babylon.normalMaterial.js 18 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || function (d, b) {
  3. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4. function __() { this.constructor = d; }
  5. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  6. };
  7. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  8. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  9. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  10. 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;
  11. return c > 3 && r && Object.defineProperty(target, key, r), r;
  12. };
  13. var BABYLON;
  14. (function (BABYLON) {
  15. var NormalMaterialDefines = (function (_super) {
  16. __extends(NormalMaterialDefines, _super);
  17. function NormalMaterialDefines() {
  18. var _this = _super.call(this) || this;
  19. _this.DIFFUSE = false;
  20. _this.CLIPPLANE = false;
  21. _this.ALPHATEST = false;
  22. _this.POINTSIZE = false;
  23. _this.FOG = false;
  24. _this.LIGHT0 = false;
  25. _this.LIGHT1 = false;
  26. _this.LIGHT2 = false;
  27. _this.LIGHT3 = false;
  28. _this.SPOTLIGHT0 = false;
  29. _this.SPOTLIGHT1 = false;
  30. _this.SPOTLIGHT2 = false;
  31. _this.SPOTLIGHT3 = false;
  32. _this.HEMILIGHT0 = false;
  33. _this.HEMILIGHT1 = false;
  34. _this.HEMILIGHT2 = false;
  35. _this.HEMILIGHT3 = false;
  36. _this.DIRLIGHT0 = false;
  37. _this.DIRLIGHT1 = false;
  38. _this.DIRLIGHT2 = false;
  39. _this.DIRLIGHT3 = false;
  40. _this.POINTLIGHT0 = false;
  41. _this.POINTLIGHT1 = false;
  42. _this.POINTLIGHT2 = false;
  43. _this.POINTLIGHT3 = false;
  44. _this.SHADOW0 = false;
  45. _this.SHADOW1 = false;
  46. _this.SHADOW2 = false;
  47. _this.SHADOW3 = false;
  48. _this.SHADOWS = false;
  49. _this.SHADOWVSM0 = false;
  50. _this.SHADOWVSM1 = false;
  51. _this.SHADOWVSM2 = false;
  52. _this.SHADOWVSM3 = false;
  53. _this.SHADOWPCF0 = false;
  54. _this.SHADOWPCF1 = false;
  55. _this.SHADOWPCF2 = false;
  56. _this.SHADOWPCF3 = false;
  57. _this.NORMAL = false;
  58. _this.UV1 = false;
  59. _this.UV2 = false;
  60. _this.VERTEXCOLOR = false;
  61. _this.VERTEXALPHA = false;
  62. _this.NUM_BONE_INFLUENCERS = 0;
  63. _this.BonesPerMesh = 0;
  64. _this.INSTANCES = false;
  65. _this._keys = Object.keys(_this);
  66. return _this;
  67. }
  68. return NormalMaterialDefines;
  69. }(BABYLON.MaterialDefines));
  70. var NormalMaterial = (function (_super) {
  71. __extends(NormalMaterial, _super);
  72. function NormalMaterial(name, scene) {
  73. var _this = _super.call(this, name, scene) || this;
  74. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  75. _this.disableLighting = false;
  76. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  77. _this._scaledDiffuse = new BABYLON.Color3();
  78. _this._defines = new NormalMaterialDefines();
  79. _this._cachedDefines = new NormalMaterialDefines();
  80. _this._cachedDefines.BonesPerMesh = -1;
  81. return _this;
  82. }
  83. NormalMaterial.prototype.needAlphaBlending = function () {
  84. return (this.alpha < 1.0);
  85. };
  86. NormalMaterial.prototype.needAlphaTesting = function () {
  87. return false;
  88. };
  89. NormalMaterial.prototype.getAlphaTestTexture = function () {
  90. return null;
  91. };
  92. // Methods
  93. NormalMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  94. if (!mesh) {
  95. return true;
  96. }
  97. if (this._defines.INSTANCES !== useInstances) {
  98. return false;
  99. }
  100. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  101. return true;
  102. }
  103. return false;
  104. };
  105. NormalMaterial.prototype.isReady = function (mesh, useInstances) {
  106. if (this.checkReadyOnlyOnce) {
  107. if (this._wasPreviouslyReady) {
  108. return true;
  109. }
  110. }
  111. var scene = this.getScene();
  112. if (!this.checkReadyOnEveryCall) {
  113. if (this._renderId === scene.getRenderId()) {
  114. if (this._checkCache(scene, mesh, useInstances)) {
  115. return true;
  116. }
  117. }
  118. }
  119. var engine = scene.getEngine();
  120. var needNormals = false;
  121. var needUVs = false;
  122. this._defines.reset();
  123. // Textures
  124. if (scene.texturesEnabled) {
  125. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  126. if (!this.diffuseTexture.isReady()) {
  127. return false;
  128. }
  129. else {
  130. needUVs = true;
  131. this._defines.DIFFUSE = true;
  132. }
  133. }
  134. }
  135. // Effect
  136. if (scene.clipPlane) {
  137. this._defines.CLIPPLANE = true;
  138. }
  139. if (engine.getAlphaTesting()) {
  140. this._defines.ALPHATEST = true;
  141. }
  142. // Point size
  143. if (this.pointsCloud || scene.forcePointsCloud) {
  144. this._defines.POINTSIZE = true;
  145. }
  146. // Fog
  147. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  148. this._defines.FOG = true;
  149. }
  150. var lightIndex = 0;
  151. if (scene.lightsEnabled && !this.disableLighting) {
  152. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines);
  153. }
  154. // Attribs
  155. if (mesh) {
  156. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  157. this._defines.NORMAL = true;
  158. }
  159. if (needUVs) {
  160. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  161. this._defines.UV1 = true;
  162. }
  163. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  164. this._defines.UV2 = true;
  165. }
  166. }
  167. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  168. this._defines.VERTEXCOLOR = true;
  169. if (mesh.hasVertexAlpha) {
  170. this._defines.VERTEXALPHA = true;
  171. }
  172. }
  173. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  174. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  175. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  176. }
  177. // Instances
  178. if (useInstances) {
  179. this._defines.INSTANCES = true;
  180. }
  181. }
  182. // Get correct effect
  183. if (!this._defines.isEqual(this._cachedDefines)) {
  184. this._defines.cloneTo(this._cachedDefines);
  185. scene.resetCachedMaterial();
  186. // Fallbacks
  187. var fallbacks = new BABYLON.EffectFallbacks();
  188. if (this._defines.FOG) {
  189. fallbacks.addFallback(1, "FOG");
  190. }
  191. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks);
  192. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  193. fallbacks.addCPUSkinningFallback(0, mesh);
  194. }
  195. //Attributes
  196. var attribs = [BABYLON.VertexBuffer.PositionKind];
  197. if (this._defines.NORMAL) {
  198. attribs.push(BABYLON.VertexBuffer.NormalKind);
  199. }
  200. if (this._defines.UV1) {
  201. attribs.push(BABYLON.VertexBuffer.UVKind);
  202. }
  203. if (this._defines.UV2) {
  204. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  205. }
  206. if (this._defines.VERTEXCOLOR) {
  207. attribs.push(BABYLON.VertexBuffer.ColorKind);
  208. }
  209. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  210. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  211. var shaderName = "normal";
  212. var join = this._defines.toString();
  213. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  214. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  215. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  216. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  217. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  218. "vFogInfos", "vFogColor", "pointSize",
  219. "vDiffuseInfos",
  220. "mBones",
  221. "vClipPlane", "diffuseMatrix",
  222. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3", "depthValues"
  223. ], ["diffuseSampler",
  224. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  225. ], join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: 4 });
  226. }
  227. if (!this._effect.isReady()) {
  228. return false;
  229. }
  230. this._renderId = scene.getRenderId();
  231. this._wasPreviouslyReady = true;
  232. if (mesh) {
  233. if (!mesh._materialDefines) {
  234. mesh._materialDefines = new NormalMaterialDefines();
  235. }
  236. this._defines.cloneTo(mesh._materialDefines);
  237. }
  238. return true;
  239. };
  240. NormalMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  241. this._effect.setMatrix("world", world);
  242. };
  243. NormalMaterial.prototype.bind = function (world, mesh) {
  244. var scene = this.getScene();
  245. // Matrices
  246. this.bindOnlyWorldMatrix(world);
  247. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  248. // Bones
  249. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  250. if (scene.getCachedMaterial() !== this) {
  251. // Textures
  252. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  253. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  254. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  255. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  256. }
  257. // Clip plane
  258. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  259. // Point size
  260. if (this.pointsCloud) {
  261. this._effect.setFloat("pointSize", this.pointSize);
  262. }
  263. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  264. }
  265. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  266. // Lights
  267. if (scene.lightsEnabled && !this.disableLighting) {
  268. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines);
  269. }
  270. // View
  271. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  272. this._effect.setMatrix("view", scene.getViewMatrix());
  273. }
  274. // Fog
  275. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  276. _super.prototype.bind.call(this, world, mesh);
  277. };
  278. NormalMaterial.prototype.getAnimatables = function () {
  279. var results = [];
  280. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  281. results.push(this.diffuseTexture);
  282. }
  283. return results;
  284. };
  285. NormalMaterial.prototype.dispose = function (forceDisposeEffect) {
  286. if (this.diffuseTexture) {
  287. this.diffuseTexture.dispose();
  288. }
  289. _super.prototype.dispose.call(this, forceDisposeEffect);
  290. };
  291. NormalMaterial.prototype.clone = function (name) {
  292. var _this = this;
  293. return BABYLON.SerializationHelper.Clone(function () { return new NormalMaterial(name, _this.getScene()); }, this);
  294. };
  295. NormalMaterial.prototype.serialize = function () {
  296. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  297. serializationObject.customType = "BABYLON.NormalMaterial";
  298. return serializationObject;
  299. };
  300. // Statics
  301. NormalMaterial.Parse = function (source, scene, rootUrl) {
  302. return BABYLON.SerializationHelper.Parse(function () { return new NormalMaterial(source.name, scene); }, source, scene, rootUrl);
  303. };
  304. return NormalMaterial;
  305. }(BABYLON.Material));
  306. __decorate([
  307. BABYLON.serializeAsTexture()
  308. ], NormalMaterial.prototype, "diffuseTexture", void 0);
  309. __decorate([
  310. BABYLON.serializeAsColor3()
  311. ], NormalMaterial.prototype, "diffuseColor", void 0);
  312. __decorate([
  313. BABYLON.serialize()
  314. ], NormalMaterial.prototype, "disableLighting", void 0);
  315. BABYLON.NormalMaterial = NormalMaterial;
  316. })(BABYLON || (BABYLON = {}));
  317. //# sourceMappingURL=babylon.normalMaterial.js.map
  318. 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<bonesDeclaration>\n\n#include<instancesDeclaration>\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<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\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<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  319. 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<lightFragmentDeclaration>[0]\n#include<lightFragmentDeclaration>[1]\n#include<lightFragmentDeclaration>[2]\n#include<lightFragmentDeclaration>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\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<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[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<fogFragment>\ngl_FragColor=color;\n}";