivatives ? "grid" : "legacygrid"; // Defines var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["worldViewProjection", "mainColor", "lineColor", "gridControl", "vFogInfos", "vFogColor", "world", "view"], [], join, null, this.onCompiled, this.onError); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; return true; }; GridMaterial.prototype.bindOnlyWorldMatrix = function (world) { var scene = this.getScene(); this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix())); this._effect.setMatrix("world", world); this._effect.setMatrix("view", scene.getViewMatrix()); }; GridMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); // Uniforms if (scene.getCachedMaterial() !== this) { this._effect.setColor3("mainColor", this.mainColor); this._effect.setColor3("lineColor", this.lineColor); this._gridControl.x = this.gridRatio; this._gridControl.y = Math.round(this.majorUnitFrequency); this._gridControl.z = this.minorUnitVisibility; this._gridControl.w = this.opacity; this._effect.setVector4("gridControl", this._gridControl); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect); _super.prototype.bind.call(this, world, mesh); }; GridMaterial.prototype.dispose = function (forceDisposeEffect) { _super.prototype.dispose.call(this, forceDisposeEffect); }; GridMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this); }; GridMaterial.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.GridMaterial"; return serializationObject; }; GridMaterial.Parse = function (source, scene, rootUrl) { return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl); }; return GridMaterial; }(BABYLON.Material)); __decorate([ BABYLON.serializeAsColor3() ], GridMaterial.prototype, "mainColor", void 0); __decorate([ BABYLON.serializeAsColor3() ], GridMaterial.prototype, "lineColor", void 0); __decorate([ BABYLON.serialize() ], GridMaterial.prototype, "gridRatio", void 0); __decorate([ BABYLON.serialize() ], GridMaterial.prototype, "majorUnitFrequency", void 0); __decorate([ BABYLON.serialize() ], GridMaterial.prototype, "minorUnitVisibility", void 0); __decorate([ BABYLON.serialize() ], GridMaterial.prototype, "opacity", void 0); BABYLON.GridMaterial = GridMaterial; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.gridmaterial.js.map BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 worldViewProjection;\nuniform mat4 world;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include\nvoid main(void) {\n#ifdef FOG\nvec4 worldPos=world*vec4(position,1.0);\n#endif\n#include\ngl_Position=worldViewProjection*vec4(position,1.0);\nvPosition=position;\nvNormal=normal;\n}"; BABYLON.Effect.ShadersStore['gridPixelShader'] = "#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\nuniform vec3 mainColor;\nuniform vec3 lineColor;\nuniform vec4 gridControl;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include\nfloat getVisibility(float position) {\n\nfloat majorGridFrequency=gridControl.y;\nif (floor(position+0.5) == floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{\nreturn 1.0;\n} \nreturn gridControl.z;\n}\nfloat getAnisotropicAttenuation(float differentialLength) {\nconst float maxNumberOfLines=10.0;\nreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\n}\nfloat isPointOnLine(float position,float differentialLength) {\nfloat fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\nfloat result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result; \n}\nfloat contributionOnAxis(float position) {\nfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\ndifferentialLength*=SQRT2; \n\nfloat result=isPointOnLine(position,differentialLength);\n\nfloat visibility=getVisibility(position);\nresult*=visibility;\n\nfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\nresult*=anisotropicAttenuation;\nreturn result;\n}\nfloat normalImpactOnAxis(float x) {\nfloat normalImpact=clamp(1.0-2.8*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=vPosition/gridRatio;\n\nfloat x=contributionOnAxis(gridPos.x);\nfloat y=contributionOnAxis(gridPos.y);\nfloat z=contributionOnAxis(gridPos.z); \n\nvec3 normal=normalize(vNormal);\nx*=normalImpactOnAxis(normal.x);\ny*=normalImpactOnAxis(normal.y);\nz*=normalImpactOnAxis(normal.z);\n\nfloat grid=clamp(x+y+z,0.,1.);\n\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include\n#endif\n#ifdef TRANSPARENT\nfloat opacity=clamp(grid,0.08,gridControl.w);\ngl_FragColor=vec4(color.rgb,opacity);\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}"; BABYLON.Effect.ShadersStore['legacygridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\nvoid main(void) {\ngl_Position=worldViewProjection*vec4(position,1.0);\n}"; BABYLON.Effect.ShadersStore['legacygridPixelShader'] = "uniform vec3 mainColor;\nuniform vec4 gridControl;\nvoid main(void) {\ngl_FragColor=vec4(1,1,1,0.1);\n#ifdef TRANSPARENT\n\ngl_FragColor=vec4(mainColor.rgb,0.08);\n#else\n\ngl_FragColor=vec4(mainColor.rgb,1.0);\n#endif\n}";