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