babylon.simpleMaterial.js 16 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. 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;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var SimpleMaterialDefines = (function (_super) {
  21. __extends(SimpleMaterialDefines, _super);
  22. function SimpleMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.DIFFUSE = false;
  25. _this.CLIPPLANE = false;
  26. _this.ALPHATEST = false;
  27. _this.POINTSIZE = false;
  28. _this.FOG = false;
  29. _this.NORMAL = false;
  30. _this.UV1 = false;
  31. _this.UV2 = false;
  32. _this.VERTEXCOLOR = false;
  33. _this.VERTEXALPHA = false;
  34. _this.NUM_BONE_INFLUENCERS = 0;
  35. _this.BonesPerMesh = 0;
  36. _this.INSTANCES = false;
  37. _this.USERIGHTHANDEDSYSTEM = false;
  38. _this.rebuild();
  39. return _this;
  40. }
  41. return SimpleMaterialDefines;
  42. }(BABYLON.MaterialDefines));
  43. var SimpleMaterial = (function (_super) {
  44. __extends(SimpleMaterial, _super);
  45. function SimpleMaterial(name, scene) {
  46. var _this = _super.call(this, name, scene) || this;
  47. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  48. _this._disableLighting = false;
  49. _this._maxSimultaneousLights = 4;
  50. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  51. _this._scaledDiffuse = new BABYLON.Color3();
  52. return _this;
  53. }
  54. SimpleMaterial.prototype.needAlphaBlending = function () {
  55. return (this.alpha < 1.0);
  56. };
  57. SimpleMaterial.prototype.needAlphaTesting = function () {
  58. return false;
  59. };
  60. SimpleMaterial.prototype.getAlphaTestTexture = function () {
  61. return null;
  62. };
  63. // Methods
  64. SimpleMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  65. if (this.isFrozen) {
  66. if (this._wasPreviouslyReady && subMesh.effect) {
  67. return true;
  68. }
  69. }
  70. if (!subMesh._materialDefines) {
  71. subMesh._materialDefines = new SimpleMaterialDefines();
  72. }
  73. var defines = subMesh._materialDefines;
  74. var scene = this.getScene();
  75. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  76. if (this._renderId === scene.getRenderId()) {
  77. return true;
  78. }
  79. }
  80. var engine = scene.getEngine();
  81. // Textures
  82. if (defines._areTexturesDirty) {
  83. defines._needUVs = false;
  84. if (scene.texturesEnabled) {
  85. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  86. if (!this._diffuseTexture.isReady()) {
  87. return false;
  88. }
  89. else {
  90. defines._needUVs = true;
  91. defines.DIFFUSE = true;
  92. }
  93. }
  94. }
  95. }
  96. // Misc.
  97. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  98. // Lights
  99. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  100. // Values that need to be evaluated on every frame
  101. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  102. // Attribs
  103. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  104. // Get correct effect
  105. if (defines.isDirty) {
  106. defines.markAsProcessed();
  107. scene.resetCachedMaterial();
  108. // Fallbacks
  109. var fallbacks = new BABYLON.EffectFallbacks();
  110. if (defines.FOG) {
  111. fallbacks.addFallback(1, "FOG");
  112. }
  113. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  114. if (defines.NUM_BONE_INFLUENCERS > 0) {
  115. fallbacks.addCPUSkinningFallback(0, mesh);
  116. }
  117. //Attributes
  118. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119. if (defines.NORMAL) {
  120. attribs.push(BABYLON.VertexBuffer.NormalKind);
  121. }
  122. if (defines.UV1) {
  123. attribs.push(BABYLON.VertexBuffer.UVKind);
  124. }
  125. if (defines.UV2) {
  126. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  127. }
  128. if (defines.VERTEXCOLOR) {
  129. attribs.push(BABYLON.VertexBuffer.ColorKind);
  130. }
  131. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  132. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  133. var shaderName = "simple";
  134. var join = defines.toString();
  135. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  136. "vFogInfos", "vFogColor", "pointSize",
  137. "vDiffuseInfos",
  138. "mBones",
  139. "vClipPlane", "diffuseMatrix"
  140. ];
  141. var samplers = ["diffuseSampler"];
  142. var uniformBuffers = [];
  143. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  144. uniformsNames: uniforms,
  145. uniformBuffersNames: uniformBuffers,
  146. samplers: samplers,
  147. defines: defines,
  148. maxSimultaneousLights: this.maxSimultaneousLights
  149. });
  150. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  151. attributes: attribs,
  152. uniformsNames: uniforms,
  153. uniformBuffersNames: uniformBuffers,
  154. samplers: samplers,
  155. defines: join,
  156. fallbacks: fallbacks,
  157. onCompiled: this.onCompiled,
  158. onError: this.onError,
  159. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights - 1 }
  160. }, engine), defines);
  161. }
  162. if (!subMesh.effect.isReady()) {
  163. return false;
  164. }
  165. this._renderId = scene.getRenderId();
  166. this._wasPreviouslyReady = true;
  167. return true;
  168. };
  169. SimpleMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  170. var scene = this.getScene();
  171. var defines = subMesh._materialDefines;
  172. if (!defines) {
  173. return;
  174. }
  175. var effect = subMesh.effect;
  176. this._activeEffect = effect;
  177. // Matrices
  178. this.bindOnlyWorldMatrix(world);
  179. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  180. // Bones
  181. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  182. if (this._mustRebind(scene, effect)) {
  183. // Textures
  184. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  185. this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
  186. this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  187. this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
  188. }
  189. // Clip plane
  190. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  191. // Point size
  192. if (this.pointsCloud) {
  193. this._activeEffect.setFloat("pointSize", this.pointSize);
  194. }
  195. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  196. }
  197. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  198. // Lights
  199. if (scene.lightsEnabled && !this.disableLighting) {
  200. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  201. }
  202. // View
  203. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  204. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  205. }
  206. // Fog
  207. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  208. this._afterBind(mesh, this._activeEffect);
  209. };
  210. SimpleMaterial.prototype.getAnimatables = function () {
  211. var results = [];
  212. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  213. results.push(this._diffuseTexture);
  214. }
  215. return results;
  216. };
  217. SimpleMaterial.prototype.getActiveTextures = function () {
  218. var activeTextures = _super.prototype.getActiveTextures.call(this);
  219. if (this._diffuseTexture) {
  220. activeTextures.push(this._diffuseTexture);
  221. }
  222. return activeTextures;
  223. };
  224. SimpleMaterial.prototype.dispose = function (forceDisposeEffect) {
  225. if (this._diffuseTexture) {
  226. this._diffuseTexture.dispose();
  227. }
  228. _super.prototype.dispose.call(this, forceDisposeEffect);
  229. };
  230. SimpleMaterial.prototype.clone = function (name) {
  231. var _this = this;
  232. return BABYLON.SerializationHelper.Clone(function () { return new SimpleMaterial(name, _this.getScene()); }, this);
  233. };
  234. SimpleMaterial.prototype.serialize = function () {
  235. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  236. serializationObject.customType = "BABYLON.SimpleMaterial";
  237. return serializationObject;
  238. };
  239. // Statics
  240. SimpleMaterial.Parse = function (source, scene, rootUrl) {
  241. return BABYLON.SerializationHelper.Parse(function () { return new SimpleMaterial(source.name, scene); }, source, scene, rootUrl);
  242. };
  243. return SimpleMaterial;
  244. }(BABYLON.PushMaterial));
  245. __decorate([
  246. BABYLON.serializeAsTexture("diffuseTexture")
  247. ], SimpleMaterial.prototype, "_diffuseTexture", void 0);
  248. __decorate([
  249. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  250. ], SimpleMaterial.prototype, "diffuseTexture", void 0);
  251. __decorate([
  252. BABYLON.serializeAsColor3("diffuseColor")
  253. ], SimpleMaterial.prototype, "diffuseColor", void 0);
  254. __decorate([
  255. BABYLON.serialize("disableLighting")
  256. ], SimpleMaterial.prototype, "_disableLighting", void 0);
  257. __decorate([
  258. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  259. ], SimpleMaterial.prototype, "disableLighting", void 0);
  260. __decorate([
  261. BABYLON.serialize("maxSimultaneousLights")
  262. ], SimpleMaterial.prototype, "_maxSimultaneousLights", void 0);
  263. __decorate([
  264. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  265. ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  266. BABYLON.SimpleMaterial = SimpleMaterial;
  267. })(BABYLON || (BABYLON = {}));
  268. //# sourceMappingURL=babylon.simpleMaterial.js.map
  269. BABYLON.Effect.ShadersStore['simpleVertexShader'] = "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<__decl__lightFragment>[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";
  270. BABYLON.Effect.ShadersStore['simplePixelShader'] = "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<__decl__lightFragment>[0..maxSimultaneousLights]\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 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#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif \n#include<lightFragment>[0..maxSimultaneousLights]\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}";