babylon.normalMaterial.js 17 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 NormalMaterialDefines = (function (_super) {
  21. __extends(NormalMaterialDefines, _super);
  22. function NormalMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.DIFFUSE = false;
  25. _this.CLIPPLANE = false;
  26. _this.ALPHATEST = false;
  27. _this.DEPTHPREPASS = false;
  28. _this.POINTSIZE = false;
  29. _this.FOG = false;
  30. _this.LIGHT0 = false;
  31. _this.LIGHT1 = false;
  32. _this.LIGHT2 = false;
  33. _this.LIGHT3 = false;
  34. _this.SPOTLIGHT0 = false;
  35. _this.SPOTLIGHT1 = false;
  36. _this.SPOTLIGHT2 = false;
  37. _this.SPOTLIGHT3 = false;
  38. _this.HEMILIGHT0 = false;
  39. _this.HEMILIGHT1 = false;
  40. _this.HEMILIGHT2 = false;
  41. _this.HEMILIGHT3 = false;
  42. _this.DIRLIGHT0 = false;
  43. _this.DIRLIGHT1 = false;
  44. _this.DIRLIGHT2 = false;
  45. _this.DIRLIGHT3 = false;
  46. _this.POINTLIGHT0 = false;
  47. _this.POINTLIGHT1 = false;
  48. _this.POINTLIGHT2 = false;
  49. _this.POINTLIGHT3 = false;
  50. _this.SHADOW0 = false;
  51. _this.SHADOW1 = false;
  52. _this.SHADOW2 = false;
  53. _this.SHADOW3 = false;
  54. _this.SHADOWS = false;
  55. _this.SHADOWESM0 = false;
  56. _this.SHADOWESM1 = false;
  57. _this.SHADOWESM2 = false;
  58. _this.SHADOWESM3 = false;
  59. _this.SHADOWPCF0 = false;
  60. _this.SHADOWPCF1 = false;
  61. _this.SHADOWPCF2 = false;
  62. _this.SHADOWPCF3 = false;
  63. _this.NORMAL = false;
  64. _this.UV1 = false;
  65. _this.UV2 = false;
  66. _this.VERTEXCOLOR = false;
  67. _this.VERTEXALPHA = false;
  68. _this.NUM_BONE_INFLUENCERS = 0;
  69. _this.BonesPerMesh = 0;
  70. _this.INSTANCES = false;
  71. _this.rebuild();
  72. return _this;
  73. }
  74. return NormalMaterialDefines;
  75. }(BABYLON.MaterialDefines));
  76. var NormalMaterial = (function (_super) {
  77. __extends(NormalMaterial, _super);
  78. function NormalMaterial(name, scene) {
  79. var _this = _super.call(this, name, scene) || this;
  80. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  81. _this._disableLighting = false;
  82. _this._maxSimultaneousLights = 4;
  83. return _this;
  84. }
  85. NormalMaterial.prototype.needAlphaBlending = function () {
  86. return (this.alpha < 1.0);
  87. };
  88. NormalMaterial.prototype.needAlphaTesting = function () {
  89. return false;
  90. };
  91. NormalMaterial.prototype.getAlphaTestTexture = function () {
  92. return null;
  93. };
  94. // Methods
  95. NormalMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  96. if (this.isFrozen) {
  97. if (this._wasPreviouslyReady && subMesh.effect) {
  98. return true;
  99. }
  100. }
  101. if (!subMesh._materialDefines) {
  102. subMesh._materialDefines = new NormalMaterialDefines();
  103. }
  104. var defines = subMesh._materialDefines;
  105. var scene = this.getScene();
  106. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  107. if (this._renderId === scene.getRenderId()) {
  108. return true;
  109. }
  110. }
  111. var engine = scene.getEngine();
  112. // Textures
  113. if (defines._areTexturesDirty) {
  114. defines._needUVs = false;
  115. if (scene.texturesEnabled) {
  116. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117. if (!this._diffuseTexture.isReady()) {
  118. return false;
  119. }
  120. else {
  121. defines._needUVs = true;
  122. defines.DIFFUSE = true;
  123. }
  124. }
  125. }
  126. }
  127. // Misc.
  128. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
  129. // Lights
  130. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  131. // Values that need to be evaluated on every frame
  132. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  133. // Attribs
  134. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  135. // Get correct effect
  136. if (defines.isDirty) {
  137. defines.markAsProcessed();
  138. scene.resetCachedMaterial();
  139. // Fallbacks
  140. var fallbacks = new BABYLON.EffectFallbacks();
  141. if (defines.FOG) {
  142. fallbacks.addFallback(1, "FOG");
  143. }
  144. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
  145. if (defines.NUM_BONE_INFLUENCERS > 0) {
  146. fallbacks.addCPUSkinningFallback(0, mesh);
  147. }
  148. //Attributes
  149. var attribs = [BABYLON.VertexBuffer.PositionKind];
  150. if (defines.NORMAL) {
  151. attribs.push(BABYLON.VertexBuffer.NormalKind);
  152. }
  153. if (defines.UV1) {
  154. attribs.push(BABYLON.VertexBuffer.UVKind);
  155. }
  156. if (defines.UV2) {
  157. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  158. }
  159. if (defines.VERTEXCOLOR) {
  160. attribs.push(BABYLON.VertexBuffer.ColorKind);
  161. }
  162. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  163. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  164. var shaderName = "normal";
  165. var join = defines.toString();
  166. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  167. "vFogInfos", "vFogColor", "pointSize",
  168. "vDiffuseInfos",
  169. "mBones",
  170. "vClipPlane", "diffuseMatrix"
  171. ];
  172. var samplers = ["diffuseSampler"];
  173. var uniformBuffers = new Array();
  174. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  175. uniformsNames: uniforms,
  176. uniformBuffersNames: uniformBuffers,
  177. samplers: samplers,
  178. defines: defines,
  179. maxSimultaneousLights: 4
  180. });
  181. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  182. attributes: attribs,
  183. uniformsNames: uniforms,
  184. uniformBuffersNames: uniformBuffers,
  185. samplers: samplers,
  186. defines: join,
  187. fallbacks: fallbacks,
  188. onCompiled: this.onCompiled,
  189. onError: this.onError,
  190. indexParameters: { maxSimultaneousLights: 4 }
  191. }, engine), defines);
  192. }
  193. if (!subMesh.effect.isReady()) {
  194. return false;
  195. }
  196. this._renderId = scene.getRenderId();
  197. this._wasPreviouslyReady = true;
  198. return true;
  199. };
  200. NormalMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  201. var scene = this.getScene();
  202. var defines = subMesh._materialDefines;
  203. if (!defines) {
  204. return;
  205. }
  206. var effect = subMesh.effect;
  207. this._activeEffect = effect;
  208. // Matrices
  209. this.bindOnlyWorldMatrix(world);
  210. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  211. // Bones
  212. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  213. if (this._mustRebind(scene, effect)) {
  214. // Textures
  215. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  216. this._activeEffect.setTexture("diffuseSampler", this.diffuseTexture);
  217. this._activeEffect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  218. this._activeEffect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  219. }
  220. // Clip plane
  221. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  222. // Point size
  223. if (this.pointsCloud) {
  224. this._activeEffect.setFloat("pointSize", this.pointSize);
  225. }
  226. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  227. }
  228. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  229. // Lights
  230. if (scene.lightsEnabled && !this.disableLighting) {
  231. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);
  232. }
  233. // View
  234. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  235. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  236. }
  237. // Fog
  238. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  239. this._afterBind(mesh, this._activeEffect);
  240. };
  241. NormalMaterial.prototype.getAnimatables = function () {
  242. var results = [];
  243. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  244. results.push(this.diffuseTexture);
  245. }
  246. return results;
  247. };
  248. NormalMaterial.prototype.getActiveTextures = function () {
  249. var activeTextures = _super.prototype.getActiveTextures.call(this);
  250. if (this._diffuseTexture) {
  251. activeTextures.push(this._diffuseTexture);
  252. }
  253. return activeTextures;
  254. };
  255. NormalMaterial.prototype.hasTexture = function (texture) {
  256. if (_super.prototype.hasTexture.call(this, texture)) {
  257. return true;
  258. }
  259. if (this.diffuseTexture === texture) {
  260. return true;
  261. }
  262. return false;
  263. };
  264. NormalMaterial.prototype.dispose = function (forceDisposeEffect) {
  265. if (this.diffuseTexture) {
  266. this.diffuseTexture.dispose();
  267. }
  268. _super.prototype.dispose.call(this, forceDisposeEffect);
  269. };
  270. NormalMaterial.prototype.clone = function (name) {
  271. var _this = this;
  272. return BABYLON.SerializationHelper.Clone(function () { return new NormalMaterial(name, _this.getScene()); }, this);
  273. };
  274. NormalMaterial.prototype.serialize = function () {
  275. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  276. serializationObject.customType = "BABYLON.NormalMaterial";
  277. return serializationObject;
  278. };
  279. NormalMaterial.prototype.getClassName = function () {
  280. return "NormalMaterial";
  281. };
  282. // Statics
  283. NormalMaterial.Parse = function (source, scene, rootUrl) {
  284. return BABYLON.SerializationHelper.Parse(function () { return new NormalMaterial(source.name, scene); }, source, scene, rootUrl);
  285. };
  286. __decorate([
  287. BABYLON.serializeAsTexture("diffuseTexture")
  288. ], NormalMaterial.prototype, "_diffuseTexture", void 0);
  289. __decorate([
  290. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  291. ], NormalMaterial.prototype, "diffuseTexture", void 0);
  292. __decorate([
  293. BABYLON.serializeAsColor3()
  294. ], NormalMaterial.prototype, "diffuseColor", void 0);
  295. __decorate([
  296. BABYLON.serialize("disableLighting")
  297. ], NormalMaterial.prototype, "_disableLighting", void 0);
  298. __decorate([
  299. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  300. ], NormalMaterial.prototype, "disableLighting", void 0);
  301. __decorate([
  302. BABYLON.serialize("maxSimultaneousLights")
  303. ], NormalMaterial.prototype, "_maxSimultaneousLights", void 0);
  304. __decorate([
  305. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  306. ], NormalMaterial.prototype, "maxSimultaneousLights", void 0);
  307. return NormalMaterial;
  308. }(BABYLON.PushMaterial));
  309. BABYLON.NormalMaterial = NormalMaterial;
  310. })(BABYLON || (BABYLON = {}));
  311. //# sourceMappingURL=babylon.normalMaterial.js.map
  312. BABYLON.Effect.ShadersStore['normalVertexShader'] = "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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\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 DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  313. BABYLON.Effect.ShadersStore['normalPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\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]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";