babylon.skyMaterial.js 15 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 SkyMaterialDefines = (function (_super) {
  16. __extends(SkyMaterialDefines, _super);
  17. function SkyMaterialDefines() {
  18. var _this = _super.call(this) || this;
  19. _this.CLIPPLANE = false;
  20. _this.POINTSIZE = false;
  21. _this.FOG = false;
  22. _this.VERTEXCOLOR = false;
  23. _this.VERTEXALPHA = false;
  24. _this._keys = Object.keys(_this);
  25. return _this;
  26. }
  27. return SkyMaterialDefines;
  28. }(BABYLON.MaterialDefines));
  29. var SkyMaterial = (function (_super) {
  30. __extends(SkyMaterial, _super);
  31. function SkyMaterial(name, scene) {
  32. var _this = _super.call(this, name, scene) || this;
  33. // Public members
  34. _this.luminance = 1.0;
  35. _this.turbidity = 10.0;
  36. _this.rayleigh = 2.0;
  37. _this.mieCoefficient = 0.005;
  38. _this.mieDirectionalG = 0.8;
  39. _this.distance = 500;
  40. _this.inclination = 0.49;
  41. _this.azimuth = 0.25;
  42. _this.sunPosition = new BABYLON.Vector3(0, 100, 0);
  43. _this.useSunPosition = false;
  44. // Private members
  45. _this._cameraPosition = BABYLON.Vector3.Zero();
  46. _this._defines = new SkyMaterialDefines();
  47. _this._cachedDefines = new SkyMaterialDefines();
  48. return _this;
  49. }
  50. SkyMaterial.prototype.needAlphaBlending = function () {
  51. return (this.alpha < 1.0);
  52. };
  53. SkyMaterial.prototype.needAlphaTesting = function () {
  54. return false;
  55. };
  56. SkyMaterial.prototype.getAlphaTestTexture = function () {
  57. return null;
  58. };
  59. // Methods
  60. SkyMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  61. if (!mesh) {
  62. return true;
  63. }
  64. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  65. return true;
  66. }
  67. return false;
  68. };
  69. SkyMaterial.prototype.isReady = function (mesh, useInstances) {
  70. if (this.checkReadyOnlyOnce) {
  71. if (this._wasPreviouslyReady) {
  72. return true;
  73. }
  74. }
  75. var scene = this.getScene();
  76. if (!this.checkReadyOnEveryCall) {
  77. if (this._renderId === scene.getRenderId()) {
  78. if (this._checkCache(scene, mesh, useInstances)) {
  79. return true;
  80. }
  81. }
  82. }
  83. var engine = scene.getEngine();
  84. this._defines.reset();
  85. // Effect
  86. if (scene.clipPlane) {
  87. this._defines.CLIPPLANE = true;
  88. }
  89. // Point size
  90. if (this.pointsCloud || scene.forcePointsCloud) {
  91. this._defines.POINTSIZE = true;
  92. }
  93. // Fog
  94. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  95. this._defines.FOG = true;
  96. }
  97. // Attribs
  98. if (mesh) {
  99. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  100. this._defines.VERTEXCOLOR = true;
  101. if (mesh.hasVertexAlpha) {
  102. this._defines.VERTEXALPHA = true;
  103. }
  104. }
  105. }
  106. // Get correct effect
  107. if (!this._defines.isEqual(this._cachedDefines) || !this._effect) {
  108. this._defines.cloneTo(this._cachedDefines);
  109. scene.resetCachedMaterial();
  110. // Fallbacks
  111. var fallbacks = new BABYLON.EffectFallbacks();
  112. if (this._defines.FOG) {
  113. fallbacks.addFallback(1, "FOG");
  114. }
  115. //Attributes
  116. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117. if (this._defines.VERTEXCOLOR) {
  118. attribs.push(BABYLON.VertexBuffer.ColorKind);
  119. }
  120. // Legacy browser patch
  121. var shaderName = "sky";
  122. var join = this._defines.toString();
  123. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "viewProjection", "view",
  124. "vFogInfos", "vFogColor", "pointSize", "vClipPlane",
  125. "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition",
  126. "cameraPosition"
  127. ], [], join, fallbacks, this.onCompiled, this.onError);
  128. }
  129. if (!this._effect.isReady()) {
  130. return false;
  131. }
  132. this._renderId = scene.getRenderId();
  133. this._wasPreviouslyReady = true;
  134. if (mesh) {
  135. if (!mesh._materialDefines) {
  136. mesh._materialDefines = new SkyMaterialDefines();
  137. }
  138. this._defines.cloneTo(mesh._materialDefines);
  139. }
  140. return true;
  141. };
  142. SkyMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  143. this._effect.setMatrix("world", world);
  144. };
  145. SkyMaterial.prototype.bind = function (world, mesh) {
  146. var scene = this.getScene();
  147. // Matrices
  148. this.bindOnlyWorldMatrix(world);
  149. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  150. if (scene.getCachedMaterial() !== this) {
  151. // Clip plane
  152. if (scene.clipPlane) {
  153. var clipPlane = scene.clipPlane;
  154. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  155. }
  156. // Point size
  157. if (this.pointsCloud) {
  158. this._effect.setFloat("pointSize", this.pointSize);
  159. }
  160. }
  161. // View
  162. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  163. this._effect.setMatrix("view", scene.getViewMatrix());
  164. }
  165. // Fog
  166. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  167. // Sky
  168. var camera = scene.activeCamera;
  169. if (camera) {
  170. var cameraWorldMatrix = camera.getWorldMatrix();
  171. this._cameraPosition.x = cameraWorldMatrix.m[12];
  172. this._cameraPosition.y = cameraWorldMatrix.m[13];
  173. this._cameraPosition.z = cameraWorldMatrix.m[14];
  174. this._effect.setVector3("cameraPosition", this._cameraPosition);
  175. }
  176. if (this.luminance > 0) {
  177. this._effect.setFloat("luminance", this.luminance);
  178. }
  179. this._effect.setFloat("turbidity", this.turbidity);
  180. this._effect.setFloat("rayleigh", this.rayleigh);
  181. this._effect.setFloat("mieCoefficient", this.mieCoefficient);
  182. this._effect.setFloat("mieDirectionalG", this.mieDirectionalG);
  183. if (!this.useSunPosition) {
  184. var theta = Math.PI * (this.inclination - 0.5);
  185. var phi = 2 * Math.PI * (this.azimuth - 0.5);
  186. this.sunPosition.x = this.distance * Math.cos(phi);
  187. this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
  188. this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
  189. }
  190. this._effect.setVector3("sunPosition", this.sunPosition);
  191. _super.prototype.bind.call(this, world, mesh);
  192. };
  193. SkyMaterial.prototype.getAnimatables = function () {
  194. return [];
  195. };
  196. SkyMaterial.prototype.dispose = function (forceDisposeEffect) {
  197. _super.prototype.dispose.call(this, forceDisposeEffect);
  198. };
  199. SkyMaterial.prototype.clone = function (name) {
  200. var _this = this;
  201. return BABYLON.SerializationHelper.Clone(function () { return new SkyMaterial(name, _this.getScene()); }, this);
  202. };
  203. SkyMaterial.prototype.serialize = function () {
  204. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  205. serializationObject.customType = "BABYLON.SkyMaterial";
  206. return serializationObject;
  207. };
  208. // Statics
  209. SkyMaterial.Parse = function (source, scene, rootUrl) {
  210. return BABYLON.SerializationHelper.Parse(function () { return new SkyMaterial(source.name, scene); }, source, scene, rootUrl);
  211. };
  212. return SkyMaterial;
  213. }(BABYLON.Material));
  214. __decorate([
  215. BABYLON.serialize()
  216. ], SkyMaterial.prototype, "luminance", void 0);
  217. __decorate([
  218. BABYLON.serialize()
  219. ], SkyMaterial.prototype, "turbidity", void 0);
  220. __decorate([
  221. BABYLON.serialize()
  222. ], SkyMaterial.prototype, "rayleigh", void 0);
  223. __decorate([
  224. BABYLON.serialize()
  225. ], SkyMaterial.prototype, "mieCoefficient", void 0);
  226. __decorate([
  227. BABYLON.serialize()
  228. ], SkyMaterial.prototype, "mieDirectionalG", void 0);
  229. __decorate([
  230. BABYLON.serialize()
  231. ], SkyMaterial.prototype, "distance", void 0);
  232. __decorate([
  233. BABYLON.serialize()
  234. ], SkyMaterial.prototype, "inclination", void 0);
  235. __decorate([
  236. BABYLON.serialize()
  237. ], SkyMaterial.prototype, "azimuth", void 0);
  238. __decorate([
  239. BABYLON.serializeAsVector3()
  240. ], SkyMaterial.prototype, "sunPosition", void 0);
  241. __decorate([
  242. BABYLON.serialize()
  243. ], SkyMaterial.prototype, "useSunPosition", void 0);
  244. BABYLON.SkyMaterial = SkyMaterial;
  245. })(BABYLON || (BABYLON = {}));
  246. //# sourceMappingURL=babylon.skyMaterial.js.map
  247. 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<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\nvoid main(void) {\ngl_Position=viewProjection*world*vec4(position,1.0);\nvec4 worldPos=world*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  248. BABYLON.Effect.ShadersStore['skyPixelShader'] = "precision highp float;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\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<fogFragmentDeclaration>\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<clipPlaneFragment>\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<fogFragment>\ngl_FragColor=color;\n}";