fireMaterial.ts 13 KB

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  1. import { Nullable } from "babylonjs/types";
  2. import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "babylonjs/Misc/decorators";
  3. import { Matrix } from "babylonjs/Maths/math.vector";
  4. import { Color3 } from "babylonjs/Maths/math.color";
  5. import { Tags } from "babylonjs/Misc/tags";
  6. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7. import { Texture } from "babylonjs/Materials/Textures/texture";
  8. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9. import { MaterialHelper } from "babylonjs/Materials/materialHelper";
  10. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  11. import { MaterialFlags } from "babylonjs/Materials/materialFlags";
  12. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  13. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14. import { SubMesh } from "babylonjs/Meshes/subMesh";
  15. import { Mesh } from "babylonjs/Meshes/mesh";
  16. import { Scene } from "babylonjs/scene";
  17. import { _TypeStore } from 'babylonjs/Misc/typeStore';
  18. import { IAnimatable } from 'babylonjs/Animations/animatable.interface';
  19. import "./fire.fragment";
  20. import "./fire.vertex";
  21. import { EffectFallbacks } from 'babylonjs/Materials/effectFallbacks';
  22. class FireMaterialDefines extends MaterialDefines {
  23. public DIFFUSE = false;
  24. public CLIPPLANE = false;
  25. public CLIPPLANE2 = false;
  26. public CLIPPLANE3 = false;
  27. public CLIPPLANE4 = false;
  28. public CLIPPLANE5 = false;
  29. public CLIPPLANE6 = false;
  30. public ALPHATEST = false;
  31. public DEPTHPREPASS = false;
  32. public POINTSIZE = false;
  33. public FOG = false;
  34. public UV1 = false;
  35. public VERTEXCOLOR = false;
  36. public VERTEXALPHA = false;
  37. public BonesPerMesh = 0;
  38. public NUM_BONE_INFLUENCERS = 0;
  39. public INSTANCES = false;
  40. public IMAGEPROCESSINGPOSTPROCESS = false;
  41. constructor() {
  42. super();
  43. this.rebuild();
  44. }
  45. }
  46. export class FireMaterial extends PushMaterial {
  47. @serializeAsTexture("diffuseTexture")
  48. private _diffuseTexture: Nullable<BaseTexture>;
  49. @expandToProperty("_markAllSubMeshesAsTexturesDirty")
  50. public diffuseTexture: Nullable<BaseTexture>;
  51. @serializeAsTexture("distortionTexture")
  52. private _distortionTexture: Nullable<BaseTexture>;
  53. @expandToProperty("_markAllSubMeshesAsTexturesDirty")
  54. public distortionTexture: Nullable<BaseTexture>;
  55. @serializeAsTexture("opacityTexture")
  56. private _opacityTexture: Nullable<BaseTexture>;
  57. @expandToProperty("_markAllSubMeshesAsTexturesDirty")
  58. public opacityTexture: Nullable<BaseTexture>;
  59. @serializeAsColor3("diffuse")
  60. public diffuseColor = new Color3(1, 1, 1);
  61. @serialize()
  62. public speed = 1.0;
  63. private _scaledDiffuse = new Color3();
  64. private _lastTime: number = 0;
  65. constructor(name: string, scene: Scene) {
  66. super(name, scene);
  67. }
  68. public needAlphaBlending(): boolean {
  69. return false;
  70. }
  71. public needAlphaTesting(): boolean {
  72. return true;
  73. }
  74. public getAlphaTestTexture(): Nullable<BaseTexture> {
  75. return null;
  76. }
  77. // Methods
  78. public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {
  79. if (this.isFrozen) {
  80. if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
  81. return true;
  82. }
  83. }
  84. if (!subMesh._materialDefines) {
  85. subMesh._materialDefines = new FireMaterialDefines();
  86. }
  87. var defines = <FireMaterialDefines>subMesh._materialDefines;
  88. var scene = this.getScene();
  89. if (this._isReadyForSubMesh(subMesh)) {
  90. return true;
  91. }
  92. var engine = scene.getEngine();
  93. // Textures
  94. if (defines._areTexturesDirty) {
  95. defines._needUVs = false;
  96. if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
  97. if (!this._diffuseTexture.isReady()) {
  98. return false;
  99. } else {
  100. defines._needUVs = true;
  101. defines.DIFFUSE = true;
  102. }
  103. }
  104. }
  105. defines.ALPHATEST = this._opacityTexture ? true : false;
  106. // Misc.
  107. if (defines._areMiscDirty) {
  108. defines.POINTSIZE = (this.pointsCloud || scene.forcePointsCloud);
  109. defines.FOG = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled);
  110. }
  111. // Values that need to be evaluated on every frame
  112. MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  113. // Attribs
  114. MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  115. // Get correct effect
  116. if (defines.isDirty) {
  117. defines.markAsProcessed();
  118. scene.resetCachedMaterial();
  119. // Fallbacks
  120. var fallbacks = new EffectFallbacks();
  121. if (defines.FOG) {
  122. fallbacks.addFallback(1, "FOG");
  123. }
  124. if (defines.NUM_BONE_INFLUENCERS > 0) {
  125. fallbacks.addCPUSkinningFallback(0, mesh);
  126. }
  127. defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
  128. //Attributes
  129. var attribs = [VertexBuffer.PositionKind];
  130. if (defines.UV1) {
  131. attribs.push(VertexBuffer.UVKind);
  132. }
  133. if (defines.VERTEXCOLOR) {
  134. attribs.push(VertexBuffer.ColorKind);
  135. }
  136. MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  137. MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  138. // Legacy browser patch
  139. var shaderName = "fire";
  140. var join = defines.toString();
  141. subMesh.setEffect(scene.getEngine().createEffect(shaderName,
  142. {
  143. attributes: attribs,
  144. uniformsNames: ["world", "view", "viewProjection", "vEyePosition",
  145. "vFogInfos", "vFogColor", "pointSize",
  146. "vDiffuseInfos",
  147. "mBones",
  148. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "vClipPlane5", "vClipPlane6", "diffuseMatrix",
  149. // Fire
  150. "time", "speed"
  151. ],
  152. uniformBuffersNames: [],
  153. samplers: ["diffuseSampler",
  154. // Fire
  155. "distortionSampler", "opacitySampler"
  156. ],
  157. defines: join,
  158. fallbacks: fallbacks,
  159. onCompiled: this.onCompiled,
  160. onError: this.onError,
  161. indexParameters: null,
  162. maxSimultaneousLights: 4,
  163. transformFeedbackVaryings: null
  164. }, engine), defines);
  165. }
  166. if (!subMesh.effect || !subMesh.effect.isReady()) {
  167. return false;
  168. }
  169. defines._renderId = scene.getRenderId();
  170. subMesh.effect._wasPreviouslyReady = true;
  171. return true;
  172. }
  173. public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
  174. var scene = this.getScene();
  175. var defines = <FireMaterialDefines>subMesh._materialDefines;
  176. if (!defines) {
  177. return;
  178. }
  179. var effect = subMesh.effect;
  180. if (!effect) {
  181. return;
  182. }
  183. this._activeEffect = effect;
  184. // Matrices
  185. this.bindOnlyWorldMatrix(world);
  186. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  187. // Bones
  188. MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  189. if (this._mustRebind(scene, effect)) {
  190. // Textures
  191. if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
  192. this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
  193. this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  194. this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
  195. this._activeEffect.setTexture("distortionSampler", this._distortionTexture);
  196. this._activeEffect.setTexture("opacitySampler", this._opacityTexture);
  197. }
  198. // Clip plane
  199. MaterialHelper.BindClipPlane(this._activeEffect, scene);
  200. // Point size
  201. if (this.pointsCloud) {
  202. this._activeEffect.setFloat("pointSize", this.pointSize);
  203. }
  204. MaterialHelper.BindEyePosition(effect, scene);
  205. }
  206. this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  207. // View
  208. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
  209. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  210. }
  211. // Fog
  212. MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  213. // Time
  214. this._lastTime += scene.getEngine().getDeltaTime();
  215. this._activeEffect.setFloat("time", this._lastTime);
  216. // Speed
  217. this._activeEffect.setFloat("speed", this.speed);
  218. this._afterBind(mesh, this._activeEffect);
  219. }
  220. public getAnimatables(): IAnimatable[] {
  221. var results = [];
  222. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  223. results.push(this._diffuseTexture);
  224. }
  225. if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {
  226. results.push(this._distortionTexture);
  227. }
  228. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  229. results.push(this._opacityTexture);
  230. }
  231. return results;
  232. }
  233. public getActiveTextures(): BaseTexture[] {
  234. var activeTextures = super.getActiveTextures();
  235. if (this._diffuseTexture) {
  236. activeTextures.push(this._diffuseTexture);
  237. }
  238. if (this._distortionTexture) {
  239. activeTextures.push(this._distortionTexture);
  240. }
  241. if (this._opacityTexture) {
  242. activeTextures.push(this._opacityTexture);
  243. }
  244. return activeTextures;
  245. }
  246. public hasTexture(texture: BaseTexture): boolean {
  247. if (super.hasTexture(texture)) {
  248. return true;
  249. }
  250. if (this._diffuseTexture === texture) {
  251. return true;
  252. }
  253. if (this._distortionTexture === texture) {
  254. return true;
  255. }
  256. if (this._opacityTexture === texture) {
  257. return true;
  258. }
  259. return false;
  260. }
  261. public getClassName(): string {
  262. return "FireMaterial";
  263. }
  264. public dispose(forceDisposeEffect?: boolean): void {
  265. if (this._diffuseTexture) {
  266. this._diffuseTexture.dispose();
  267. }
  268. if (this._distortionTexture) {
  269. this._distortionTexture.dispose();
  270. }
  271. super.dispose(forceDisposeEffect);
  272. }
  273. public clone(name: string): FireMaterial {
  274. return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(name, this.getScene()), this);
  275. }
  276. public serialize(): any {
  277. var serializationObject = super.serialize();
  278. serializationObject.customType = "BABYLON.FireMaterial";
  279. serializationObject.diffuseColor = this.diffuseColor.asArray();
  280. serializationObject.speed = this.speed;
  281. if (this._diffuseTexture) {
  282. serializationObject._diffuseTexture = this._diffuseTexture.serialize();
  283. }
  284. if (this._distortionTexture) {
  285. serializationObject._distortionTexture = this._distortionTexture.serialize();
  286. }
  287. if (this._opacityTexture) {
  288. serializationObject._opacityTexture = this._opacityTexture.serialize();
  289. }
  290. return serializationObject;
  291. }
  292. public static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {
  293. var material = new FireMaterial(source.name, scene);
  294. material.diffuseColor = Color3.FromArray(source.diffuseColor);
  295. material.speed = source.speed;
  296. material.alpha = source.alpha;
  297. material.id = source.id;
  298. Tags.AddTagsTo(material, source.tags);
  299. material.backFaceCulling = source.backFaceCulling;
  300. material.wireframe = source.wireframe;
  301. if (source._diffuseTexture) {
  302. material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);
  303. }
  304. if (source._distortionTexture) {
  305. material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);
  306. }
  307. if (source._opacityTexture) {
  308. material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);
  309. }
  310. return material;
  311. }
  312. }
  313. _TypeStore.RegisteredTypes["BABYLON.FireMaterial"] = FireMaterial;