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- import { Nullable } from "babylonjs/types";
- import { serializeAsVector3, serialize, SerializationHelper } from "babylonjs/Misc/decorators";
- import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
- import { IAnimatable } from 'babylonjs/Animations/animatable.interface';
- import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
- import { EffectFallbacks } from "babylonjs/Materials/effect";
- import { MaterialDefines } from "babylonjs/Materials/materialDefines";
- import { MaterialHelper } from "babylonjs/Materials/materialHelper";
- import { PushMaterial } from "babylonjs/Materials/pushMaterial";
- import { VertexBuffer } from "babylonjs/Meshes/buffer";
- import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
- import { SubMesh } from "babylonjs/Meshes/subMesh";
- import { Mesh } from "babylonjs/Meshes/mesh";
- import { Scene } from "babylonjs/scene";
- import { _TypeStore } from 'babylonjs/Misc/typeStore';
- import "./sky.fragment";
- import "./sky.vertex";
- /** @hidden */
- class SkyMaterialDefines extends MaterialDefines {
- public CLIPPLANE = false;
- public CLIPPLANE2 = false;
- public CLIPPLANE3 = false;
- public CLIPPLANE4 = false;
- public POINTSIZE = false;
- public FOG = false;
- public VERTEXCOLOR = false;
- public VERTEXALPHA = false;
- constructor() {
- super();
- this.rebuild();
- }
- }
- /**
- * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
- * @see https://doc.babylonjs.com/extensions/sky
- */
- export class SkyMaterial extends PushMaterial {
- /**
- * Defines the overall luminance of sky in interval ]0, 1[.
- */
- @serialize()
- public luminance: number = 1.0;
- /**
- * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
- */
- @serialize()
- public turbidity: number = 10.0;
- /**
- * Defines the sky appearance (light intensity).
- */
- @serialize()
- public rayleigh: number = 2.0;
- /**
- * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
- */
- @serialize()
- public mieCoefficient: number = 0.005;
- /**
- * Defines the amount of haze particles following the Mie scattering theory.
- */
- @serialize()
- public mieDirectionalG: number = 0.8;
- /**
- * Defines the distance of the sun according to the active scene camera.
- */
- @serialize()
- public distance: number = 500;
- /**
- * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
- * "inclined".
- */
- @serialize()
- public inclination: number = 0.49;
- /**
- * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
- * an object direction and a reference direction.
- */
- @serialize()
- public azimuth: number = 0.25;
- /**
- * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
- * the property is overriden by the inclination and the azimuth and can be read at any moment.
- */
- @serializeAsVector3()
- public sunPosition: Vector3 = new Vector3(0, 100, 0);
- /**
- * Defines if the sun position should be computed (inclination and azimuth) according to the given
- * .sunPosition property.
- */
- @serialize()
- public useSunPosition: boolean = false;
- /**
- * Defines an offset vector used to get a horizon offset.
- * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
- */
- @serialize()
- public cameraOffset: Vector3 = Vector3.Zero();
- // Private members
- private _cameraPosition: Vector3 = Vector3.Zero();
- private _renderId: number;
- /**
- * Instantiates a new sky material.
- * This material allows to create dynamic and texture free
- * effects for skyboxes by taking care of the atmosphere state.
- * @see https://doc.babylonjs.com/extensions/sky
- * @param name Define the name of the material in the scene
- * @param scene Define the scene the material belong to
- */
- constructor(name: string, scene: Scene) {
- super(name, scene);
- }
- /**
- * Specifies if the material will require alpha blending
- * @returns a boolean specifying if alpha blending is needed
- */
- public needAlphaBlending(): boolean {
- return (this.alpha < 1.0);
- }
- /**
- * Specifies if this material should be rendered in alpha test mode
- * @returns false as the sky material doesn't need alpha testing.
- */
- public needAlphaTesting(): boolean {
- return false;
- }
- /**
- * Get the texture used for alpha test purpose.
- * @returns null as the sky material has no texture.
- */
- public getAlphaTestTexture(): Nullable<BaseTexture> {
- return null;
- }
- /**
- * Get if the submesh is ready to be used and all its information available.
- * Child classes can use it to update shaders
- * @param mesh defines the mesh to check
- * @param subMesh defines which submesh to check
- * @param useInstances specifies that instances should be used
- * @returns a boolean indicating that the submesh is ready or not
- */
- public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {
- if (this.isFrozen) {
- if (this._wasPreviouslyReady && subMesh.effect) {
- return true;
- }
- }
- if (!subMesh._materialDefines) {
- subMesh._materialDefines = new SkyMaterialDefines();
- }
- var defines = <SkyMaterialDefines>subMesh._materialDefines;
- var scene = this.getScene();
- if (!this.checkReadyOnEveryCall && subMesh.effect) {
- if (this._renderId === scene.getRenderId()) {
- return true;
- }
- }
- MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);
- // Attribs
- MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, false);
- // Get correct effect
- if (defines.isDirty) {
- defines.markAsProcessed();
- scene.resetCachedMaterial();
- // Fallbacks
- var fallbacks = new EffectFallbacks();
- if (defines.FOG) {
- fallbacks.addFallback(1, "FOG");
- }
- //Attributes
- var attribs = [VertexBuffer.PositionKind];
- if (defines.VERTEXCOLOR) {
- attribs.push(VertexBuffer.ColorKind);
- }
- var shaderName = "sky";
- var join = defines.toString();
- subMesh.setEffect(scene.getEngine().createEffect(shaderName,
- attribs,
- ["world", "viewProjection", "view",
- "vFogInfos", "vFogColor", "pointSize", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4",
- "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition",
- "cameraPosition", "cameraOffset"
- ],
- [],
- join, fallbacks, this.onCompiled, this.onError), defines);
- }
- if (!subMesh.effect || !subMesh.effect.isReady()) {
- return false;
- }
- this._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- return true;
- }
- /**
- * Binds the submesh to this material by preparing the effect and shader to draw
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh containing the submesh
- * @param subMesh defines the submesh to bind the material to
- */
- public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
- var scene = this.getScene();
- var defines = <SkyMaterialDefines>subMesh._materialDefines;
- if (!defines) {
- return;
- }
- var effect = subMesh.effect;
- if (!effect) {
- return;
- }
- this._activeEffect = effect;
- // Matrices
- this.bindOnlyWorldMatrix(world);
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
- if (this._mustRebind(scene, effect)) {
- MaterialHelper.BindClipPlane(this._activeEffect, scene);
- // Point size
- if (this.pointsCloud) {
- this._activeEffect.setFloat("pointSize", this.pointSize);
- }
- }
- // View
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
- this._activeEffect.setMatrix("view", scene.getViewMatrix());
- }
- // Fog
- MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
- // Sky
- var camera = scene.activeCamera;
- if (camera) {
- var cameraWorldMatrix = camera.getWorldMatrix();
- this._cameraPosition.x = cameraWorldMatrix.m[12];
- this._cameraPosition.y = cameraWorldMatrix.m[13];
- this._cameraPosition.z = cameraWorldMatrix.m[14];
- this._activeEffect.setVector3("cameraPosition", this._cameraPosition);
- }
- this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
- if (this.luminance > 0) {
- this._activeEffect.setFloat("luminance", this.luminance);
- }
- this._activeEffect.setFloat("turbidity", this.turbidity);
- this._activeEffect.setFloat("rayleigh", this.rayleigh);
- this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
- this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
- if (!this.useSunPosition) {
- var theta = Math.PI * (this.inclination - 0.5);
- var phi = 2 * Math.PI * (this.azimuth - 0.5);
- this.sunPosition.x = this.distance * Math.cos(phi);
- this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
- this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
- }
- this._activeEffect.setVector3("sunPosition", this.sunPosition);
- this._afterBind(mesh, this._activeEffect);
- }
- /**
- * Get the list of animatables in the material.
- * @returns the list of animatables object used in the material
- */
- public getAnimatables(): IAnimatable[] {
- return [];
- }
- /**
- * Disposes the material
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
- */
- public dispose(forceDisposeEffect?: boolean): void {
- super.dispose(forceDisposeEffect);
- }
- /**
- * Makes a duplicate of the material, and gives it a new name
- * @param name defines the new name for the duplicated material
- * @returns the cloned material
- */
- public clone(name: string): SkyMaterial {
- return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);
- }
- /**
- * Serializes this material in a JSON representation
- * @returns the serialized material object
- */
- public serialize(): any {
- var serializationObject = SerializationHelper.Serialize(this);
- serializationObject.customType = "BABYLON.SkyMaterial";
- return serializationObject;
- }
- /**
- * Gets the current class name of the material e.g. "SkyMaterial"
- * Mainly use in serialization.
- * @returns the class name
- */
- public getClassName(): string {
- return "SkyMaterial";
- }
- /**
- * Creates a sky material from parsed material data
- * @param source defines the JSON representation of the material
- * @param scene defines the hosting scene
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @returns a new sky material
- */
- public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {
- return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);
- }
- }
- _TypeStore.RegisteredTypes["BABYLON.SkyMaterial"] = SkyMaterial;
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