babylon.waterMaterial.js 37 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = function (d, b) {
  4. extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return extendStatics(d, b);
  8. }
  9. return function (d, b) {
  10. extendStatics(d, b);
  11. function __() { this.constructor = d; }
  12. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  13. };
  14. })();
  15. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  16. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  17. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  18. 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;
  19. return c > 3 && r && Object.defineProperty(target, key, r), r;
  20. };
  21. var BABYLON;
  22. (function (BABYLON) {
  23. var WaterMaterialDefines = /** @class */ (function (_super) {
  24. __extends(WaterMaterialDefines, _super);
  25. function WaterMaterialDefines() {
  26. var _this = _super.call(this) || this;
  27. _this.BUMP = false;
  28. _this.REFLECTION = false;
  29. _this.CLIPPLANE = false;
  30. _this.ALPHATEST = false;
  31. _this.DEPTHPREPASS = false;
  32. _this.POINTSIZE = false;
  33. _this.FOG = false;
  34. _this.NORMAL = false;
  35. _this.UV1 = false;
  36. _this.UV2 = false;
  37. _this.VERTEXCOLOR = false;
  38. _this.VERTEXALPHA = false;
  39. _this.NUM_BONE_INFLUENCERS = 0;
  40. _this.BonesPerMesh = 0;
  41. _this.INSTANCES = false;
  42. _this.SPECULARTERM = false;
  43. _this.LOGARITHMICDEPTH = false;
  44. _this.FRESNELSEPARATE = false;
  45. _this.BUMPSUPERIMPOSE = false;
  46. _this.BUMPAFFECTSREFLECTION = false;
  47. _this.rebuild();
  48. return _this;
  49. }
  50. return WaterMaterialDefines;
  51. }(BABYLON.MaterialDefines));
  52. var WaterMaterial = /** @class */ (function (_super) {
  53. __extends(WaterMaterial, _super);
  54. /**
  55. * Constructor
  56. */
  57. function WaterMaterial(name, scene, renderTargetSize) {
  58. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  59. var _this = _super.call(this, name, scene) || this;
  60. _this.renderTargetSize = renderTargetSize;
  61. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  62. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  63. _this.specularPower = 64;
  64. _this._disableLighting = false;
  65. _this._maxSimultaneousLights = 4;
  66. /**
  67. * @param {number}: Represents the wind force
  68. */
  69. _this.windForce = 6;
  70. /**
  71. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  72. */
  73. _this.windDirection = new BABYLON.Vector2(0, 1);
  74. /**
  75. * @param {number}: Wave height, represents the height of the waves
  76. */
  77. _this.waveHeight = 0.4;
  78. /**
  79. * @param {number}: Bump height, represents the bump height related to the bump map
  80. */
  81. _this.bumpHeight = 0.4;
  82. /**
  83. * @param {boolean}: Add a smaller moving bump to less steady waves.
  84. */
  85. _this._bumpSuperimpose = false;
  86. /**
  87. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  88. */
  89. _this._fresnelSeparate = false;
  90. /**
  91. * @param {boolean}: bump Waves modify the reflection.
  92. */
  93. _this._bumpAffectsReflection = false;
  94. /**
  95. * @param {number}: The water color blended with the refraction (near)
  96. */
  97. _this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  98. /**
  99. * @param {number}: The blend factor related to the water color
  100. */
  101. _this.colorBlendFactor = 0.2;
  102. /**
  103. * @param {number}: The water color blended with the reflection (far)
  104. */
  105. _this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  106. /**
  107. * @param {number}: The blend factor related to the water color (reflection, far)
  108. */
  109. _this.colorBlendFactor2 = 0.2;
  110. /**
  111. * @param {number}: Represents the maximum length of a wave
  112. */
  113. _this.waveLength = 0.1;
  114. /**
  115. * @param {number}: Defines the waves speed
  116. */
  117. _this.waveSpeed = 1.0;
  118. _this._renderTargets = new BABYLON.SmartArray(16);
  119. /*
  120. * Private members
  121. */
  122. _this._mesh = null;
  123. _this._reflectionTransform = BABYLON.Matrix.Zero();
  124. _this._lastTime = 0;
  125. _this._lastDeltaTime = 0;
  126. _this._createRenderTargets(scene, renderTargetSize);
  127. // Create render targets
  128. _this.getRenderTargetTextures = function () {
  129. _this._renderTargets.reset();
  130. _this._renderTargets.push(_this._reflectionRTT);
  131. _this._renderTargets.push(_this._refractionRTT);
  132. return _this._renderTargets;
  133. };
  134. return _this;
  135. }
  136. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  137. get: function () {
  138. return this._useLogarithmicDepth;
  139. },
  140. set: function (value) {
  141. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  142. this._markAllSubMeshesAsMiscDirty();
  143. },
  144. enumerable: true,
  145. configurable: true
  146. });
  147. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  148. // Get / Set
  149. get: function () {
  150. return this._refractionRTT;
  151. },
  152. enumerable: true,
  153. configurable: true
  154. });
  155. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  156. get: function () {
  157. return this._reflectionRTT;
  158. },
  159. enumerable: true,
  160. configurable: true
  161. });
  162. // Methods
  163. WaterMaterial.prototype.addToRenderList = function (node) {
  164. if (this._refractionRTT && this._refractionRTT.renderList) {
  165. this._refractionRTT.renderList.push(node);
  166. }
  167. if (this._reflectionRTT && this._reflectionRTT.renderList) {
  168. this._reflectionRTT.renderList.push(node);
  169. }
  170. };
  171. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  172. var refreshRate = enable ? 1 : 0;
  173. if (this._refractionRTT) {
  174. this._refractionRTT.refreshRate = refreshRate;
  175. }
  176. if (this._reflectionRTT) {
  177. this._reflectionRTT.refreshRate = refreshRate;
  178. }
  179. };
  180. WaterMaterial.prototype.getRenderList = function () {
  181. return this._refractionRTT ? this._refractionRTT.renderList : [];
  182. };
  183. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  184. get: function () {
  185. return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);
  186. },
  187. enumerable: true,
  188. configurable: true
  189. });
  190. WaterMaterial.prototype.needAlphaBlending = function () {
  191. return (this.alpha < 1.0);
  192. };
  193. WaterMaterial.prototype.needAlphaTesting = function () {
  194. return false;
  195. };
  196. WaterMaterial.prototype.getAlphaTestTexture = function () {
  197. return null;
  198. };
  199. WaterMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  200. if (this.isFrozen) {
  201. if (this._wasPreviouslyReady && subMesh.effect) {
  202. return true;
  203. }
  204. }
  205. if (!subMesh._materialDefines) {
  206. subMesh._materialDefines = new WaterMaterialDefines();
  207. }
  208. var defines = subMesh._materialDefines;
  209. var scene = this.getScene();
  210. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  211. if (this._renderId === scene.getRenderId()) {
  212. return true;
  213. }
  214. }
  215. var engine = scene.getEngine();
  216. // Textures
  217. if (defines._areTexturesDirty) {
  218. defines._needUVs = false;
  219. if (scene.texturesEnabled) {
  220. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  221. if (!this.bumpTexture.isReady()) {
  222. return false;
  223. }
  224. else {
  225. defines._needUVs = true;
  226. defines.BUMP = true;
  227. }
  228. }
  229. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  230. defines.REFLECTION = true;
  231. }
  232. }
  233. }
  234. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  235. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  236. if (defines._areMiscDirty) {
  237. if (this._fresnelSeparate) {
  238. defines.FRESNELSEPARATE = true;
  239. }
  240. if (this._bumpSuperimpose) {
  241. defines.BUMPSUPERIMPOSE = true;
  242. }
  243. if (this._bumpAffectsReflection) {
  244. defines.BUMPAFFECTSREFLECTION = true;
  245. }
  246. }
  247. // Lights
  248. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  249. // Attribs
  250. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  251. // Configure this
  252. this._mesh = mesh;
  253. if (this._waitingRenderList) {
  254. for (var i = 0; i < this._waitingRenderList.length; i++) {
  255. this.addToRenderList(scene.getNodeByID(this._waitingRenderList[i]));
  256. }
  257. this._waitingRenderList = null;
  258. }
  259. // Get correct effect
  260. if (defines.isDirty) {
  261. defines.markAsProcessed();
  262. scene.resetCachedMaterial();
  263. // Fallbacks
  264. var fallbacks = new BABYLON.EffectFallbacks();
  265. if (defines.FOG) {
  266. fallbacks.addFallback(1, "FOG");
  267. }
  268. if (defines.LOGARITHMICDEPTH) {
  269. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  270. }
  271. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
  272. if (defines.NUM_BONE_INFLUENCERS > 0) {
  273. fallbacks.addCPUSkinningFallback(0, mesh);
  274. }
  275. //Attributes
  276. var attribs = [BABYLON.VertexBuffer.PositionKind];
  277. if (defines.NORMAL) {
  278. attribs.push(BABYLON.VertexBuffer.NormalKind);
  279. }
  280. if (defines.UV1) {
  281. attribs.push(BABYLON.VertexBuffer.UVKind);
  282. }
  283. if (defines.UV2) {
  284. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  285. }
  286. if (defines.VERTEXCOLOR) {
  287. attribs.push(BABYLON.VertexBuffer.ColorKind);
  288. }
  289. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  290. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  291. // Legacy browser patch
  292. var shaderName = "water";
  293. var join = defines.toString();
  294. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  295. "vFogInfos", "vFogColor", "pointSize",
  296. "vNormalInfos",
  297. "mBones",
  298. "vClipPlane", "normalMatrix",
  299. "logarithmicDepthConstant",
  300. // Water
  301. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  302. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  303. ];
  304. var samplers = ["normalSampler",
  305. // Water
  306. "refractionSampler", "reflectionSampler"
  307. ];
  308. var uniformBuffers = new Array();
  309. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  310. uniformsNames: uniforms,
  311. uniformBuffersNames: uniformBuffers,
  312. samplers: samplers,
  313. defines: defines,
  314. maxSimultaneousLights: this.maxSimultaneousLights
  315. });
  316. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  317. attributes: attribs,
  318. uniformsNames: uniforms,
  319. uniformBuffersNames: uniformBuffers,
  320. samplers: samplers,
  321. defines: join,
  322. fallbacks: fallbacks,
  323. onCompiled: this.onCompiled,
  324. onError: this.onError,
  325. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  326. }, engine), defines);
  327. }
  328. if (!subMesh.effect || !subMesh.effect.isReady()) {
  329. return false;
  330. }
  331. this._renderId = scene.getRenderId();
  332. this._wasPreviouslyReady = true;
  333. return true;
  334. };
  335. WaterMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  336. var scene = this.getScene();
  337. var defines = subMesh._materialDefines;
  338. if (!defines) {
  339. return;
  340. }
  341. var effect = subMesh.effect;
  342. if (!effect || !this._mesh) {
  343. return;
  344. }
  345. this._activeEffect = effect;
  346. // Matrices
  347. this.bindOnlyWorldMatrix(world);
  348. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  349. // Bones
  350. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  351. if (this._mustRebind(scene, effect)) {
  352. // Textures
  353. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  354. this._activeEffect.setTexture("normalSampler", this.bumpTexture);
  355. this._activeEffect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  356. this._activeEffect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  357. }
  358. // Clip plane
  359. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  360. // Point size
  361. if (this.pointsCloud) {
  362. this._activeEffect.setFloat("pointSize", this.pointSize);
  363. }
  364. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  365. }
  366. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  367. if (defines.SPECULARTERM) {
  368. this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  369. }
  370. if (scene.lightsEnabled && !this.disableLighting) {
  371. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  372. }
  373. // View
  374. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  375. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  376. }
  377. // Fog
  378. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  379. // Log. depth
  380. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  381. // Water
  382. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  383. this._activeEffect.setTexture("refractionSampler", this._refractionRTT);
  384. this._activeEffect.setTexture("reflectionSampler", this._reflectionRTT);
  385. }
  386. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  387. // Add delta time. Prevent adding delta time if it hasn't changed.
  388. var deltaTime = scene.getEngine().getDeltaTime();
  389. if (deltaTime !== this._lastDeltaTime) {
  390. this._lastDeltaTime = deltaTime;
  391. this._lastTime += this._lastDeltaTime;
  392. }
  393. this._activeEffect.setMatrix("worldReflectionViewProjection", wrvp);
  394. this._activeEffect.setVector2("windDirection", this.windDirection);
  395. this._activeEffect.setFloat("waveLength", this.waveLength);
  396. this._activeEffect.setFloat("time", this._lastTime / 100000);
  397. this._activeEffect.setFloat("windForce", this.windForce);
  398. this._activeEffect.setFloat("waveHeight", this.waveHeight);
  399. this._activeEffect.setFloat("bumpHeight", this.bumpHeight);
  400. this._activeEffect.setColor4("waterColor", this.waterColor, 1.0);
  401. this._activeEffect.setFloat("colorBlendFactor", this.colorBlendFactor);
  402. this._activeEffect.setColor4("waterColor2", this.waterColor2, 1.0);
  403. this._activeEffect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  404. this._activeEffect.setFloat("waveSpeed", this.waveSpeed);
  405. this._afterBind(mesh, this._activeEffect);
  406. };
  407. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  408. var _this = this;
  409. // Render targets
  410. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  411. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  412. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  413. this._refractionRTT.ignoreCameraViewport = true;
  414. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  415. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  416. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  417. this._reflectionRTT.ignoreCameraViewport = true;
  418. var isVisible;
  419. var clipPlane = null;
  420. var savedViewMatrix;
  421. var mirrorMatrix = BABYLON.Matrix.Zero();
  422. this._refractionRTT.onBeforeRender = function () {
  423. if (_this._mesh) {
  424. isVisible = _this._mesh.isVisible;
  425. _this._mesh.isVisible = false;
  426. }
  427. // Clip plane
  428. clipPlane = scene.clipPlane;
  429. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  430. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  431. };
  432. this._refractionRTT.onAfterRender = function () {
  433. if (_this._mesh) {
  434. _this._mesh.isVisible = isVisible;
  435. }
  436. // Clip plane
  437. scene.clipPlane = clipPlane;
  438. };
  439. this._reflectionRTT.onBeforeRender = function () {
  440. if (_this._mesh) {
  441. isVisible = _this._mesh.isVisible;
  442. _this._mesh.isVisible = false;
  443. }
  444. // Clip plane
  445. clipPlane = scene.clipPlane;
  446. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  447. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  448. // Transform
  449. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  450. savedViewMatrix = scene.getViewMatrix();
  451. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  452. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  453. scene.getEngine().cullBackFaces = false;
  454. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  455. };
  456. this._reflectionRTT.onAfterRender = function () {
  457. if (_this._mesh) {
  458. _this._mesh.isVisible = isVisible;
  459. }
  460. // Clip plane
  461. scene.clipPlane = clipPlane;
  462. // Transform
  463. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  464. scene.getEngine().cullBackFaces = true;
  465. scene._mirroredCameraPosition = null;
  466. };
  467. };
  468. WaterMaterial.prototype.getAnimatables = function () {
  469. var results = [];
  470. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  471. results.push(this.bumpTexture);
  472. }
  473. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  474. results.push(this._reflectionRTT);
  475. }
  476. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  477. results.push(this._refractionRTT);
  478. }
  479. return results;
  480. };
  481. WaterMaterial.prototype.getActiveTextures = function () {
  482. var activeTextures = _super.prototype.getActiveTextures.call(this);
  483. if (this._bumpTexture) {
  484. activeTextures.push(this._bumpTexture);
  485. }
  486. return activeTextures;
  487. };
  488. WaterMaterial.prototype.hasTexture = function (texture) {
  489. if (_super.prototype.hasTexture.call(this, texture)) {
  490. return true;
  491. }
  492. if (this._bumpTexture === texture) {
  493. return true;
  494. }
  495. return false;
  496. };
  497. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  498. if (this.bumpTexture) {
  499. this.bumpTexture.dispose();
  500. }
  501. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  502. if (index != -1) {
  503. this.getScene().customRenderTargets.splice(index, 1);
  504. }
  505. index = -1;
  506. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  507. if (index != -1) {
  508. this.getScene().customRenderTargets.splice(index, 1);
  509. }
  510. if (this._reflectionRTT) {
  511. this._reflectionRTT.dispose();
  512. }
  513. if (this._refractionRTT) {
  514. this._refractionRTT.dispose();
  515. }
  516. _super.prototype.dispose.call(this, forceDisposeEffect);
  517. };
  518. WaterMaterial.prototype.clone = function (name) {
  519. var _this = this;
  520. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  521. };
  522. WaterMaterial.prototype.serialize = function () {
  523. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  524. serializationObject.customType = "BABYLON.WaterMaterial";
  525. serializationObject.renderList = [];
  526. if (this._refractionRTT && this._refractionRTT.renderList) {
  527. for (var i = 0; i < this._refractionRTT.renderList.length; i++) {
  528. serializationObject.renderList.push(this._refractionRTT.renderList[i].id);
  529. }
  530. }
  531. return serializationObject;
  532. };
  533. WaterMaterial.prototype.getClassName = function () {
  534. return "WaterMaterial";
  535. };
  536. // Statics
  537. WaterMaterial.Parse = function (source, scene, rootUrl) {
  538. var mat = BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  539. mat._waitingRenderList = source.renderList;
  540. return mat;
  541. };
  542. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  543. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  544. return mesh;
  545. };
  546. __decorate([
  547. BABYLON.serializeAsTexture("bumpTexture")
  548. ], WaterMaterial.prototype, "_bumpTexture", void 0);
  549. __decorate([
  550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  551. ], WaterMaterial.prototype, "bumpTexture", void 0);
  552. __decorate([
  553. BABYLON.serializeAsColor3()
  554. ], WaterMaterial.prototype, "diffuseColor", void 0);
  555. __decorate([
  556. BABYLON.serializeAsColor3()
  557. ], WaterMaterial.prototype, "specularColor", void 0);
  558. __decorate([
  559. BABYLON.serialize()
  560. ], WaterMaterial.prototype, "specularPower", void 0);
  561. __decorate([
  562. BABYLON.serialize("disableLighting")
  563. ], WaterMaterial.prototype, "_disableLighting", void 0);
  564. __decorate([
  565. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  566. ], WaterMaterial.prototype, "disableLighting", void 0);
  567. __decorate([
  568. BABYLON.serialize("maxSimultaneousLights")
  569. ], WaterMaterial.prototype, "_maxSimultaneousLights", void 0);
  570. __decorate([
  571. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  572. ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
  573. __decorate([
  574. BABYLON.serialize()
  575. ], WaterMaterial.prototype, "windForce", void 0);
  576. __decorate([
  577. BABYLON.serializeAsVector2()
  578. ], WaterMaterial.prototype, "windDirection", void 0);
  579. __decorate([
  580. BABYLON.serialize()
  581. ], WaterMaterial.prototype, "waveHeight", void 0);
  582. __decorate([
  583. BABYLON.serialize()
  584. ], WaterMaterial.prototype, "bumpHeight", void 0);
  585. __decorate([
  586. BABYLON.serialize("bumpSuperimpose")
  587. ], WaterMaterial.prototype, "_bumpSuperimpose", void 0);
  588. __decorate([
  589. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  590. ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
  591. __decorate([
  592. BABYLON.serialize("fresnelSeparate")
  593. ], WaterMaterial.prototype, "_fresnelSeparate", void 0);
  594. __decorate([
  595. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  596. ], WaterMaterial.prototype, "fresnelSeparate", void 0);
  597. __decorate([
  598. BABYLON.serialize("bumpAffectsReflection")
  599. ], WaterMaterial.prototype, "_bumpAffectsReflection", void 0);
  600. __decorate([
  601. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  602. ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
  603. __decorate([
  604. BABYLON.serializeAsColor3()
  605. ], WaterMaterial.prototype, "waterColor", void 0);
  606. __decorate([
  607. BABYLON.serialize()
  608. ], WaterMaterial.prototype, "colorBlendFactor", void 0);
  609. __decorate([
  610. BABYLON.serializeAsColor3()
  611. ], WaterMaterial.prototype, "waterColor2", void 0);
  612. __decorate([
  613. BABYLON.serialize()
  614. ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
  615. __decorate([
  616. BABYLON.serialize()
  617. ], WaterMaterial.prototype, "waveLength", void 0);
  618. __decorate([
  619. BABYLON.serialize()
  620. ], WaterMaterial.prototype, "waveSpeed", void 0);
  621. __decorate([
  622. BABYLON.serialize()
  623. ], WaterMaterial.prototype, "useLogarithmicDepth", null);
  624. return WaterMaterial;
  625. }(BABYLON.PushMaterial));
  626. BABYLON.WaterMaterial = WaterMaterial;
  627. })(BABYLON || (BABYLON = {}));
  628. //# sourceMappingURL=babylon.waterMaterial.js.map
  629. 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";
  630. 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";