babylon.waterMaterial.js 34 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.POINTSIZE = false;
  29. _this.FOG = false;
  30. _this.NORMAL = false;
  31. _this.UV1 = false;
  32. _this.UV2 = false;
  33. _this.VERTEXCOLOR = false;
  34. _this.VERTEXALPHA = false;
  35. _this.NUM_BONE_INFLUENCERS = 0;
  36. _this.BonesPerMesh = 0;
  37. _this.INSTANCES = false;
  38. _this.SPECULARTERM = false;
  39. _this.LOGARITHMICDEPTH = false;
  40. _this.FRESNELSEPARATE = false;
  41. _this.BUMPSUPERIMPOSE = false;
  42. _this.BUMPAFFECTSREFLECTION = false;
  43. _this.rebuild();
  44. return _this;
  45. }
  46. return WaterMaterialDefines;
  47. }(BABYLON.MaterialDefines));
  48. var WaterMaterial = (function (_super) {
  49. __extends(WaterMaterial, _super);
  50. /**
  51. * Constructor
  52. */
  53. function WaterMaterial(name, scene, renderTargetSize) {
  54. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  55. var _this = _super.call(this, name, scene) || this;
  56. _this.renderTargetSize = renderTargetSize;
  57. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  58. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  59. _this.specularPower = 64;
  60. _this.disableLighting = false;
  61. _this.maxSimultaneousLights = 4;
  62. /**
  63. * @param {number}: Represents the wind force
  64. */
  65. _this.windForce = 6;
  66. /**
  67. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  68. */
  69. _this.windDirection = new BABYLON.Vector2(0, 1);
  70. /**
  71. * @param {number}: Wave height, represents the height of the waves
  72. */
  73. _this.waveHeight = 0.4;
  74. /**
  75. * @param {number}: Bump height, represents the bump height related to the bump map
  76. */
  77. _this.bumpHeight = 0.4;
  78. /**
  79. * @param {boolean}: Add a smaller moving bump to less steady waves.
  80. */
  81. _this.bumpSuperimpose = false;
  82. /**
  83. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  84. */
  85. _this.fresnelSeparate = false;
  86. /**
  87. * @param {boolean}: bump Waves modify the reflection.
  88. */
  89. _this.bumpAffectsReflection = false;
  90. /**
  91. * @param {number}: The water color blended with the refraction (near)
  92. */
  93. _this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  94. /**
  95. * @param {number}: The blend factor related to the water color
  96. */
  97. _this.colorBlendFactor = 0.2;
  98. /**
  99. * @param {number}: The water color blended with the reflection (far)
  100. */
  101. _this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  102. /**
  103. * @param {number}: The blend factor related to the water color (reflection, far)
  104. */
  105. _this.colorBlendFactor2 = 0.2;
  106. /**
  107. * @param {number}: Represents the maximum length of a wave
  108. */
  109. _this.waveLength = 0.1;
  110. /**
  111. * @param {number}: Defines the waves speed
  112. */
  113. _this.waveSpeed = 1.0;
  114. /*
  115. * Private members
  116. */
  117. _this._mesh = null;
  118. _this._reflectionTransform = BABYLON.Matrix.Zero();
  119. _this._lastTime = 0;
  120. _this._defines = new WaterMaterialDefines();
  121. _this._cachedDefines = new WaterMaterialDefines();
  122. // Create render targets
  123. _this._createRenderTargets(scene, renderTargetSize);
  124. return _this;
  125. }
  126. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  127. get: function () {
  128. return this._useLogarithmicDepth;
  129. },
  130. set: function (value) {
  131. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  132. },
  133. enumerable: true,
  134. configurable: true
  135. });
  136. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  137. // Get / Set
  138. get: function () {
  139. return this._refractionRTT;
  140. },
  141. enumerable: true,
  142. configurable: true
  143. });
  144. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  145. get: function () {
  146. return this._reflectionRTT;
  147. },
  148. enumerable: true,
  149. configurable: true
  150. });
  151. // Methods
  152. WaterMaterial.prototype.addToRenderList = function (node) {
  153. this._refractionRTT.renderList.push(node);
  154. this._reflectionRTT.renderList.push(node);
  155. };
  156. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  157. var refreshRate = enable ? 1 : 0;
  158. this._refractionRTT.refreshRate = refreshRate;
  159. this._reflectionRTT.refreshRate = refreshRate;
  160. };
  161. WaterMaterial.prototype.getRenderList = function () {
  162. return this._refractionRTT.renderList;
  163. };
  164. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  165. get: function () {
  166. return !(this._refractionRTT.refreshRate === 0);
  167. },
  168. enumerable: true,
  169. configurable: true
  170. });
  171. WaterMaterial.prototype.needAlphaBlending = function () {
  172. return (this.alpha < 1.0);
  173. };
  174. WaterMaterial.prototype.needAlphaTesting = function () {
  175. return false;
  176. };
  177. WaterMaterial.prototype.getAlphaTestTexture = function () {
  178. return null;
  179. };
  180. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  181. if (!mesh) {
  182. return true;
  183. }
  184. if (this._defines.INSTANCES !== useInstances) {
  185. return false;
  186. }
  187. return false;
  188. };
  189. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  190. if (this.checkReadyOnlyOnce) {
  191. if (this._wasPreviouslyReady) {
  192. return true;
  193. }
  194. }
  195. var scene = this.getScene();
  196. if (!this.checkReadyOnEveryCall) {
  197. if (this._renderId === scene.getRenderId()) {
  198. if (this._checkCache(scene, mesh, useInstances)) {
  199. return true;
  200. }
  201. }
  202. }
  203. var engine = scene.getEngine();
  204. var needNormals = false;
  205. var needUVs = false;
  206. this._defines.reset();
  207. // Textures
  208. if (scene.texturesEnabled) {
  209. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  210. if (!this.bumpTexture.isReady()) {
  211. return false;
  212. }
  213. else {
  214. needUVs = true;
  215. this._defines.BUMP = true;
  216. }
  217. }
  218. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  219. this._defines.REFLECTION = true;
  220. }
  221. }
  222. // Effect
  223. if (scene.clipPlane) {
  224. this._defines.CLIPPLANE = true;
  225. }
  226. if (engine.getAlphaTesting()) {
  227. this._defines.ALPHATEST = true;
  228. }
  229. // Point size
  230. if (this.pointsCloud || scene.forcePointsCloud) {
  231. this._defines.POINTSIZE = true;
  232. }
  233. if (this.useLogarithmicDepth) {
  234. this._defines.LOGARITHMICDEPTH = true;
  235. }
  236. if (this.fresnelSeparate) {
  237. this._defines.FRESNELSEPARATE = true;
  238. }
  239. if (this.bumpSuperimpose) {
  240. this._defines.BUMPSUPERIMPOSE = true;
  241. }
  242. if (this.bumpAffectsReflection) {
  243. this._defines.BUMPAFFECTSREFLECTION = true;
  244. }
  245. // Fog
  246. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  247. this._defines.FOG = true;
  248. }
  249. // Lights
  250. if (scene.lightsEnabled && !this.disableLighting) {
  251. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
  252. }
  253. // Attribs
  254. if (mesh) {
  255. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  256. this._defines.NORMAL = true;
  257. }
  258. if (needUVs) {
  259. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  260. this._defines.UV1 = true;
  261. }
  262. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  263. this._defines.UV2 = true;
  264. }
  265. }
  266. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  267. this._defines.VERTEXCOLOR = true;
  268. if (mesh.hasVertexAlpha) {
  269. this._defines.VERTEXALPHA = true;
  270. }
  271. }
  272. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  273. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  274. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  275. }
  276. // Instances
  277. if (useInstances) {
  278. this._defines.INSTANCES = true;
  279. }
  280. }
  281. this._mesh = mesh;
  282. // Get correct effect
  283. if (!this._defines.isEqual(this._cachedDefines)) {
  284. this._defines.cloneTo(this._cachedDefines);
  285. scene.resetCachedMaterial();
  286. // Fallbacks
  287. var fallbacks = new BABYLON.EffectFallbacks();
  288. if (this._defines.FOG) {
  289. fallbacks.addFallback(1, "FOG");
  290. }
  291. if (this._defines.LOGARITHMICDEPTH) {
  292. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  293. }
  294. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  295. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  296. fallbacks.addCPUSkinningFallback(0, mesh);
  297. }
  298. //Attributes
  299. var attribs = [BABYLON.VertexBuffer.PositionKind];
  300. if (this._defines.NORMAL) {
  301. attribs.push(BABYLON.VertexBuffer.NormalKind);
  302. }
  303. if (this._defines.UV1) {
  304. attribs.push(BABYLON.VertexBuffer.UVKind);
  305. }
  306. if (this._defines.UV2) {
  307. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  308. }
  309. if (this._defines.VERTEXCOLOR) {
  310. attribs.push(BABYLON.VertexBuffer.ColorKind);
  311. }
  312. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  313. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  314. // Legacy browser patch
  315. var shaderName = "water";
  316. var join = this._defines.toString();
  317. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  318. "vFogInfos", "vFogColor", "pointSize",
  319. "vNormalInfos",
  320. "mBones",
  321. "vClipPlane", "normalMatrix",
  322. "logarithmicDepthConstant",
  323. // Water
  324. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  325. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  326. ];
  327. var samplers = ["normalSampler",
  328. // Water
  329. "refractionSampler", "reflectionSampler"
  330. ];
  331. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  332. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  333. }
  334. if (!this._effect.isReady()) {
  335. return false;
  336. }
  337. this._renderId = scene.getRenderId();
  338. this._wasPreviouslyReady = true;
  339. return true;
  340. };
  341. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  342. this._effect.setMatrix("world", world);
  343. };
  344. WaterMaterial.prototype.bind = function (world, mesh) {
  345. var scene = this.getScene();
  346. // Matrices
  347. this.bindOnlyWorldMatrix(world);
  348. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  349. // Bones
  350. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  351. if (scene.getCachedMaterial() !== this) {
  352. // Textures
  353. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  354. this._effect.setTexture("normalSampler", this.bumpTexture);
  355. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  356. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  357. }
  358. // Clip plane
  359. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  360. // Point size
  361. if (this.pointsCloud) {
  362. this._effect.setFloat("pointSize", this.pointSize);
  363. }
  364. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  365. }
  366. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  367. if (this._defines.SPECULARTERM) {
  368. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  369. }
  370. if (scene.lightsEnabled && !this.disableLighting) {
  371. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  372. }
  373. // View
  374. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  375. this._effect.setMatrix("view", scene.getViewMatrix());
  376. }
  377. // Fog
  378. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  379. // Log. depth
  380. BABYLON.MaterialHelper.BindLogDepth(this._defines, this._effect, scene);
  381. // Water
  382. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  383. this._effect.setTexture("refractionSampler", this._refractionRTT);
  384. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  385. }
  386. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  387. this._lastTime += scene.getEngine().getDeltaTime();
  388. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  389. this._effect.setVector2("windDirection", this.windDirection);
  390. this._effect.setFloat("waveLength", this.waveLength);
  391. this._effect.setFloat("time", this._lastTime / 100000);
  392. this._effect.setFloat("windForce", this.windForce);
  393. this._effect.setFloat("waveHeight", this.waveHeight);
  394. this._effect.setFloat("bumpHeight", this.bumpHeight);
  395. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  396. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  397. this._effect.setColor4("waterColor2", this.waterColor2, 1.0);
  398. this._effect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  399. this._effect.setFloat("waveSpeed", this.waveSpeed);
  400. _super.prototype.bind.call(this, world, mesh);
  401. };
  402. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  403. var _this = this;
  404. // Render targets
  405. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  406. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  407. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  408. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  409. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  410. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  411. scene.customRenderTargets.push(this._refractionRTT);
  412. scene.customRenderTargets.push(this._reflectionRTT);
  413. var isVisible;
  414. var clipPlane = null;
  415. var savedViewMatrix;
  416. var mirrorMatrix = BABYLON.Matrix.Zero();
  417. this._refractionRTT.onBeforeRender = function () {
  418. if (_this._mesh) {
  419. isVisible = _this._mesh.isVisible;
  420. _this._mesh.isVisible = false;
  421. }
  422. // Clip plane
  423. clipPlane = scene.clipPlane;
  424. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  425. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  426. };
  427. this._refractionRTT.onAfterRender = function () {
  428. if (_this._mesh) {
  429. _this._mesh.isVisible = isVisible;
  430. }
  431. // Clip plane
  432. scene.clipPlane = clipPlane;
  433. };
  434. this._reflectionRTT.onBeforeRender = function () {
  435. if (_this._mesh) {
  436. isVisible = _this._mesh.isVisible;
  437. _this._mesh.isVisible = false;
  438. }
  439. // Clip plane
  440. clipPlane = scene.clipPlane;
  441. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  442. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  443. // Transform
  444. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  445. savedViewMatrix = scene.getViewMatrix();
  446. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  447. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  448. scene.getEngine().cullBackFaces = false;
  449. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  450. };
  451. this._reflectionRTT.onAfterRender = function () {
  452. if (_this._mesh) {
  453. _this._mesh.isVisible = isVisible;
  454. }
  455. // Clip plane
  456. scene.clipPlane = clipPlane;
  457. // Transform
  458. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  459. scene.getEngine().cullBackFaces = true;
  460. scene._mirroredCameraPosition = null;
  461. };
  462. };
  463. WaterMaterial.prototype.getAnimatables = function () {
  464. var results = [];
  465. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  466. results.push(this.bumpTexture);
  467. }
  468. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  469. results.push(this._reflectionRTT);
  470. }
  471. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  472. results.push(this._refractionRTT);
  473. }
  474. return results;
  475. };
  476. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  477. if (this.bumpTexture) {
  478. this.bumpTexture.dispose();
  479. }
  480. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  481. if (index != -1) {
  482. this.getScene().customRenderTargets.splice(index, 1);
  483. }
  484. index = -1;
  485. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  486. if (index != -1) {
  487. this.getScene().customRenderTargets.splice(index, 1);
  488. }
  489. if (this._reflectionRTT) {
  490. this._reflectionRTT.dispose();
  491. }
  492. if (this._refractionRTT) {
  493. this._refractionRTT.dispose();
  494. }
  495. _super.prototype.dispose.call(this, forceDisposeEffect);
  496. };
  497. WaterMaterial.prototype.clone = function (name) {
  498. var _this = this;
  499. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  500. };
  501. WaterMaterial.prototype.serialize = function () {
  502. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  503. serializationObject.customType = "BABYLON.WaterMaterial";
  504. serializationObject.reflectionTexture.isRenderTarget = true;
  505. serializationObject.refractionTexture.isRenderTarget = true;
  506. return serializationObject;
  507. };
  508. // Statics
  509. WaterMaterial.Parse = function (source, scene, rootUrl) {
  510. return BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  511. };
  512. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  513. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  514. return mesh;
  515. };
  516. return WaterMaterial;
  517. }(BABYLON.Material));
  518. __decorate([
  519. BABYLON.serializeAsTexture()
  520. ], WaterMaterial.prototype, "bumpTexture", void 0);
  521. __decorate([
  522. BABYLON.serializeAsColor3()
  523. ], WaterMaterial.prototype, "diffuseColor", void 0);
  524. __decorate([
  525. BABYLON.serializeAsColor3()
  526. ], WaterMaterial.prototype, "specularColor", void 0);
  527. __decorate([
  528. BABYLON.serialize()
  529. ], WaterMaterial.prototype, "specularPower", void 0);
  530. __decorate([
  531. BABYLON.serialize()
  532. ], WaterMaterial.prototype, "disableLighting", void 0);
  533. __decorate([
  534. BABYLON.serialize()
  535. ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
  536. __decorate([
  537. BABYLON.serialize()
  538. ], WaterMaterial.prototype, "windForce", void 0);
  539. __decorate([
  540. BABYLON.serializeAsVector2()
  541. ], WaterMaterial.prototype, "windDirection", void 0);
  542. __decorate([
  543. BABYLON.serialize()
  544. ], WaterMaterial.prototype, "waveHeight", void 0);
  545. __decorate([
  546. BABYLON.serialize()
  547. ], WaterMaterial.prototype, "bumpHeight", void 0);
  548. __decorate([
  549. BABYLON.serialize()
  550. ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
  551. __decorate([
  552. BABYLON.serialize()
  553. ], WaterMaterial.prototype, "fresnelSeparate", void 0);
  554. __decorate([
  555. BABYLON.serialize()
  556. ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
  557. __decorate([
  558. BABYLON.serializeAsColor3()
  559. ], WaterMaterial.prototype, "waterColor", void 0);
  560. __decorate([
  561. BABYLON.serialize()
  562. ], WaterMaterial.prototype, "colorBlendFactor", void 0);
  563. __decorate([
  564. BABYLON.serializeAsColor3()
  565. ], WaterMaterial.prototype, "waterColor2", void 0);
  566. __decorate([
  567. BABYLON.serialize()
  568. ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
  569. __decorate([
  570. BABYLON.serialize()
  571. ], WaterMaterial.prototype, "waveLength", void 0);
  572. __decorate([
  573. BABYLON.serialize()
  574. ], WaterMaterial.prototype, "waveSpeed", void 0);
  575. __decorate([
  576. BABYLON.serialize()
  577. ], WaterMaterial.prototype, "useLogarithmicDepth", null);
  578. BABYLON.WaterMaterial = WaterMaterial;
  579. })(BABYLON || (BABYLON = {}));
  580. //# sourceMappingURL=babylon.waterMaterial.js.map
  581. 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<shadowsVertexDeclaration>[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";
  582. 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<lightFragmentDeclaration>[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";