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 (d, b) {
  3. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4. function __() { this.constructor = d; }
  5. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  6. };
  7. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  8. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  9. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  10. 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;
  11. return c > 3 && r && Object.defineProperty(target, key, r), r;
  12. };
  13. var BABYLON;
  14. (function (BABYLON) {
  15. var GRIDMaterialDefines = (function (_super) {
  16. __extends(GRIDMaterialDefines, _super);
  17. function GRIDMaterialDefines() {
  18. _super.call(this);
  19. this.TRANSPARENT = false;
  20. this.FOG = false;
  21. this._keys = Object.keys(this);
  22. }
  23. return GRIDMaterialDefines;
  24. }(BABYLON.MaterialDefines));
  25. /**
  26. * The grid materials allows you to wrap any shape with a grid.
  27. * Colors are customizable.
  28. */
  29. var GridMaterial = (function (_super) {
  30. __extends(GridMaterial, _super);
  31. /**
  32. * constructor
  33. * @param name The name given to the material in order to identify it afterwards.
  34. * @param scene The scene the material is used in.
  35. */
  36. function GridMaterial(name, scene) {
  37. _super.call(this, name, scene);
  38. /**
  39. * Main color of the grid (e.g. between lines)
  40. */
  41. this.mainColor = BABYLON.Color3.White();
  42. /**
  43. * Color of the grid lines.
  44. */
  45. this.lineColor = BABYLON.Color3.Black();
  46. /**
  47. * The scale of the grid compared to unit.
  48. */
  49. this.gridRatio = 1.0;
  50. /**
  51. * The frequency of thicker lines.
  52. */
  53. this.majorUnitFrequency = 10;
  54. /**
  55. * The visibility of minor units in the grid.
  56. */
  57. this.minorUnitVisibility = 0.33;
  58. /**
  59. * The grid opacity outside of the lines.
  60. */
  61. this.opacity = 1.0;
  62. this._gridControl = new BABYLON.Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);
  63. this._defines = new GRIDMaterialDefines();
  64. this._cachedDefines = new GRIDMaterialDefines();
  65. }
  66. /**
  67. * Returns wehter or not the grid requires alpha blending.
  68. */
  69. GridMaterial.prototype.needAlphaBlending = function () {
  70. return this.opacity < 1.0;
  71. };
  72. GridMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  73. if (!mesh) {
  74. return true;
  75. }
  76. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  77. return true;
  78. }
  79. return false;
  80. };
  81. GridMaterial.prototype.isReady = function (mesh, useInstances) {
  82. if (this.checkReadyOnlyOnce) {
  83. if (this._wasPreviouslyReady) {
  84. return true;
  85. }
  86. }
  87. var scene = this.getScene();
  88. if (!this.checkReadyOnEveryCall) {
  89. if (this._renderId === scene.getRenderId()) {
  90. if (this._checkCache(scene, mesh, useInstances)) {
  91. return true;
  92. }
  93. }
  94. }
  95. var engine = scene.getEngine();
  96. var needNormals = true;
  97. this._defines.reset();
  98. if (this.opacity < 1.0) {
  99. this._defines.TRANSPARENT = true;
  100. }
  101. // Fog
  102. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  103. this._defines.FOG = true;
  104. }
  105. // Get correct effect
  106. if (!this._effect || !this._defines.isEqual(this._cachedDefines)) {
  107. this._defines.cloneTo(this._cachedDefines);
  108. scene.resetCachedMaterial();
  109. // Attributes
  110. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111. // Effect
  112. var shaderName = scene.getEngine().getCaps().standardDerivatives ? "grid" : "legacygrid";
  113. // Defines
  114. var join = this._defines.toString();
  115. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["worldViewProjection", "mainColor", "lineColor", "gridControl", "vFogInfos", "vFogColor", "world", "view"], [], join, null, this.onCompiled, this.onError);
  116. }
  117. if (!this._effect.isReady()) {
  118. return false;
  119. }
  120. this._renderId = scene.getRenderId();
  121. this._wasPreviouslyReady = true;
  122. return true;
  123. };
  124. GridMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  125. var scene = this.getScene();
  126. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  127. this._effect.setMatrix("world", world);
  128. this._effect.setMatrix("view", scene.getViewMatrix());
  129. };
  130. GridMaterial.prototype.bind = function (world, mesh) {
  131. var scene = this.getScene();
  132. // Matrices
  133. this.bindOnlyWorldMatrix(world);
  134. // Uniforms
  135. if (scene.getCachedMaterial() !== this) {
  136. this._effect.setColor3("mainColor", this.mainColor);
  137. this._effect.setColor3("lineColor", this.lineColor);
  138. this._gridControl.x = this.gridRatio;
  139. this._gridControl.y = Math.round(this.majorUnitFrequency);
  140. this._gridControl.z = this.minorUnitVisibility;
  141. this._gridControl.w = this.opacity;
  142. this._effect.setVector4("gridControl", this._gridControl);
  143. }
  144. // View
  145. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  146. this._effect.setMatrix("view", scene.getViewMatrix());
  147. }
  148. // Fog
  149. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  150. _super.prototype.bind.call(this, world, mesh);
  151. };
  152. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  153. _super.prototype.dispose.call(this, forceDisposeEffect);
  154. };
  155. GridMaterial.prototype.clone = function (name) {
  156. var _this = this;
  157. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  158. };
  159. GridMaterial.prototype.serialize = function () {
  160. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  161. serializationObject.customType = "BABYLON.GridMaterial";
  162. return serializationObject;
  163. };
  164. GridMaterial.Parse = function (source, scene, rootUrl) {
  165. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  166. };
  167. __decorate([
  168. BABYLON.serializeAsColor3()
  169. ], GridMaterial.prototype, "mainColor", void 0);
  170. __decorate([
  171. BABYLON.serializeAsColor3()
  172. ], GridMaterial.prototype, "lineColor", void 0);
  173. __decorate([
  174. BABYLON.serialize()
  175. ], GridMaterial.prototype, "gridRatio", void 0);
  176. __decorate([
  177. BABYLON.serialize()
  178. ], GridMaterial.prototype, "majorUnitFrequency", void 0);
  179. __decorate([
  180. BABYLON.serialize()
  181. ], GridMaterial.prototype, "minorUnitVisibility", void 0);
  182. __decorate([
  183. BABYLON.serialize()
  184. ], GridMaterial.prototype, "opacity", void 0);
  185. return GridMaterial;
  186. }(BABYLON.Material));
  187. BABYLON.GridMaterial = GridMaterial;
  188. })(BABYLON || (BABYLON = {}));
  189. //# sourceMappingURL=babylon.gridMaterial.js.map
  190. 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}";
  191. 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}";
  192. 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}";
  193. 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}";