///
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 GradientMaterialDefines = /** @class */ (function (_super) {
__extends(GradientMaterialDefines, _super);
function GradientMaterialDefines() {
var _this = _super.call(this) || this;
_this.DIFFUSE = false;
_this.CLIPPLANE = false;
_this.ALPHATEST = false;
_this.DEPTHPREPASS = 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.SHADOWESM0 = false;
_this.SHADOWESM1 = false;
_this.SHADOWESM2 = false;
_this.SHADOWESM3 = false;
_this.SHADOWPOISSON0 = false;
_this.SHADOWPOISSON1 = false;
_this.SHADOWPOISSON2 = false;
_this.SHADOWPOISSON3 = false;
_this.SHADOWPCF0 = false;
_this.SHADOWPCF1 = false;
_this.SHADOWPCF2 = false;
_this.SHADOWPCF3 = false;
_this.SHADOWPCSS0 = false;
_this.SHADOWPCSS1 = false;
_this.SHADOWPCSS2 = false;
_this.SHADOWPCSS3 = 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.rebuild();
return _this;
}
return GradientMaterialDefines;
}(BABYLON.MaterialDefines));
var GradientMaterial = /** @class */ (function (_super) {
__extends(GradientMaterial, _super);
function GradientMaterial(name, scene) {
var _this = _super.call(this, name, scene) || this;
_this._maxSimultaneousLights = 4;
// The gradient top color, red by default
_this.topColor = new BABYLON.Color3(1, 0, 0);
_this.topColorAlpha = 1.0;
// The gradient top color, blue by default
_this.bottomColor = new BABYLON.Color3(0, 0, 1);
_this.bottomColorAlpha = 1.0;
// Gradient offset
_this.offset = 0;
_this.smoothness = 1.0;
_this.disableLighting = false;
_this._scaledDiffuse = new BABYLON.Color3();
return _this;
}
GradientMaterial.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
};
GradientMaterial.prototype.needAlphaTesting = function () {
return true;
};
GradientMaterial.prototype.getAlphaTestTexture = function () {
return null;
};
// Methods
GradientMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
if (this.isFrozen) {
if (this._wasPreviouslyReady && subMesh.effect) {
return true;
}
}
if (!subMesh._materialDefines) {
subMesh._materialDefines = new GradientMaterialDefines();
}
var defines = subMesh._materialDefines;
var scene = this.getScene();
if (!this.checkReadyOnEveryCall && subMesh.effect) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
var engine = scene.getEngine();
BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
// Attribs
BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Fallbacks
var fallbacks = new BABYLON.EffectFallbacks();
if (defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
if (defines.NUM_BONE_INFLUENCERS > 0) {
fallbacks.addCPUSkinningFallback(0, mesh);
}
//Attributes
var attribs = [BABYLON.VertexBuffer.PositionKind];
if (defines.NORMAL) {
attribs.push(BABYLON.VertexBuffer.NormalKind);
}
if (defines.UV1) {
attribs.push(BABYLON.VertexBuffer.UVKind);
}
if (defines.UV2) {
attribs.push(BABYLON.VertexBuffer.UV2Kind);
}
if (defines.VERTEXCOLOR) {
attribs.push(BABYLON.VertexBuffer.ColorKind);
}
BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
// Legacy browser patch
var shaderName = "gradient";
var join = defines.toString();
var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
"vFogInfos", "vFogColor", "pointSize",
"vDiffuseInfos",
"mBones",
"vClipPlane", "diffuseMatrix",
"topColor", "bottomColor", "offset", "smoothness"
];
var samplers = ["diffuseSampler"];
var uniformBuffers = new Array();
BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: defines,
maxSimultaneousLights: 4
});
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
attributes: attribs,
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: join,
fallbacks: fallbacks,
onCompiled: this.onCompiled,
onError: this.onError,
indexParameters: { maxSimultaneousLights: 4 }
}, engine), defines);
}
if (!subMesh.effect || !subMesh.effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
GradientMaterial.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("viewProjection", scene.getTransformMatrix());
// Bones
BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
if (this._mustRebind(scene, effect)) {
// Clip plane
BABYLON.MaterialHelper.BindClipPlane(effect, scene);
// Point size
if (this.pointsCloud) {
this._activeEffect.setFloat("pointSize", this.pointSize);
}
BABYLON.MaterialHelper.BindEyePosition(effect, scene);
}
this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
if (scene.lightsEnabled && !this.disableLighting) {
BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);
}
// View
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
this._activeEffect.setMatrix("view", scene.getViewMatrix());
}
// Fog
BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
this._activeEffect.setColor4("topColor", this.topColor, this.topColorAlpha);
this._activeEffect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
this._activeEffect.setFloat("offset", this.offset);
this._activeEffect.setFloat("smoothness", this.smoothness);
this._afterBind(mesh, this._activeEffect);
};
GradientMaterial.prototype.getAnimatables = function () {
return [];
};
GradientMaterial.prototype.dispose = function (forceDisposeEffect) {
_super.prototype.dispose.call(this, forceDisposeEffect);
};
GradientMaterial.prototype.clone = function (name) {
var _this = this;
return BABYLON.SerializationHelper.Clone(function () { return new GradientMaterial(name, _this.getScene()); }, this);
};
GradientMaterial.prototype.serialize = function () {
var serializationObject = BABYLON.SerializationHelper.Serialize(this);
serializationObject.customType = "BABYLON.GradientMaterial";
return serializationObject;
};
GradientMaterial.prototype.getClassName = function () {
return "GradientMaterial";
};
// Statics
GradientMaterial.Parse = function (source, scene, rootUrl) {
return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl);
};
__decorate([
BABYLON.serialize("maxSimultaneousLights")
], GradientMaterial.prototype, "_maxSimultaneousLights", void 0);
__decorate([
BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
], GradientMaterial.prototype, "maxSimultaneousLights", void 0);
__decorate([
BABYLON.serializeAsColor3()
], GradientMaterial.prototype, "topColor", void 0);
__decorate([
BABYLON.serialize()
], GradientMaterial.prototype, "topColorAlpha", void 0);
__decorate([
BABYLON.serializeAsColor3()
], GradientMaterial.prototype, "bottomColor", void 0);
__decorate([
BABYLON.serialize()
], GradientMaterial.prototype, "bottomColorAlpha", void 0);
__decorate([
BABYLON.serialize()
], GradientMaterial.prototype, "offset", void 0);
__decorate([
BABYLON.serialize()
], GradientMaterial.prototype, "smoothness", void 0);
__decorate([
BABYLON.serialize()
], GradientMaterial.prototype, "disableLighting", void 0);
return GradientMaterial;
}(BABYLON.PushMaterial));
BABYLON.GradientMaterial = GradientMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.gradientMaterial.js.map
BABYLON.Effect.ShadersStore['gradientVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include\n\n#include\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include\n#include \ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\nvPosition=position;\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include\n\n#include\n#include[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include\n#include\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include\n\n#include\nvoid main(void) {\n#include\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=normalize(vPosition).y+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include[0]\n#include[1]\n#include[2]\n#include[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include\ngl_FragColor=color;\n}\n";