babylon.waterMaterial.js 35 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 WaterMaterialDefines = (function (_super) {
  21. __extends(WaterMaterialDefines, _super);
  22. function WaterMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.BUMP = false;
  25. _this.REFLECTION = false;
  26. _this.CLIPPLANE = false;
  27. _this.ALPHATEST = false;
  28. _this.DEPTHPREPASS = false;
  29. _this.POINTSIZE = false;
  30. _this.FOG = false;
  31. _this.NORMAL = false;
  32. _this.UV1 = false;
  33. _this.UV2 = false;
  34. _this.VERTEXCOLOR = false;
  35. _this.VERTEXALPHA = false;
  36. _this.NUM_BONE_INFLUENCERS = 0;
  37. _this.BonesPerMesh = 0;
  38. _this.INSTANCES = false;
  39. _this.SPECULARTERM = false;
  40. _this.LOGARITHMICDEPTH = false;
  41. _this.FRESNELSEPARATE = false;
  42. _this.BUMPSUPERIMPOSE = false;
  43. _this.BUMPAFFECTSREFLECTION = false;
  44. _this.USERIGHTHANDEDSYSTEM = false;
  45. _this.rebuild();
  46. return _this;
  47. }
  48. return WaterMaterialDefines;
  49. }(BABYLON.MaterialDefines));
  50. var WaterMaterial = (function (_super) {
  51. __extends(WaterMaterial, _super);
  52. /**
  53. * Constructor
  54. */
  55. function WaterMaterial(name, scene, renderTargetSize) {
  56. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  57. var _this = _super.call(this, name, scene) || this;
  58. _this.renderTargetSize = renderTargetSize;
  59. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  60. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  61. _this.specularPower = 64;
  62. _this._disableLighting = false;
  63. _this._maxSimultaneousLights = 4;
  64. /**
  65. * @param {number}: Represents the wind force
  66. */
  67. _this.windForce = 6;
  68. /**
  69. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  70. */
  71. _this.windDirection = new BABYLON.Vector2(0, 1);
  72. /**
  73. * @param {number}: Wave height, represents the height of the waves
  74. */
  75. _this.waveHeight = 0.4;
  76. /**
  77. * @param {number}: Bump height, represents the bump height related to the bump map
  78. */
  79. _this.bumpHeight = 0.4;
  80. /**
  81. * @param {boolean}: Add a smaller moving bump to less steady waves.
  82. */
  83. _this._bumpSuperimpose = false;
  84. /**
  85. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  86. */
  87. _this._fresnelSeparate = false;
  88. /**
  89. * @param {boolean}: bump Waves modify the reflection.
  90. */
  91. _this._bumpAffectsReflection = false;
  92. /**
  93. * @param {number}: The water color blended with the refraction (near)
  94. */
  95. _this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  96. /**
  97. * @param {number}: The blend factor related to the water color
  98. */
  99. _this.colorBlendFactor = 0.2;
  100. /**
  101. * @param {number}: The water color blended with the reflection (far)
  102. */
  103. _this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  104. /**
  105. * @param {number}: The blend factor related to the water color (reflection, far)
  106. */
  107. _this.colorBlendFactor2 = 0.2;
  108. /**
  109. * @param {number}: Represents the maximum length of a wave
  110. */
  111. _this.waveLength = 0.1;
  112. /**
  113. * @param {number}: Defines the waves speed
  114. */
  115. _this.waveSpeed = 1.0;
  116. _this._renderTargets = new BABYLON.SmartArray(16);
  117. /*
  118. * Private members
  119. */
  120. _this._mesh = null;
  121. _this._reflectionTransform = BABYLON.Matrix.Zero();
  122. _this._lastTime = 0;
  123. _this._lastDeltaTime = 0;
  124. _this._createRenderTargets(scene, renderTargetSize);
  125. // Create render targets
  126. _this.getRenderTargetTextures = function () {
  127. _this._renderTargets.reset();
  128. _this._renderTargets.push(_this._reflectionRTT);
  129. _this._renderTargets.push(_this._refractionRTT);
  130. return _this._renderTargets;
  131. };
  132. return _this;
  133. }
  134. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  135. get: function () {
  136. return this._useLogarithmicDepth;
  137. },
  138. set: function (value) {
  139. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  140. this._markAllSubMeshesAsMiscDirty();
  141. },
  142. enumerable: true,
  143. configurable: true
  144. });
  145. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  146. // Get / Set
  147. get: function () {
  148. return this._refractionRTT;
  149. },
  150. enumerable: true,
  151. configurable: true
  152. });
  153. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  154. get: function () {
  155. return this._reflectionRTT;
  156. },
  157. enumerable: true,
  158. configurable: true
  159. });
  160. // Methods
  161. WaterMaterial.prototype.addToRenderList = function (node) {
  162. this._refractionRTT.renderList.push(node);
  163. this._reflectionRTT.renderList.push(node);
  164. };
  165. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  166. var refreshRate = enable ? 1 : 0;
  167. this._refractionRTT.refreshRate = refreshRate;
  168. this._reflectionRTT.refreshRate = refreshRate;
  169. };
  170. WaterMaterial.prototype.getRenderList = function () {
  171. return this._refractionRTT.renderList;
  172. };
  173. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  174. get: function () {
  175. return !(this._refractionRTT.refreshRate === 0);
  176. },
  177. enumerable: true,
  178. configurable: true
  179. });
  180. WaterMaterial.prototype.needAlphaBlending = function () {
  181. return (this.alpha < 1.0);
  182. };
  183. WaterMaterial.prototype.needAlphaTesting = function () {
  184. return false;
  185. };
  186. WaterMaterial.prototype.getAlphaTestTexture = function () {
  187. return null;
  188. };
  189. WaterMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  190. if (this.isFrozen) {
  191. if (this._wasPreviouslyReady && subMesh.effect) {
  192. return true;
  193. }
  194. }
  195. if (!subMesh._materialDefines) {
  196. subMesh._materialDefines = new WaterMaterialDefines();
  197. }
  198. var defines = subMesh._materialDefines;
  199. var scene = this.getScene();
  200. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  201. if (this._renderId === scene.getRenderId()) {
  202. return true;
  203. }
  204. }
  205. var engine = scene.getEngine();
  206. // Textures
  207. if (defines._areTexturesDirty) {
  208. defines._needUVs = false;
  209. if (scene.texturesEnabled) {
  210. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  211. if (!this.bumpTexture.isReady()) {
  212. return false;
  213. }
  214. else {
  215. defines._needUVs = true;
  216. defines.BUMP = true;
  217. }
  218. }
  219. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  220. defines.REFLECTION = true;
  221. }
  222. }
  223. }
  224. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  225. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, defines);
  226. if (defines._areMiscDirty) {
  227. if (this._fresnelSeparate) {
  228. defines.FRESNELSEPARATE = true;
  229. }
  230. if (this._bumpSuperimpose) {
  231. defines.BUMPSUPERIMPOSE = true;
  232. }
  233. if (this._bumpAffectsReflection) {
  234. defines.BUMPAFFECTSREFLECTION = true;
  235. }
  236. }
  237. // Lights
  238. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  239. // Attribs
  240. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  241. this._mesh = mesh;
  242. // Get correct effect
  243. if (defines.isDirty) {
  244. defines.markAsProcessed();
  245. scene.resetCachedMaterial();
  246. // Fallbacks
  247. var fallbacks = new BABYLON.EffectFallbacks();
  248. if (defines.FOG) {
  249. fallbacks.addFallback(1, "FOG");
  250. }
  251. if (defines.LOGARITHMICDEPTH) {
  252. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  253. }
  254. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  255. if (defines.NUM_BONE_INFLUENCERS > 0) {
  256. fallbacks.addCPUSkinningFallback(0, mesh);
  257. }
  258. //Attributes
  259. var attribs = [BABYLON.VertexBuffer.PositionKind];
  260. if (defines.NORMAL) {
  261. attribs.push(BABYLON.VertexBuffer.NormalKind);
  262. }
  263. if (defines.UV1) {
  264. attribs.push(BABYLON.VertexBuffer.UVKind);
  265. }
  266. if (defines.UV2) {
  267. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  268. }
  269. if (defines.VERTEXCOLOR) {
  270. attribs.push(BABYLON.VertexBuffer.ColorKind);
  271. }
  272. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  273. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  274. // Legacy browser patch
  275. var shaderName = "water";
  276. var join = defines.toString();
  277. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  278. "vFogInfos", "vFogColor", "pointSize",
  279. "vNormalInfos",
  280. "mBones",
  281. "vClipPlane", "normalMatrix",
  282. "logarithmicDepthConstant",
  283. // Water
  284. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  285. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  286. ];
  287. var samplers = ["normalSampler",
  288. // Water
  289. "refractionSampler", "reflectionSampler"
  290. ];
  291. var uniformBuffers = [];
  292. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  293. uniformsNames: uniforms,
  294. uniformBuffersNames: uniformBuffers,
  295. samplers: samplers,
  296. defines: defines,
  297. maxSimultaneousLights: this.maxSimultaneousLights
  298. });
  299. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  300. attributes: attribs,
  301. uniformsNames: uniforms,
  302. uniformBuffersNames: uniformBuffers,
  303. samplers: samplers,
  304. defines: join,
  305. fallbacks: fallbacks,
  306. onCompiled: this.onCompiled,
  307. onError: this.onError,
  308. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  309. }, engine), defines);
  310. }
  311. if (!subMesh.effect.isReady()) {
  312. return false;
  313. }
  314. this._renderId = scene.getRenderId();
  315. this._wasPreviouslyReady = true;
  316. return true;
  317. };
  318. WaterMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  319. var scene = this.getScene();
  320. var defines = subMesh._materialDefines;
  321. if (!defines) {
  322. return;
  323. }
  324. var effect = subMesh.effect;
  325. this._activeEffect = effect;
  326. // Matrices
  327. this.bindOnlyWorldMatrix(world);
  328. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  329. // Bones
  330. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  331. if (this._mustRebind(scene, effect)) {
  332. // Textures
  333. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  334. this._activeEffect.setTexture("normalSampler", this.bumpTexture);
  335. this._activeEffect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  336. this._activeEffect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  337. }
  338. // Clip plane
  339. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  340. // Point size
  341. if (this.pointsCloud) {
  342. this._activeEffect.setFloat("pointSize", this.pointSize);
  343. }
  344. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  345. }
  346. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  347. if (defines.SPECULARTERM) {
  348. this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  349. }
  350. if (scene.lightsEnabled && !this.disableLighting) {
  351. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  352. }
  353. // View
  354. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  355. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  356. }
  357. // Fog
  358. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  359. // Log. depth
  360. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  361. // Water
  362. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  363. this._activeEffect.setTexture("refractionSampler", this._refractionRTT);
  364. this._activeEffect.setTexture("reflectionSampler", this._reflectionRTT);
  365. }
  366. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  367. // Add delta time. Prevent adding delta time if it hasn't changed.
  368. var deltaTime = scene.getEngine().getDeltaTime();
  369. if (deltaTime !== this._lastDeltaTime) {
  370. this._lastDeltaTime = deltaTime;
  371. this._lastTime += this._lastDeltaTime;
  372. }
  373. this._activeEffect.setMatrix("worldReflectionViewProjection", wrvp);
  374. this._activeEffect.setVector2("windDirection", this.windDirection);
  375. this._activeEffect.setFloat("waveLength", this.waveLength);
  376. this._activeEffect.setFloat("time", this._lastTime / 100000);
  377. this._activeEffect.setFloat("windForce", this.windForce);
  378. this._activeEffect.setFloat("waveHeight", this.waveHeight);
  379. this._activeEffect.setFloat("bumpHeight", this.bumpHeight);
  380. this._activeEffect.setColor4("waterColor", this.waterColor, 1.0);
  381. this._activeEffect.setFloat("colorBlendFactor", this.colorBlendFactor);
  382. this._activeEffect.setColor4("waterColor2", this.waterColor2, 1.0);
  383. this._activeEffect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  384. this._activeEffect.setFloat("waveSpeed", this.waveSpeed);
  385. this._afterBind(mesh, this._activeEffect);
  386. };
  387. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  388. var _this = this;
  389. // Render targets
  390. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  391. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  392. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  393. this._refractionRTT.ignoreCameraViewport = true;
  394. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  395. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  396. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  397. this._reflectionRTT.ignoreCameraViewport = true;
  398. var isVisible;
  399. var clipPlane = null;
  400. var savedViewMatrix;
  401. var mirrorMatrix = BABYLON.Matrix.Zero();
  402. this._refractionRTT.onBeforeRender = function () {
  403. if (_this._mesh) {
  404. isVisible = _this._mesh.isVisible;
  405. _this._mesh.isVisible = false;
  406. }
  407. // Clip plane
  408. clipPlane = scene.clipPlane;
  409. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  410. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  411. };
  412. this._refractionRTT.onAfterRender = function () {
  413. if (_this._mesh) {
  414. _this._mesh.isVisible = isVisible;
  415. }
  416. // Clip plane
  417. scene.clipPlane = clipPlane;
  418. };
  419. this._reflectionRTT.onBeforeRender = function () {
  420. if (_this._mesh) {
  421. isVisible = _this._mesh.isVisible;
  422. _this._mesh.isVisible = false;
  423. }
  424. // Clip plane
  425. clipPlane = scene.clipPlane;
  426. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  427. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  428. // Transform
  429. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  430. savedViewMatrix = scene.getViewMatrix();
  431. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  432. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  433. scene.getEngine().cullBackFaces = false;
  434. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  435. };
  436. this._reflectionRTT.onAfterRender = function () {
  437. if (_this._mesh) {
  438. _this._mesh.isVisible = isVisible;
  439. }
  440. // Clip plane
  441. scene.clipPlane = clipPlane;
  442. // Transform
  443. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  444. scene.getEngine().cullBackFaces = true;
  445. scene._mirroredCameraPosition = null;
  446. };
  447. };
  448. WaterMaterial.prototype.getAnimatables = function () {
  449. var results = [];
  450. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  451. results.push(this.bumpTexture);
  452. }
  453. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  454. results.push(this._reflectionRTT);
  455. }
  456. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  457. results.push(this._refractionRTT);
  458. }
  459. return results;
  460. };
  461. WaterMaterial.prototype.getActiveTextures = function () {
  462. var activeTextures = _super.prototype.getActiveTextures.call(this);
  463. if (this._bumpTexture) {
  464. activeTextures.push(this._bumpTexture);
  465. }
  466. return activeTextures;
  467. };
  468. WaterMaterial.prototype.hasTexture = function (texture) {
  469. if (_super.prototype.hasTexture.call(this, texture)) {
  470. return true;
  471. }
  472. if (this._bumpTexture === texture) {
  473. return true;
  474. }
  475. return false;
  476. };
  477. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  478. if (this.bumpTexture) {
  479. this.bumpTexture.dispose();
  480. }
  481. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  482. if (index != -1) {
  483. this.getScene().customRenderTargets.splice(index, 1);
  484. }
  485. index = -1;
  486. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  487. if (index != -1) {
  488. this.getScene().customRenderTargets.splice(index, 1);
  489. }
  490. if (this._reflectionRTT) {
  491. this._reflectionRTT.dispose();
  492. }
  493. if (this._refractionRTT) {
  494. this._refractionRTT.dispose();
  495. }
  496. _super.prototype.dispose.call(this, forceDisposeEffect);
  497. };
  498. WaterMaterial.prototype.clone = function (name) {
  499. var _this = this;
  500. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  501. };
  502. WaterMaterial.prototype.serialize = function () {
  503. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  504. serializationObject.customType = "BABYLON.WaterMaterial";
  505. serializationObject.reflectionTexture.isRenderTarget = true;
  506. serializationObject.refractionTexture.isRenderTarget = true;
  507. return serializationObject;
  508. };
  509. WaterMaterial.prototype.getClassName = function () {
  510. return "WaterMaterial";
  511. };
  512. // Statics
  513. WaterMaterial.Parse = function (source, scene, rootUrl) {
  514. return BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  515. };
  516. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  517. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  518. return mesh;
  519. };
  520. return WaterMaterial;
  521. }(BABYLON.PushMaterial));
  522. __decorate([
  523. BABYLON.serializeAsTexture("bumpTexture")
  524. ], WaterMaterial.prototype, "_bumpTexture", void 0);
  525. __decorate([
  526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  527. ], WaterMaterial.prototype, "bumpTexture", void 0);
  528. __decorate([
  529. BABYLON.serializeAsColor3()
  530. ], WaterMaterial.prototype, "diffuseColor", void 0);
  531. __decorate([
  532. BABYLON.serializeAsColor3()
  533. ], WaterMaterial.prototype, "specularColor", void 0);
  534. __decorate([
  535. BABYLON.serialize()
  536. ], WaterMaterial.prototype, "specularPower", void 0);
  537. __decorate([
  538. BABYLON.serialize("disableLighting")
  539. ], WaterMaterial.prototype, "_disableLighting", void 0);
  540. __decorate([
  541. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  542. ], WaterMaterial.prototype, "disableLighting", void 0);
  543. __decorate([
  544. BABYLON.serialize("maxSimultaneousLights")
  545. ], WaterMaterial.prototype, "_maxSimultaneousLights", void 0);
  546. __decorate([
  547. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  548. ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
  549. __decorate([
  550. BABYLON.serialize()
  551. ], WaterMaterial.prototype, "windForce", void 0);
  552. __decorate([
  553. BABYLON.serializeAsVector2()
  554. ], WaterMaterial.prototype, "windDirection", void 0);
  555. __decorate([
  556. BABYLON.serialize()
  557. ], WaterMaterial.prototype, "waveHeight", void 0);
  558. __decorate([
  559. BABYLON.serialize()
  560. ], WaterMaterial.prototype, "bumpHeight", void 0);
  561. __decorate([
  562. BABYLON.serialize("bumpSuperimpose")
  563. ], WaterMaterial.prototype, "_bumpSuperimpose", void 0);
  564. __decorate([
  565. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  566. ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
  567. __decorate([
  568. BABYLON.serialize("fresnelSeparate")
  569. ], WaterMaterial.prototype, "_fresnelSeparate", void 0);
  570. __decorate([
  571. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  572. ], WaterMaterial.prototype, "fresnelSeparate", void 0);
  573. __decorate([
  574. BABYLON.serialize("bumpAffectsReflection")
  575. ], WaterMaterial.prototype, "_bumpAffectsReflection", void 0);
  576. __decorate([
  577. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  578. ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
  579. __decorate([
  580. BABYLON.serializeAsColor3()
  581. ], WaterMaterial.prototype, "waterColor", void 0);
  582. __decorate([
  583. BABYLON.serialize()
  584. ], WaterMaterial.prototype, "colorBlendFactor", void 0);
  585. __decorate([
  586. BABYLON.serializeAsColor3()
  587. ], WaterMaterial.prototype, "waterColor2", void 0);
  588. __decorate([
  589. BABYLON.serialize()
  590. ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
  591. __decorate([
  592. BABYLON.serialize()
  593. ], WaterMaterial.prototype, "waveLength", void 0);
  594. __decorate([
  595. BABYLON.serialize()
  596. ], WaterMaterial.prototype, "waveSpeed", void 0);
  597. __decorate([
  598. BABYLON.serialize()
  599. ], WaterMaterial.prototype, "useLogarithmicDepth", null);
  600. BABYLON.WaterMaterial = WaterMaterial;
  601. })(BABYLON || (BABYLON = {}));
  602. //# sourceMappingURL=babylon.waterMaterial.js.map
  603. BABYLON.Effect.ShadersStore['waterVertexShader'] = "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 BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\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]\n#include<logDepthDeclaration>\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\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 BUMP\nif (vNormalInfos.x == 0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\nvec3 p=position;\nfloat newY=(sin(((p.x/0.05)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+(cos(((p.z/0.05)+time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\n\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n}\n";
  604. BABYLON.Effect.ShadersStore['waterPixelShader'] = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\nvarying vec2 vNormalUV2;\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n\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 BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(eyeVector,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else \n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(eyeVector,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n}\n";