babylon.gridMaterial.js 12 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = function (d, b) {
  4. extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return extendStatics(d, b);
  8. }
  9. return function (d, b) {
  10. extendStatics(d, b);
  11. function __() { this.constructor = d; }
  12. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  13. };
  14. })();
  15. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  16. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  17. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  18. 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;
  19. return c > 3 && r && Object.defineProperty(target, key, r), r;
  20. };
  21. var BABYLON;
  22. (function (BABYLON) {
  23. var GridMaterialDefines = /** @class */ (function (_super) {
  24. __extends(GridMaterialDefines, _super);
  25. function GridMaterialDefines() {
  26. var _this = _super.call(this) || this;
  27. _this.TRANSPARENT = false;
  28. _this.FOG = false;
  29. _this.PREMULTIPLYALPHA = false;
  30. _this.rebuild();
  31. return _this;
  32. }
  33. return GridMaterialDefines;
  34. }(BABYLON.MaterialDefines));
  35. /**
  36. * The grid materials allows you to wrap any shape with a grid.
  37. * Colors are customizable.
  38. */
  39. var GridMaterial = /** @class */ (function (_super) {
  40. __extends(GridMaterial, _super);
  41. /**
  42. * constructor
  43. * @param name The name given to the material in order to identify it afterwards.
  44. * @param scene The scene the material is used in.
  45. */
  46. function GridMaterial(name, scene) {
  47. var _this = _super.call(this, name, scene) || this;
  48. /**
  49. * Main color of the grid (e.g. between lines)
  50. */
  51. _this.mainColor = BABYLON.Color3.Black();
  52. /**
  53. * Color of the grid lines.
  54. */
  55. _this.lineColor = BABYLON.Color3.Teal();
  56. /**
  57. * The scale of the grid compared to unit.
  58. */
  59. _this.gridRatio = 1.0;
  60. /**
  61. * Allows setting an offset for the grid lines.
  62. */
  63. _this.gridOffset = BABYLON.Vector3.Zero();
  64. /**
  65. * The frequency of thicker lines.
  66. */
  67. _this.majorUnitFrequency = 10;
  68. /**
  69. * The visibility of minor units in the grid.
  70. */
  71. _this.minorUnitVisibility = 0.33;
  72. /**
  73. * The grid opacity outside of the lines.
  74. */
  75. _this.opacity = 1.0;
  76. /**
  77. * Determine RBG output is premultiplied by alpha value.
  78. */
  79. _this.preMultiplyAlpha = false;
  80. _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
  81. return _this;
  82. }
  83. /**
  84. * Returns wehter or not the grid requires alpha blending.
  85. */
  86. GridMaterial.prototype.needAlphaBlending = function () {
  87. return this.opacity < 1.0;
  88. };
  89. GridMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  90. return this.needAlphaBlending();
  91. };
  92. GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  93. if (this.isFrozen) {
  94. if (this._wasPreviouslyReady && subMesh.effect) {
  95. return true;
  96. }
  97. }
  98. if (!subMesh._materialDefines) {
  99. subMesh._materialDefines = new GridMaterialDefines();
  100. }
  101. var defines = subMesh._materialDefines;
  102. var scene = this.getScene();
  103. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  104. if (this._renderId === scene.getRenderId()) {
  105. return true;
  106. }
  107. }
  108. if (defines.TRANSPARENT !== (this.opacity < 1.0)) {
  109. defines.TRANSPARENT = !defines.TRANSPARENT;
  110. defines.markAsUnprocessed();
  111. }
  112. if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {
  113. defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;
  114. defines.markAsUnprocessed();
  115. }
  116. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);
  117. // Get correct effect
  118. if (defines.isDirty) {
  119. defines.markAsProcessed();
  120. scene.resetCachedMaterial();
  121. // Attributes
  122. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  123. // Defines
  124. var join = defines.toString();
  125. subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "worldView", "mainColor", "lineColor", "gridControl", "gridOffset", "vFogInfos", "vFogColor", "world", "view"], [], join, undefined, this.onCompiled, this.onError), defines);
  126. }
  127. if (!subMesh.effect || !subMesh.effect.isReady()) {
  128. return false;
  129. }
  130. this._renderId = scene.getRenderId();
  131. this._wasPreviouslyReady = true;
  132. return true;
  133. };
  134. GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  135. var scene = this.getScene();
  136. var defines = subMesh._materialDefines;
  137. if (!defines) {
  138. return;
  139. }
  140. var effect = subMesh.effect;
  141. if (!effect) {
  142. return;
  143. }
  144. this._activeEffect = effect;
  145. // Matrices
  146. this.bindOnlyWorldMatrix(world);
  147. this._activeEffect.setMatrix("worldView", world.multiply(scene.getViewMatrix()));
  148. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  149. this._activeEffect.setMatrix("projection", scene.getProjectionMatrix());
  150. // Uniforms
  151. if (this._mustRebind(scene, effect)) {
  152. this._activeEffect.setColor3("mainColor", this.mainColor);
  153. this._activeEffect.setColor3("lineColor", this.lineColor);
  154. this._activeEffect.setVector3("gridOffset", this.gridOffset);
  155. this._gridControl.x = this.gridRatio;
  156. this._gridControl.y = Math.round(this.majorUnitFrequency);
  157. this._gridControl.z = this.minorUnitVisibility;
  158. this._gridControl.w = this.opacity;
  159. this._activeEffect.setVector4("gridControl", this._gridControl);
  160. }
  161. // Fog
  162. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  163. this._afterBind(mesh, this._activeEffect);
  164. };
  165. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  166. _super.prototype.dispose.call(this, forceDisposeEffect);
  167. };
  168. GridMaterial.prototype.clone = function (name) {
  169. var _this = this;
  170. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  171. };
  172. GridMaterial.prototype.serialize = function () {
  173. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  174. serializationObject.customType = "BABYLON.GridMaterial";
  175. return serializationObject;
  176. };
  177. GridMaterial.prototype.getClassName = function () {
  178. return "GridMaterial";
  179. };
  180. GridMaterial.Parse = function (source, scene, rootUrl) {
  181. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  182. };
  183. __decorate([
  184. BABYLON.serializeAsColor3()
  185. ], GridMaterial.prototype, "mainColor", void 0);
  186. __decorate([
  187. BABYLON.serializeAsColor3()
  188. ], GridMaterial.prototype, "lineColor", void 0);
  189. __decorate([
  190. BABYLON.serialize()
  191. ], GridMaterial.prototype, "gridRatio", void 0);
  192. __decorate([
  193. BABYLON.serializeAsColor3()
  194. ], GridMaterial.prototype, "gridOffset", void 0);
  195. __decorate([
  196. BABYLON.serialize()
  197. ], GridMaterial.prototype, "majorUnitFrequency", void 0);
  198. __decorate([
  199. BABYLON.serialize()
  200. ], GridMaterial.prototype, "minorUnitVisibility", void 0);
  201. __decorate([
  202. BABYLON.serialize()
  203. ], GridMaterial.prototype, "opacity", void 0);
  204. __decorate([
  205. BABYLON.serialize()
  206. ], GridMaterial.prototype, "preMultiplyAlpha", void 0);
  207. return GridMaterial;
  208. }(BABYLON.PushMaterial));
  209. BABYLON.GridMaterial = GridMaterial;
  210. })(BABYLON || (BABYLON = {}));
  211. //# sourceMappingURL=babylon.gridmaterial.js.map
  212. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 projection;\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 worldView;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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>\nvec4 cameraSpacePosition=worldView*vec4(position,1.0);\ngl_Position=projection*cameraSpacePosition;\n#ifdef TRANSPARENT\nvCameraSpacePosition=cameraSpacePosition;\n#endif\nvPosition=position;\nvNormal=normal;\n}";
  213. 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;\nuniform vec3 gridOffset;\n\n#ifdef TRANSPARENT\nvarying vec4 vCameraSpacePosition;\n#endif\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(1.0-3.0*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=(vPosition+gridOffset)/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 distanceToFragment=length(vCameraSpacePosition.xyz);\nfloat cameraPassThrough=clamp(distanceToFragment-0.25,0.0,1.0);\nfloat opacity=clamp(grid,0.08,cameraPassThrough*gridControl.w*grid);\ngl_FragColor=vec4(color.rgb,opacity);\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}";