babylon.gridMaterial.js 11 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 GRIDMaterialDefines = (function (_super) {
  16. __extends(GRIDMaterialDefines, _super);
  17. function GRIDMaterialDefines() {
  18. var _this = _super.call(this) || this;
  19. _this.TRANSPARENT = false;
  20. _this.FOG = false;
  21. _this._keys = Object.keys(_this);
  22. return _this;
  23. }
  24. return GRIDMaterialDefines;
  25. }(BABYLON.MaterialDefines));
  26. /**
  27. * The grid materials allows you to wrap any shape with a grid.
  28. * Colors are customizable.
  29. */
  30. var GridMaterial = (function (_super) {
  31. __extends(GridMaterial, _super);
  32. /**
  33. * constructor
  34. * @param name The name given to the material in order to identify it afterwards.
  35. * @param scene The scene the material is used in.
  36. */
  37. function GridMaterial(name, scene) {
  38. var _this = _super.call(this, name, scene) || this;
  39. /**
  40. * Main color of the grid (e.g. between lines)
  41. */
  42. _this.mainColor = BABYLON.Color3.White();
  43. /**
  44. * Color of the grid lines.
  45. */
  46. _this.lineColor = BABYLON.Color3.Black();
  47. /**
  48. * The scale of the grid compared to unit.
  49. */
  50. _this.gridRatio = 1.0;
  51. /**
  52. * The frequency of thicker lines.
  53. */
  54. _this.majorUnitFrequency = 10;
  55. /**
  56. * The visibility of minor units in the grid.
  57. */
  58. _this.minorUnitVisibility = 0.33;
  59. /**
  60. * The grid opacity outside of the lines.
  61. */
  62. _this.opacity = 1.0;
  63. _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
  64. _this._defines = new GRIDMaterialDefines();
  65. _this._cachedDefines = new GRIDMaterialDefines();
  66. return _this;
  67. }
  68. /**
  69. * Returns wehter or not the grid requires alpha blending.
  70. */
  71. GridMaterial.prototype.needAlphaBlending = function () {
  72. return this.opacity < 1.0;
  73. };
  74. GridMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  75. if (!mesh) {
  76. return true;
  77. }
  78. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  79. return true;
  80. }
  81. return false;
  82. };
  83. GridMaterial.prototype.isReady = function (mesh, useInstances) {
  84. if (this.checkReadyOnlyOnce) {
  85. if (this._wasPreviouslyReady) {
  86. return true;
  87. }
  88. }
  89. var scene = this.getScene();
  90. if (!this.checkReadyOnEveryCall) {
  91. if (this._renderId === scene.getRenderId()) {
  92. if (this._checkCache(scene, mesh, useInstances)) {
  93. return true;
  94. }
  95. }
  96. }
  97. var engine = scene.getEngine();
  98. var needNormals = true;
  99. this._defines.reset();
  100. if (this.opacity < 1.0) {
  101. this._defines.TRANSPARENT = true;
  102. }
  103. // Fog
  104. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  105. this._defines.FOG = true;
  106. }
  107. // Get correct effect
  108. if (!this._effect || !this._defines.isEqual(this._cachedDefines)) {
  109. this._defines.cloneTo(this._cachedDefines);
  110. scene.resetCachedMaterial();
  111. // Attributes
  112. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  113. // Effect
  114. var shaderName = scene.getEngine().getCaps().standardDerivatives ? "grid" : "legacygrid";
  115. // Defines
  116. var join = this._defines.toString();
  117. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["worldViewProjection", "mainColor", "lineColor", "gridControl", "vFogInfos", "vFogColor", "world", "view"], [], join, null, this.onCompiled, this.onError);
  118. }
  119. if (!this._effect.isReady()) {
  120. return false;
  121. }
  122. this._renderId = scene.getRenderId();
  123. this._wasPreviouslyReady = true;
  124. return true;
  125. };
  126. GridMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  127. var scene = this.getScene();
  128. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  129. this._effect.setMatrix("world", world);
  130. this._effect.setMatrix("view", scene.getViewMatrix());
  131. };
  132. GridMaterial.prototype.bind = function (world, mesh) {
  133. var scene = this.getScene();
  134. // Matrices
  135. this.bindOnlyWorldMatrix(world);
  136. // Uniforms
  137. if (scene.getCachedMaterial() !== this) {
  138. this._effect.setColor3("mainColor", this.mainColor);
  139. this._effect.setColor3("lineColor", this.lineColor);
  140. this._gridControl.x = this.gridRatio;
  141. this._gridControl.y = Math.round(this.majorUnitFrequency);
  142. this._gridControl.z = this.minorUnitVisibility;
  143. this._gridControl.w = this.opacity;
  144. this._effect.setVector4("gridControl", this._gridControl);
  145. }
  146. // View
  147. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  148. this._effect.setMatrix("view", scene.getViewMatrix());
  149. }
  150. // Fog
  151. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  152. _super.prototype.bind.call(this, world, mesh);
  153. };
  154. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  155. _super.prototype.dispose.call(this, forceDisposeEffect);
  156. };
  157. GridMaterial.prototype.clone = function (name) {
  158. var _this = this;
  159. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  160. };
  161. GridMaterial.prototype.serialize = function () {
  162. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  163. serializationObject.customType = "BABYLON.GridMaterial";
  164. return serializationObject;
  165. };
  166. GridMaterial.Parse = function (source, scene, rootUrl) {
  167. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  168. };
  169. return GridMaterial;
  170. }(BABYLON.Material));
  171. __decorate([
  172. BABYLON.serializeAsColor3()
  173. ], GridMaterial.prototype, "mainColor", void 0);
  174. __decorate([
  175. BABYLON.serializeAsColor3()
  176. ], GridMaterial.prototype, "lineColor", void 0);
  177. __decorate([
  178. BABYLON.serialize()
  179. ], GridMaterial.prototype, "gridRatio", void 0);
  180. __decorate([
  181. BABYLON.serialize()
  182. ], GridMaterial.prototype, "majorUnitFrequency", void 0);
  183. __decorate([
  184. BABYLON.serialize()
  185. ], GridMaterial.prototype, "minorUnitVisibility", void 0);
  186. __decorate([
  187. BABYLON.serialize()
  188. ], GridMaterial.prototype, "opacity", void 0);
  189. BABYLON.GridMaterial = GridMaterial;
  190. })(BABYLON || (BABYLON = {}));
  191. //# sourceMappingURL=babylon.gridmaterial.js.map
  192. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 worldViewProjection;\nuniform mat4 world;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogVertexDeclaration>\nvoid main(void) {\n#ifdef FOG\nvec4 worldPos=world*vec4(position,1.0);\n#endif\n#include<fogVertex>\ngl_Position=worldViewProjection*vec4(position,1.0);\nvPosition=position;\nvNormal=normal;\n}";
  193. BABYLON.Effect.ShadersStore['gridPixelShader'] = "#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\nuniform vec3 mainColor;\nuniform vec3 lineColor;\nuniform vec4 gridControl;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogFragmentDeclaration>\nfloat getVisibility(float position) {\n\nfloat majorGridFrequency=gridControl.y;\nif (floor(position+0.5) == floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{\nreturn 1.0;\n} \nreturn gridControl.z;\n}\nfloat getAnisotropicAttenuation(float differentialLength) {\nconst float maxNumberOfLines=10.0;\nreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\n}\nfloat isPointOnLine(float position,float differentialLength) {\nfloat fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\nfloat result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result; \n}\nfloat contributionOnAxis(float position) {\nfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\ndifferentialLength*=SQRT2; \n\nfloat result=isPointOnLine(position,differentialLength);\n\nfloat visibility=getVisibility(position);\nresult*=visibility;\n\nfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\nresult*=anisotropicAttenuation;\nreturn result;\n}\nfloat normalImpactOnAxis(float x) {\nfloat normalImpact=clamp(1.0-2.8*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=vPosition/gridRatio;\n\nfloat x=contributionOnAxis(gridPos.x);\nfloat y=contributionOnAxis(gridPos.y);\nfloat z=contributionOnAxis(gridPos.z); \n\nvec3 normal=normalize(vNormal);\nx*=normalImpactOnAxis(normal.x);\ny*=normalImpactOnAxis(normal.y);\nz*=normalImpactOnAxis(normal.z);\n\nfloat grid=clamp(x+y+z,0.,1.);\n\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\n#ifdef TRANSPARENT\nfloat opacity=clamp(grid,0.08,gridControl.w);\ngl_FragColor=vec4(color.rgb,opacity);\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}";
  194. BABYLON.Effect.ShadersStore['legacygridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\nvoid main(void) {\ngl_Position=worldViewProjection*vec4(position,1.0);\n}";
  195. BABYLON.Effect.ShadersStore['legacygridPixelShader'] = "uniform vec3 mainColor;\nuniform vec4 gridControl;\nvoid main(void) {\ngl_FragColor=vec4(1,1,1,0.1);\n#ifdef TRANSPARENT\n\ngl_FragColor=vec4(mainColor.rgb,0.08);\n#else\n\ngl_FragColor=vec4(mainColor.rgb,1.0);\n#endif\n}";