/// var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc); switch (arguments.length) { case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target); case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0); case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc); } }; var BABYLON; (function (BABYLON) { var maxSimultaneousLights = 4; var SimpleMaterialDefines = (function (_super) { __extends(SimpleMaterialDefines, _super); function SimpleMaterialDefines() { _super.call(this); this.DIFFUSE = false; this.CLIPPLANE = false; this.ALPHATEST = false; this.POINTSIZE = false; this.FOG = false; this.LIGHT0 = false; this.LIGHT1 = false; this.LIGHT2 = false; this.LIGHT3 = false; this.SPOTLIGHT0 = false; this.SPOTLIGHT1 = false; this.SPOTLIGHT2 = false; this.SPOTLIGHT3 = false; this.HEMILIGHT0 = false; this.HEMILIGHT1 = false; this.HEMILIGHT2 = false; this.HEMILIGHT3 = false; this.DIRLIGHT0 = false; this.DIRLIGHT1 = false; this.DIRLIGHT2 = false; this.DIRLIGHT3 = false; this.POINTLIGHT0 = false; this.POINTLIGHT1 = false; this.POINTLIGHT2 = false; this.POINTLIGHT3 = false; this.SHADOW0 = false; this.SHADOW1 = false; this.SHADOW2 = false; this.SHADOW3 = false; this.SHADOWS = false; this.SHADOWVSM0 = false; this.SHADOWVSM1 = false; this.SHADOWVSM2 = false; this.SHADOWVSM3 = false; this.SHADOWPCF0 = false; this.SHADOWPCF1 = false; this.SHADOWPCF2 = false; this.SHADOWPCF3 = false; this.NORMAL = false; this.UV1 = false; this.UV2 = false; this.VERTEXCOLOR = false; this.VERTEXALPHA = false; this.NUM_BONE_INFLUENCERS = 0; this.BonesPerMesh = 0; this.INSTANCES = false; this._keys = Object.keys(this); } return SimpleMaterialDefines; })(BABYLON.MaterialDefines); var SimpleMaterial = (function (_super) { __extends(SimpleMaterial, _super); function SimpleMaterial(name, scene) { _super.call(this, name, scene); this.diffuseColor = new BABYLON.Color3(1, 1, 1); this.disableLighting = false; this._worldViewProjectionMatrix = BABYLON.Matrix.Zero(); this._scaledDiffuse = new BABYLON.Color3(); this._defines = new SimpleMaterialDefines(); this._cachedDefines = new SimpleMaterialDefines(); this._cachedDefines.BonesPerMesh = -1; } SimpleMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; SimpleMaterial.prototype.needAlphaTesting = function () { return false; }; SimpleMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods SimpleMaterial.prototype._checkCache = function (scene, mesh, useInstances) { if (!mesh) { return true; } if (this._defines.INSTANCES !== useInstances) { return false; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; }; SimpleMaterial.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 = false; var needUVs = false; this._defines.reset(); // Textures if (scene.texturesEnabled) { if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { if (!this.diffuseTexture.isReady()) { return false; } else { needUVs = true; this._defines.DIFFUSE = true; } } } // Effect if (scene.clipPlane) { this._defines.CLIPPLANE = true; } if (engine.getAlphaTesting()) { this._defines.ALPHATEST = true; } // Point size if (this.pointsCloud || scene.forcePointsCloud) { this._defines.POINTSIZE = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } var lightIndex = 0; if (scene.lightsEnabled && !this.disableLighting) { needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines); } // Attribs if (mesh) { if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) { this._defines.NORMAL = true; } if (needUVs) { if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) { this._defines.UV1 = true; } if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { this._defines.UV2 = true; } } if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { this._defines.VERTEXCOLOR = true; if (mesh.hasVertexAlpha) { this._defines.VERTEXALPHA = true; } } if (mesh.useBones && mesh.computeBonesUsingShaders) { this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers; this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1); } // Instances if (useInstances) { this._defines.INSTANCES = true; } } // Get correct effect if (!this._defines.isEqual(this._cachedDefines)) { this._defines.cloneTo(this._cachedDefines); scene.resetCachedMaterial(); // Fallbacks var fallbacks = new BABYLON.EffectFallbacks(); if (this._defines.FOG) { fallbacks.addFallback(1, "FOG"); } BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks); if (this._defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [BABYLON.VertexBuffer.PositionKind]; if (this._defines.NORMAL) { attribs.push(BABYLON.VertexBuffer.NormalKind); } if (this._defines.UV1) { attribs.push(BABYLON.VertexBuffer.UVKind); } if (this._defines.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (this._defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks); BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines); var shaderName = "simple"; var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues" ], ["diffuseSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3" ], join, fallbacks, this.onCompiled, this.onError); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new SimpleMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; SimpleMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; SimpleMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect); if (scene.getCachedMaterial() !== this) { // Textures if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) { this._effect.setTexture("diffuseSampler", this.diffuseTexture); this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level); this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix()); } // Clip plane BABYLON.MaterialHelper.BindClipPlane(this._effect, scene); // Point size if (this.pointsCloud) { this._effect.setFloat("pointSize", this.pointSize); } this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position); } this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility); // Lights if (scene.lightsEnabled && !this.disableLighting) { BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines); } // 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); }; SimpleMaterial.prototype.getAnimatables = function () { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } return results; }; SimpleMaterial.prototype.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } _super.prototype.dispose.call(this, forceDisposeEffect); }; SimpleMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new SimpleMaterial(name, _this.getScene()); }, this); }; SimpleMaterial.prototype.serialize = function () { var serializationObject = _super.prototype.serialize.call(this); serializationObject.customType = "BABYLON.SimpleMaterial"; serializationObject.diffuseColor = this.diffuseColor.asArray(); serializationObject.disableLighting = this.disableLighting; if (this.diffuseTexture) { serializationObject.diffuseTexture = this.diffuseTexture.serialize(); } return serializationObject; }; SimpleMaterial.Parse = function (source, scene, rootUrl) { var material = new SimpleMaterial(source.name, scene); material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor); material.disableLighting = source.disableLighting; material.alpha = source.alpha; material.id = source.id; BABYLON.Tags.AddTagsTo(material, source.tags); material.backFaceCulling = source.backFaceCulling; material.wireframe = source.wireframe; if (source.diffuseTexture) { material.diffuseTexture = BABYLON.Texture.Parse(source.diffuseTexture, scene, rootUrl); } if (source.checkReadyOnlyOnce) { material.checkReadyOnlyOnce = source.checkReadyOnlyOnce; } return material; }; __decorate([ BABYLON.serializeAsTexture() ], SimpleMaterial.prototype, "diffuseTexture"); __decorate([ BABYLON.serializeAsColor3("diffuseColor") ], SimpleMaterial.prototype, "diffuseColor"); return SimpleMaterial; })(BABYLON.Material); BABYLON.SimpleMaterial = SimpleMaterial; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['simpleVertexShader'] = "precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n\r\n#include\r\n\r\n// Uniforms\r\n#include\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n\r\n#include\r\n\r\n#include\r\n#include\r\n\r\nvoid main(void) {\r\n\r\n#include\r\n#include\r\n\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#include\r\n\r\n // Fog\r\n#include\r\n#include\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}\r\n"; BABYLON.Effect.ShadersStore['simplePixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vDiffuseColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#include\r\n#include\r\n#include\r\n#include\r\n\r\n\r\n#include\r\n#include\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#include\r\n\r\n// Fog\r\n#include\r\n\r\nvoid main(void) {\r\n#include\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Normal\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n\tfloat shadow = 1.;\r\n float glossiness = 0.;\r\n \r\n#include\r\n#include\r\n#include\r\n#include\r\n\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor, 0.0, 1.0) * baseColor.rgb;\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(finalDiffuse, alpha);\r\n\r\n#include\r\n\r\n\tgl_FragColor = color;\r\n}";