///
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 SkyMaterialDefines = /** @class */ (function (_super) {
__extends(SkyMaterialDefines, _super);
function SkyMaterialDefines() {
var _this = _super.call(this) || this;
_this.CLIPPLANE = false;
_this.POINTSIZE = false;
_this.FOG = false;
_this.VERTEXCOLOR = false;
_this.VERTEXALPHA = false;
_this.rebuild();
return _this;
}
return SkyMaterialDefines;
}(BABYLON.MaterialDefines));
var SkyMaterial = /** @class */ (function (_super) {
__extends(SkyMaterial, _super);
function SkyMaterial(name, scene) {
var _this = _super.call(this, name, scene) || this;
// Public members
_this.luminance = 1.0;
_this.turbidity = 10.0;
_this.rayleigh = 2.0;
_this.mieCoefficient = 0.005;
_this.mieDirectionalG = 0.8;
_this.distance = 500;
_this.inclination = 0.49;
_this.azimuth = 0.25;
_this.sunPosition = new BABYLON.Vector3(0, 100, 0);
_this.useSunPosition = false;
// Private members
_this._cameraPosition = BABYLON.Vector3.Zero();
return _this;
}
SkyMaterial.prototype.needAlphaBlending = function () {
return (this.alpha < 1.0);
};
SkyMaterial.prototype.needAlphaTesting = function () {
return false;
};
SkyMaterial.prototype.getAlphaTestTexture = function () {
return null;
};
// Methods
SkyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
if (this.isFrozen) {
if (this._wasPreviouslyReady && subMesh.effect) {
return true;
}
}
if (!subMesh._materialDefines) {
subMesh._materialDefines = new SkyMaterialDefines();
}
var defines = subMesh._materialDefines;
var scene = this.getScene();
if (!this.checkReadyOnEveryCall && subMesh.effect) {
if (this._renderId === scene.getRenderId()) {
return true;
}
}
BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);
// Attribs
BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Fallbacks
var fallbacks = new BABYLON.EffectFallbacks();
if (defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
//Attributes
var attribs = [BABYLON.VertexBuffer.PositionKind];
if (defines.VERTEXCOLOR) {
attribs.push(BABYLON.VertexBuffer.ColorKind);
}
var shaderName = "sky";
var join = defines.toString();
subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, ["world", "viewProjection", "view",
"vFogInfos", "vFogColor", "pointSize", "vClipPlane",
"luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition",
"cameraPosition"
], [], join, fallbacks, this.onCompiled, this.onError), defines);
}
if (!subMesh.effect || !subMesh.effect.isReady()) {
return false;
}
this._renderId = scene.getRenderId();
this._wasPreviouslyReady = true;
return true;
};
SkyMaterial.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());
if (this._mustRebind(scene, effect)) {
// Clip plane
if (scene.clipPlane) {
var clipPlane = scene.clipPlane;
this._activeEffect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
}
// Point size
if (this.pointsCloud) {
this._activeEffect.setFloat("pointSize", this.pointSize);
}
}
// 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);
// Sky
var camera = scene.activeCamera;
if (camera) {
var cameraWorldMatrix = camera.getWorldMatrix();
this._cameraPosition.x = cameraWorldMatrix.m[12];
this._cameraPosition.y = cameraWorldMatrix.m[13];
this._cameraPosition.z = cameraWorldMatrix.m[14];
this._activeEffect.setVector3("cameraPosition", this._cameraPosition);
}
if (this.luminance > 0) {
this._activeEffect.setFloat("luminance", this.luminance);
}
this._activeEffect.setFloat("turbidity", this.turbidity);
this._activeEffect.setFloat("rayleigh", this.rayleigh);
this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
if (!this.useSunPosition) {
var theta = Math.PI * (this.inclination - 0.5);
var phi = 2 * Math.PI * (this.azimuth - 0.5);
this.sunPosition.x = this.distance * Math.cos(phi);
this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
}
this._activeEffect.setVector3("sunPosition", this.sunPosition);
this._afterBind(mesh, this._activeEffect);
};
SkyMaterial.prototype.getAnimatables = function () {
return [];
};
SkyMaterial.prototype.dispose = function (forceDisposeEffect) {
_super.prototype.dispose.call(this, forceDisposeEffect);
};
SkyMaterial.prototype.clone = function (name) {
var _this = this;
return BABYLON.SerializationHelper.Clone(function () { return new SkyMaterial(name, _this.getScene()); }, this);
};
SkyMaterial.prototype.serialize = function () {
var serializationObject = BABYLON.SerializationHelper.Serialize(this);
serializationObject.customType = "BABYLON.SkyMaterial";
return serializationObject;
};
SkyMaterial.prototype.getClassName = function () {
return "SkyMaterial";
};
// Statics
SkyMaterial.Parse = function (source, scene, rootUrl) {
return BABYLON.SerializationHelper.Parse(function () { return new SkyMaterial(source.name, scene); }, source, scene, rootUrl);
};
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "luminance", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "turbidity", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "rayleigh", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "mieCoefficient", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "mieDirectionalG", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "distance", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "inclination", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "azimuth", void 0);
__decorate([
BABYLON.serializeAsVector3()
], SkyMaterial.prototype, "sunPosition", void 0);
__decorate([
BABYLON.serialize()
], SkyMaterial.prototype, "useSunPosition", void 0);
return SkyMaterial;
}(BABYLON.PushMaterial));
BABYLON.SkyMaterial = SkyMaterial;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.skyMaterial.js.map
BABYLON.Effect.ShadersStore['skyVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\nvoid main(void) {\ngl_Position=viewProjection*world*vec4(position,1.0);\nvec4 worldPos=world*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#include\n\n#include\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
BABYLON.Effect.ShadersStore['skyPixelShader'] = "precision highp float;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n\nuniform vec3 cameraPosition;\nuniform float luminance;\nuniform float turbidity;\nuniform float rayleigh;\nuniform float mieCoefficient;\nuniform float mieDirectionalG;\nuniform vec3 sunPosition;\n\n#include\n\nconst float e=2.71828182845904523536028747135266249775724709369995957;\nconst float pi=3.141592653589793238462643383279502884197169;\nconst float n=1.0003;\nconst float N=2.545E25;\nconst float pn=0.035;\nconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\nconst vec3 K=vec3(0.686,0.678,0.666);\nconst float v=4.0;\nconst float rayleighZenithLength=8.4E3;\nconst float mieZenithLength=1.25E3;\nconst vec3 up=vec3(0.0,1.0,0.0);\nconst float EE=1000.0;\nconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\nconst float cutoffAngle=pi/1.95;\nconst float steepness=1.5;\nvec3 totalRayleigh(vec3 lambda)\n{\nreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\n}\nvec3 simplifiedRayleigh()\n{\nreturn 0.0005/vec3(94,40,18);\n}\nfloat rayleighPhase(float cosTheta)\n{ \nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\n}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{\nfloat c=(0.2*T )*10E-18;\nreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\n}\nfloat hgPhase(float cosTheta,float g)\n{\nreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\n}\nfloat sunIntensity(float zenithAngleCos)\n{\nreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\n}\nfloat A=0.15;\nfloat B=0.50;\nfloat C=0.10;\nfloat D=0.20;\nfloat EEE=0.02;\nfloat F=0.30;\nfloat W=1000.0;\nvec3 Uncharted2Tonemap(vec3 x)\n{\nreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\n}\nvoid main(void) {\n\n#include\n\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\nfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\nvec3 sunDirection=normalize(sunPosition);\nfloat sunE=sunIntensity(dot(sunDirection,up));\nvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\nvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\nfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition))));\nfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nvec3 Fex=exp(-(betaR*sR+betaM*sM));\nfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\nfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\nvec3 betaRTheta=betaR*rPhase;\nfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\nvec3 betaMTheta=betaM*mPhase;\nvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\nLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\nvec3 direction=normalize(vPositionW-cameraPosition);\nfloat theta=acos(direction.y);\nfloat phi=atan(direction.z,direction.x);\nvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\nvec3 L0=vec3(0.1)*Fex;\nfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\nL0+=(sunE*19000.0*Fex)*sundisk;\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\nvec3 texColor=(Lin+L0); \ntexColor*=0.04 ;\ntexColor+=vec3(0.0,0.001,0.0025)*0.3;\nfloat g_fMaxLuminance=1.0;\nfloat fLumScaled=0.1/luminance; \nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled); \nfloat ExposureBias=fLumCompressed;\nvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\n\n\n\nvec3 retColor=curr*whiteScale;\n\n\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n\n#include\ngl_FragColor=color;\n}\n";