babylon.gridMaterial.js 12 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 GridMaterialDefines = (function (_super) {
  21. __extends(GridMaterialDefines, _super);
  22. function GridMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.TRANSPARENT = false;
  25. _this.FOG = false;
  26. _this.PREMULTIPLYALPHA = false;
  27. _this.rebuild();
  28. return _this;
  29. }
  30. return GridMaterialDefines;
  31. }(BABYLON.MaterialDefines));
  32. /**
  33. * The grid materials allows you to wrap any shape with a grid.
  34. * Colors are customizable.
  35. */
  36. var GridMaterial = (function (_super) {
  37. __extends(GridMaterial, _super);
  38. /**
  39. * constructor
  40. * @param name The name given to the material in order to identify it afterwards.
  41. * @param scene The scene the material is used in.
  42. */
  43. function GridMaterial(name, scene) {
  44. var _this = _super.call(this, name, scene) || this;
  45. /**
  46. * Main color of the grid (e.g. between lines)
  47. */
  48. _this.mainColor = BABYLON.Color3.Black();
  49. /**
  50. * Color of the grid lines.
  51. */
  52. _this.lineColor = BABYLON.Color3.Teal();
  53. /**
  54. * The scale of the grid compared to unit.
  55. */
  56. _this.gridRatio = 1.0;
  57. /**
  58. * The frequency of thicker lines.
  59. */
  60. _this.majorUnitFrequency = 10;
  61. /**
  62. * The visibility of minor units in the grid.
  63. */
  64. _this.minorUnitVisibility = 0.33;
  65. /**
  66. * The grid opacity outside of the lines.
  67. */
  68. _this.opacity = 1.0;
  69. /**
  70. * Determine RBG output is premultiplied by alpha value.
  71. */
  72. _this.preMultiplyAlpha = false;
  73. _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
  74. return _this;
  75. }
  76. /**
  77. * Returns wehter or not the grid requires alpha blending.
  78. */
  79. GridMaterial.prototype.needAlphaBlending = function () {
  80. return this.opacity < 1.0;
  81. };
  82. GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  83. if (this.isFrozen) {
  84. if (this._wasPreviouslyReady && subMesh.effect) {
  85. return true;
  86. }
  87. }
  88. if (!subMesh._materialDefines) {
  89. subMesh._materialDefines = new GridMaterialDefines();
  90. }
  91. var defines = subMesh._materialDefines;
  92. var scene = this.getScene();
  93. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  94. if (this._renderId === scene.getRenderId()) {
  95. return true;
  96. }
  97. }
  98. var engine = scene.getEngine();
  99. if (defines.TRANSPARENT !== (this.opacity < 1.0)) {
  100. defines.TRANSPARENT = !defines.TRANSPARENT;
  101. defines.markAsUnprocessed();
  102. }
  103. if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {
  104. defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;
  105. defines.markAsUnprocessed();
  106. }
  107. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, defines);
  108. // Get correct effect
  109. if (defines.isDirty) {
  110. defines.markAsProcessed();
  111. scene.resetCachedMaterial();
  112. // Attributes
  113. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  114. // Defines
  115. var join = defines.toString();
  116. subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "worldView", "mainColor", "lineColor", "gridControl", "vFogInfos", "vFogColor", "world", "view"], [], join, null, this.onCompiled, this.onError), defines);
  117. }
  118. if (!subMesh.effect.isReady()) {
  119. return false;
  120. }
  121. this._renderId = scene.getRenderId();
  122. this._wasPreviouslyReady = true;
  123. return true;
  124. };
  125. GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  126. var scene = this.getScene();
  127. var defines = subMesh._materialDefines;
  128. if (!defines) {
  129. return;
  130. }
  131. var effect = subMesh.effect;
  132. this._activeEffect = effect;
  133. // Matrices
  134. this.bindOnlyWorldMatrix(world);
  135. this._activeEffect.setMatrix("worldView", world.multiply(scene.getViewMatrix()));
  136. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  137. this._activeEffect.setMatrix("projection", scene.getProjectionMatrix());
  138. // Uniforms
  139. if (this._mustRebind(scene, effect)) {
  140. this._activeEffect.setColor3("mainColor", this.mainColor);
  141. this._activeEffect.setColor3("lineColor", this.lineColor);
  142. this._gridControl.x = this.gridRatio;
  143. this._gridControl.y = Math.round(this.majorUnitFrequency);
  144. this._gridControl.z = this.minorUnitVisibility;
  145. this._gridControl.w = this.opacity;
  146. this._activeEffect.setVector4("gridControl", this._gridControl);
  147. }
  148. // Fog
  149. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  150. this._afterBind(mesh, this._activeEffect);
  151. };
  152. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  153. _super.prototype.dispose.call(this, forceDisposeEffect);
  154. };
  155. GridMaterial.prototype.clone = function (name) {
  156. var _this = this;
  157. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  158. };
  159. GridMaterial.prototype.serialize = function () {
  160. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  161. serializationObject.customType = "BABYLON.GridMaterial";
  162. return serializationObject;
  163. };
  164. GridMaterial.prototype.getClassName = function () {
  165. return "GridMaterial";
  166. };
  167. GridMaterial.Parse = function (source, scene, rootUrl) {
  168. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  169. };
  170. return GridMaterial;
  171. }(BABYLON.PushMaterial));
  172. __decorate([
  173. BABYLON.serializeAsColor3()
  174. ], GridMaterial.prototype, "mainColor", void 0);
  175. __decorate([
  176. BABYLON.serializeAsColor3()
  177. ], GridMaterial.prototype, "lineColor", void 0);
  178. __decorate([
  179. BABYLON.serialize()
  180. ], GridMaterial.prototype, "gridRatio", void 0);
  181. __decorate([
  182. BABYLON.serialize()
  183. ], GridMaterial.prototype, "majorUnitFrequency", void 0);
  184. __decorate([
  185. BABYLON.serialize()
  186. ], GridMaterial.prototype, "minorUnitVisibility", void 0);
  187. __decorate([
  188. BABYLON.serialize()
  189. ], GridMaterial.prototype, "opacity", void 0);
  190. __decorate([
  191. BABYLON.serialize()
  192. ], GridMaterial.prototype, "preMultiplyAlpha", void 0);
  193. BABYLON.GridMaterial = GridMaterial;
  194. })(BABYLON || (BABYLON = {}));
  195. //# sourceMappingURL=babylon.gridmaterial.js.map
  196. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 projection;\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 worldView;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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>\nvec4 cameraSpacePosition=worldView*vec4(position,1.0);\ngl_Position=projection*cameraSpacePosition;\n#ifdef TRANSPARENT\nvCameraSpacePosition=cameraSpacePosition;\n#endif\nvPosition=position;\nvNormal=normal;\n}";
  197. 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\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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(1.0-3.0*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 distanceToFragment=length(vCameraSpacePosition.xyz);\nfloat cameraPassThrough=clamp(distanceToFragment-0.25,0.0,1.0);\nfloat opacity=clamp(grid,0.08,cameraPassThrough*gridControl.w*grid);\ngl_FragColor=vec4(color.rgb,opacity);\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}";