///
var __extends = (this && this.__extends) || (function () {
var extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
return function (d, b) {
extendStatics(d, b);
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 = /** @class */ (function (_super) {
__extends(GridMaterialDefines, _super);
function GridMaterialDefines() {
var _this = _super.call(this) || this;
_this.TRANSPARENT = false;
_this.FOG = false;
_this.PREMULTIPLYALPHA = false;
_this.rebuild();
return _this;
}
return GridMaterialDefines;
}(BABYLON.MaterialDefines));
/**
* The grid materials allows you to wrap any shape with a grid.
* Colors are customizable.
*/
var GridMaterial = /** @class */ (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.Black();
/**
* Color of the grid lines.
*/
_this.lineColor = BABYLON.Color3.Teal();
/**
* The scale of the grid compared to unit.
*/
_this.gridRatio = 1.0;
/**
* Allows setting an offset for the grid lines.
*/
_this.gridOffset = BABYLON.Vector3.Zero();
/**
* 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;
/**
* Determine RBG output is premultiplied by alpha value.
*/
_this.preMultiplyAlpha = false;
_this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
return _this;
}
/**
* Returns wehter or not the grid requires alpha blending.
*/
GridMaterial.prototype.needAlphaBlending = function () {
return this.opacity < 1.0;
};
GridMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
return this.needAlphaBlending();
};
GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
if (this.isFrozen) {
if (this._wasPreviouslyReady && subMesh.effect) {
return true;
}
}
if (!subMesh._materialDefines) {
subMesh._materialDefines = new GridMaterialDefines();
}
var defines = subMesh._materialDefines;
var scene = this.getScene();
if (!this.checkReadyOnEveryCall && subMesh.effect) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
if (defines.TRANSPARENT !== (this.opacity < 1.0)) {
defines.TRANSPARENT = !defines.TRANSPARENT;
defines.markAsUnprocessed();
}
if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {
defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;
defines.markAsUnprocessed();
}
BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Attributes
var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
// Defines
var join = defines.toString();
subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "worldView", "mainColor", "lineColor", "gridControl", "gridOffset", "vFogInfos", "vFogColor", "world", "view"], [], join, undefined, this.onCompiled, this.onError), defines);
}
if (!subMesh.effect || !subMesh.effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
var scene = this.getScene();
var defines = subMesh._materialDefines;
if (!defines) {
return;
}
var effect = subMesh.effect;
if (!effect) {
return;
}
this._activeEffect = effect;
// Matrices
this.bindOnlyWorldMatrix(world);
this._activeEffect.setMatrix("worldView", world.multiply(scene.getViewMatrix()));
this._activeEffect.setMatrix("view", scene.getViewMatrix());
this._activeEffect.setMatrix("projection", scene.getProjectionMatrix());
// Uniforms
if (this._mustRebind(scene, effect)) {
this._activeEffect.setColor3("mainColor", this.mainColor);
this._activeEffect.setColor3("lineColor", this.lineColor);
this._activeEffect.setVector3("gridOffset", this.gridOffset);
this._gridControl.x = this.gridRatio;
this._gridControl.y = Math.round(this.majorUnitFrequency);
this._gridControl.z = this.minorUnitVisibility;
this._gridControl.w = this.opacity;
this._activeEffect.setVector4("gridControl", this._gridControl);
}
// Fog
BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
this._afterBind(mesh, this._activeEffect);
};
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.prototype.getClassName = function () {
return "GridMaterial";
};
GridMaterial.Parse = function (source, scene, rootUrl) {
return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
};
__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.serializeAsColor3()
], GridMaterial.prototype, "gridOffset", 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);
__decorate([
BABYLON.serialize()
], GridMaterial.prototype, "preMultiplyAlpha", void 0);
return GridMaterial;
}(BABYLON.PushMaterial));
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 projection;\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 worldView;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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\nvec4 cameraSpacePosition=worldView*vec4(position,1.0);\ngl_Position=projection*cameraSpacePosition;\n#ifdef TRANSPARENT\nvCameraSpacePosition=cameraSpacePosition;\n#endif\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;\nuniform vec3 gridOffset;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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(1.0-3.0*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=(vPosition+gridOffset)/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 distanceToFragment=length(vCameraSpacePosition.xyz);\nfloat cameraPassThrough=clamp(distanceToFragment-0.25,0.0,1.0);\nfloat opacity=clamp(grid,0.08,cameraPassThrough*gridControl.w*grid);\ngl_FragColor=vec4(color.rgb,opacity);\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}";