///
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 BrickProceduralTexture = /** @class */ (function (_super) {
__extends(BrickProceduralTexture, _super);
function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
_this._numberOfBricksHeight = 15;
_this._numberOfBricksWidth = 5;
_this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
_this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
_this.updateShaderUniforms();
return _this;
}
BrickProceduralTexture.prototype.updateShaderUniforms = function () {
this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
this.setColor3("brickColor", this._brickColor);
this.setColor3("jointColor", this._jointColor);
};
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
get: function () {
return this._numberOfBricksHeight;
},
set: function (value) {
this._numberOfBricksHeight = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
get: function () {
return this._numberOfBricksWidth;
},
set: function (value) {
this._numberOfBricksWidth = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
get: function () {
return this._jointColor;
},
set: function (value) {
this._jointColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
get: function () {
return this._brickColor;
},
set: function (value) {
this._brickColor = value;
this.updateShaderUniforms();
},
enumerable: true,
configurable: true
});
/**
* Serializes this brick procedural texture
* @returns a serialized brick procedural texture object
*/
BrickProceduralTexture.prototype.serialize = function () {
var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
serializationObject.customType = "BABYLON.BrickProceduralTexture";
return serializationObject;
};
/**
* Creates a Brick Procedural Texture from parsed brick procedural texture data
* @param parsedTexture defines parsed texture data
* @param scene defines the current scene
* @param rootUrl defines the root URL containing brick procedural texture information
* @returns a parsed Brick Procedural Texture
*/
BrickProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
var texture = BABYLON.SerializationHelper.Parse(function () { return new BrickProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
return texture;
};
__decorate([
BABYLON.serialize()
], BrickProceduralTexture.prototype, "numberOfBricksHeight", null);
__decorate([
BABYLON.serialize()
], BrickProceduralTexture.prototype, "numberOfBricksWidth", null);
__decorate([
BABYLON.serializeAsColor3()
], BrickProceduralTexture.prototype, "jointColor", null);
__decorate([
BABYLON.serializeAsColor3()
], BrickProceduralTexture.prototype, "brickColor", null);
return BrickProceduralTexture;
}(BABYLON.ProceduralTexture));
BABYLON.BrickProceduralTexture = BrickProceduralTexture;
})(BABYLON || (BABYLON = {}));
//# sourceMappingURL=babylon.brickProceduralTexture.js.map
BABYLON.Effect.ShadersStore['brickProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nfloat roundF(float number){\nreturn sign(number)*floor(abs(number)+0.5);\n}\nvoid main(void)\n{\nfloat brickW=1.0/numberOfBricksWidth;\nfloat brickH=1.0/numberOfBricksHeight;\nfloat jointWPercentage=0.01;\nfloat jointHPercentage=0.05;\nvec3 color=brickColor;\nfloat yi=vUV.y/brickH;\nfloat nyi=roundF(yi);\nfloat xi=vUV.x/brickW;\nif (mod(floor(yi),2.0) == 0.0){\nxi=xi-0.5;\n}\nfloat nxi=roundF(xi);\nvec2 brickvUV=vec2((xi-floor(xi))/brickH,(yi-floor(yi))/brickW);\nif (yinyi-jointHPercentage){\ncolor=mix(jointColor,vec3(0.37,0.25,0.25),(yi-nyi)/jointHPercentage+0.2);\n}\nelse if (xinxi-jointWPercentage){\ncolor=mix(jointColor,vec3(0.44,0.44,0.44),(xi-nxi)/jointWPercentage+0.2);\n}\nelse {\nfloat brickColorSwitch=mod(floor(yi)+floor(xi),3.0);\nif (brickColorSwitch == 0.0)\ncolor=mix(color,vec3(0.33,0.33,0.33),0.3);\nelse if (brickColorSwitch == 2.0)\ncolor=mix(color,vec3(0.11,0.11,0.11),0.3);\n}\ngl_FragColor=vec4(color,1.0);\n}";