/// var BABYLON; (function (BABYLON) { var maxSimultaneousLights = 4; var FireMaterialDefines = (function (_super) { __extends(FireMaterialDefines, _super); function FireMaterialDefines() { _super.call(this); this.DIFFUSE = false; this.CLIPPLANE = false; this.ALPHATEST = false; this.POINTSIZE = false; this.FOG = false; this.UV1 = false; this.NORMAL = false; this.VERTEXCOLOR = false; this.VERTEXALPHA = false; this.BONES = false; this.BONES4 = false; this.BonesPerMesh = 0; this.INSTANCES = false; this._keys = Object.keys(this); } return FireMaterialDefines; })(BABYLON.MaterialDefines); var FireMaterial = (function (_super) { __extends(FireMaterial, _super); function FireMaterial(name, scene) { _super.call(this, name, scene); this.diffuseColor = new BABYLON.Color3(1, 1, 1); this.disableLighting = false; this.speed = 1.0; this._scaledDiffuse = new BABYLON.Color3(); this._defines = new FireMaterialDefines(); this._cachedDefines = new FireMaterialDefines(); this._lastTime = 0; this._cachedDefines.BonesPerMesh = -1; } FireMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; FireMaterial.prototype.needAlphaTesting = function () { return false; }; FireMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods FireMaterial.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; }; FireMaterial.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; } 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; } // 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.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) { this._defines.VERTEXCOLOR = true; if (mesh.hasVertexAlpha) { this._defines.VERTEXALPHA = true; } } if (mesh.useBones && mesh.computeBonesUsingShaders) { this._defines.BONES = true; this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1); this._defines.BONES4 = true; } // 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"); } if (this._defines.BONES4) { fallbacks.addFallback(0, "BONES4"); } //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.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } if (this._defines.BONES) { attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind); attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind); } if (this._defines.INSTANCES) { attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Legacy browser patch var shaderName = "fire"; var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", // Fire "time", "speed" ], ["diffuseSampler", // Fire "distortionSampler", "opacitySampler" ], 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 FireMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; FireMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; FireMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) { this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh)); } 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()); this._effect.setTexture("distortionSampler", this.distortionTexture); this._effect.setTexture("opacitySampler", this.opacityTexture); } // Clip plane if (scene.clipPlane) { var clipPlane = scene.clipPlane; this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d); } // 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._scaledDiffuse, this.alpha * mesh.visibility); // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity); this._effect.setColor3("vFogColor", scene.fogColor); } // Time this._lastTime += scene.getEngine().getDeltaTime(); this._effect.setFloat("time", this._lastTime); // Speed this._effect.setFloat("speed", this.speed); _super.prototype.bind.call(this, world, mesh); }; FireMaterial.prototype.getAnimatables = function () { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } if (this.distortionTexture && this.distortionTexture.animations && this.distortionTexture.animations.length > 0) { results.push(this.distortionTexture); } if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) { results.push(this.opacityTexture); } return results; }; FireMaterial.prototype.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } if (this.distortionTexture) { this.distortionTexture.dispose(); } _super.prototype.dispose.call(this, forceDisposeEffect); }; FireMaterial.prototype.clone = function (name) { var newMaterial = new FireMaterial(name, this.getScene()); // Base material this.copyTo(newMaterial); // Fire material if (this.diffuseTexture && this.diffuseTexture.clone) { newMaterial.diffuseTexture = this.diffuseTexture.clone(); } if (this.distortionTexture && this.distortionTexture.clone) { newMaterial.distortionTexture = this.distortionTexture.clone(); } if (this.opacityTexture && this.opacityTexture.clone) { newMaterial.opacityTexture = this.opacityTexture.clone(); } newMaterial.diffuseColor = this.diffuseColor.clone(); return newMaterial; }; FireMaterial.prototype.serialize = function () { var serializationObject = _super.prototype.serialize.call(this); serializationObject.customType = "BABYLON.FireMaterial"; serializationObject.diffuseColor = this.diffuseColor.asArray(); serializationObject.speed = this.speed; serializationObject.disableLighting = this.disableLighting; if (this.diffuseTexture) { serializationObject.diffuseTexture = this.diffuseTexture.serialize(); } if (this.distortionTexture) { serializationObject.distortionTexture = this.distortionTexture.serialize(); } if (this.opacityTexture) { serializationObject.opacityTexture = this.opacityTexture.serialize(); } return serializationObject; }; FireMaterial.Parse = function (source, scene, rootUrl) { var material = new FireMaterial(source.name, scene); material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor); material.speed = source.speed; 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.distortionTexture) { material.distortionTexture = BABYLON.Texture.Parse(source.distortionTexture, scene, rootUrl); } if (source.opacityTexture) { material.opacityTexture = BABYLON.Texture.Parse(source.opacityTexture, scene, rootUrl); } if (source.checkReadyOnlyOnce) { material.checkReadyOnlyOnce = source.checkReadyOnlyOnce; } return material; }; return FireMaterial; })(BABYLON.Material); BABYLON.FireMaterial = FireMaterial; })(BABYLON || (BABYLON = {})); BABYLON.Effect.ShadersStore['fireVertexShader'] = "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#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\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#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n// Fire\r\nuniform float time;\r\nuniform float speed;\r\n\r\nvarying vec2 vDistortionCoords1;\r\nvarying vec2 vDistortionCoords2;\r\nvarying vec2 vDistortionCoords3;\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\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#ifdef DIFFUSE\r\n\tvDiffuseUV = uv;\r\n\tvDiffuseUV.y -= 0.2;\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\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\t// Fire\r\n\tvec3 layerSpeed = vec3(-0.2, -0.52, -0.1) * speed;\r\n\t\r\n\tvDistortionCoords1.x = uv.x;\r\n\tvDistortionCoords1.y = uv.y + layerSpeed.x * time / 1000.0;\r\n\t\r\n\tvDistortionCoords2.x = uv.x;\r\n\tvDistortionCoords2.y = uv.y + layerSpeed.y * time / 1000.0;\r\n\t\r\n\tvDistortionCoords3.x = uv.x;\r\n\tvDistortionCoords3.y = uv.y + layerSpeed.z * time / 1000.0;\r\n}\r\n"; BABYLON.Effect.ShadersStore['firePixelShader'] = "precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\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// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n// Fire\r\nuniform sampler2D distortionSampler;\r\nuniform sampler2D opacitySampler;\r\n\r\nvarying vec2 vDistortionCoords1;\r\nvarying vec2 vDistortionCoords2;\r\nvarying vec2 vDistortionCoords3;\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\nvec4 bx2(vec4 x)\r\n{\r\n return vec4(2.0) * x - vec4(1.0);\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\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\r\n\t// Alpha\r\n\tfloat alpha = 1.0;\r\n\r\n#ifdef DIFFUSE\r\n\t// Fire\r\n\tconst float distortionAmount0 = 0.092;\r\n\tconst float distortionAmount1 = 0.092;\r\n\tconst float distortionAmount2 = 0.092;\r\n\t\r\n\tvec2 heightAttenuation = vec2(0.3, 0.39);\r\n\t\r\n\tvec4 noise0 = texture2D(distortionSampler, vDistortionCoords1);\r\n\tvec4 noise1 = texture2D(distortionSampler, vDistortionCoords2);\r\n\tvec4 noise2 = texture2D(distortionSampler, vDistortionCoords3);\r\n\t\r\n\tvec4 noiseSum = bx2(noise0) * distortionAmount0 + bx2(noise1) * distortionAmount1 + bx2(noise2) * distortionAmount2;\r\n\t\r\n\tvec4 perturbedBaseCoords = vec4(vDiffuseUV, 0.0, 1.0) + noiseSum * (vDiffuseUV.y * heightAttenuation.x + heightAttenuation.y);\r\n\t\r\n\tvec4 opacityColor = texture2D(opacitySampler, perturbedBaseCoords.xy);\r\n\t\r\n#ifdef ALPHATEST\r\n\tif (opacityColor.r < 0.1)\r\n\t\tdiscard;\r\n#endif\r\n\t\r\n\tbaseColor = texture2D(diffuseSampler, perturbedBaseCoords.xy) * 2.0;\r\n\tbaseColor *= opacityColor;\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// Bump\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(1.0, 1.0, 1.0);\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(baseColor.rgb, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}";