babylon.woodProceduralTexture.js 4.9 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 WoodProceduralTexture = /** @class */ (function (_super) {
  21. __extends(WoodProceduralTexture, _super);
  22. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  23. var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  24. _this._ampScale = 100.0;
  25. _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  26. _this.updateShaderUniforms();
  27. return _this;
  28. }
  29. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  30. this.setFloat("ampScale", this._ampScale);
  31. this.setColor3("woodColor", this._woodColor);
  32. };
  33. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  34. get: function () {
  35. return this._ampScale;
  36. },
  37. set: function (value) {
  38. this._ampScale = value;
  39. this.updateShaderUniforms();
  40. },
  41. enumerable: true,
  42. configurable: true
  43. });
  44. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  45. get: function () {
  46. return this._woodColor;
  47. },
  48. set: function (value) {
  49. this._woodColor = value;
  50. this.updateShaderUniforms();
  51. },
  52. enumerable: true,
  53. configurable: true
  54. });
  55. /**
  56. * Serializes this wood procedural texture
  57. * @returns a serialized wood procedural texture object
  58. */
  59. WoodProceduralTexture.prototype.serialize = function () {
  60. var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
  61. serializationObject.customType = "BABYLON.WoodProceduralTexture";
  62. return serializationObject;
  63. };
  64. /**
  65. * Creates a Wood Procedural Texture from parsed wood procedural texture data
  66. * @param parsedTexture defines parsed texture data
  67. * @param scene defines the current scene
  68. * @param rootUrl defines the root URL containing wood procedural texture information
  69. * @returns a parsed Wood Procedural Texture
  70. */
  71. WoodProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72. var texture = BABYLON.SerializationHelper.Parse(function () { return new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
  73. return texture;
  74. };
  75. __decorate([
  76. BABYLON.serialize()
  77. ], WoodProceduralTexture.prototype, "ampScale", null);
  78. __decorate([
  79. BABYLON.serializeAsColor3()
  80. ], WoodProceduralTexture.prototype, "woodColor", null);
  81. return WoodProceduralTexture;
  82. }(BABYLON.ProceduralTexture));
  83. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  84. })(BABYLON || (BABYLON = {}));
  85. //# sourceMappingURL=babylon.woodProceduralTexture.js.map
  86. BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform float ampScale;\nuniform vec3 woodColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nfloat ratioy=mod(vUV.x*ampScale,2.0+fbm(vUV*0.8));\nvec3 wood=woodColor*ratioy;\ngl_FragColor=vec4(wood,1.0);\n}";