/// 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 NormalMaterialDefines = (function (_super) { __extends(NormalMaterialDefines, _super); function NormalMaterialDefines() { var _this = _super.call(this) || this; _this.DIFFUSE = false; _this.CLIPPLANE = false; _this.ALPHATEST = 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.SHADOWPCF0 = false; _this.SHADOWPCF1 = false; _this.SHADOWPCF2 = false; _this.SHADOWPCF3 = 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._keys = Object.keys(_this); return _this; } return NormalMaterialDefines; }(BABYLON.MaterialDefines)); var NormalMaterial = (function (_super) { __extends(NormalMaterial, _super); function NormalMaterial(name, scene) { var _this = _super.call(this, name, scene) || this; _this.diffuseColor = new BABYLON.Color3(1, 1, 1); _this.disableLighting = false; _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero(); _this._scaledDiffuse = new BABYLON.Color3(); _this._defines = new NormalMaterialDefines(); _this._cachedDefines = new NormalMaterialDefines(); _this._cachedDefines.BonesPerMesh = -1; return _this; } NormalMaterial.prototype.needAlphaBlending = function () { return (this.alpha < 1.0); }; NormalMaterial.prototype.needAlphaTesting = function () { return false; }; NormalMaterial.prototype.getAlphaTestTexture = function () { return null; }; // Methods NormalMaterial.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; }; NormalMaterial.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; } if (engine.getAlphaTesting()) { 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; } var lightIndex = 0; if (scene.lightsEnabled && !this.disableLighting) { needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines); } // 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.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) { this._defines.UV2 = 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.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers; this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1); } // 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"); } BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks); if (this._defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //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.UV2) { attribs.push(BABYLON.VertexBuffer.UV2Kind); } if (this._defines.VERTEXCOLOR) { attribs.push(BABYLON.VertexBuffer.ColorKind); } BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks); BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines); var shaderName = "normal"; var join = this._defines.toString(); this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0", "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1", "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2", "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues" ], ["diffuseSampler", "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3" ], join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: 4 }); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new NormalMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; }; NormalMaterial.prototype.bindOnlyWorldMatrix = function (world) { this._effect.setMatrix("world", world); }; NormalMaterial.prototype.bind = function (world, mesh) { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect); 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()); } // Clip plane BABYLON.MaterialHelper.BindClipPlane(this._effect, scene); // 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.diffuseColor, this.alpha * mesh.visibility); // Lights if (scene.lightsEnabled && !this.disableLighting) { BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect); _super.prototype.bind.call(this, world, mesh); }; NormalMaterial.prototype.getAnimatables = function () { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } return results; }; NormalMaterial.prototype.dispose = function (forceDisposeEffect) { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } _super.prototype.dispose.call(this, forceDisposeEffect); }; NormalMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new NormalMaterial(name, _this.getScene()); }, this); }; NormalMaterial.prototype.serialize = function () { var serializationObject = BABYLON.SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.NormalMaterial"; return serializationObject; }; // Statics NormalMaterial.Parse = function (source, scene, rootUrl) { return BABYLON.SerializationHelper.Parse(function () { return new NormalMaterial(source.name, scene); }, source, scene, rootUrl); }; return NormalMaterial; }(BABYLON.Material)); __decorate([ BABYLON.serializeAsTexture() ], NormalMaterial.prototype, "diffuseTexture", void 0); __decorate([ BABYLON.serializeAsColor3() ], NormalMaterial.prototype, "diffuseColor", void 0); __decorate([ BABYLON.serialize() ], NormalMaterial.prototype, "disableLighting", void 0); BABYLON.NormalMaterial = NormalMaterial; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.normalMaterial.js.map BABYLON.Effect.ShadersStore['normalVertexShader'] = "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;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include\n#include\n#include[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);\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['normalPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include[0]\n#include[1]\n#include[2]\n#include[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);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\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}";