babylon.grassProceduralTexture.js 5.9 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 GrassProceduralTexture = /** @class */ (function (_super) {
  24. __extends(GrassProceduralTexture, _super);
  25. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  26. var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
  27. _this._groundColor = new BABYLON.Color3(1, 1, 1);
  28. _this._grassColors = [
  29. new BABYLON.Color3(0.29, 0.38, 0.02),
  30. new BABYLON.Color3(0.36, 0.49, 0.09),
  31. new BABYLON.Color3(0.51, 0.6, 0.28)
  32. ];
  33. _this.updateShaderUniforms();
  34. return _this;
  35. }
  36. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  37. this.setColor3("herb1Color", this._grassColors[0]);
  38. this.setColor3("herb2Color", this._grassColors[1]);
  39. this.setColor3("herb3Color", this._grassColors[2]);
  40. this.setColor3("groundColor", this._groundColor);
  41. };
  42. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  43. get: function () {
  44. return this._grassColors;
  45. },
  46. set: function (value) {
  47. this._grassColors = value;
  48. this.updateShaderUniforms();
  49. },
  50. enumerable: true,
  51. configurable: true
  52. });
  53. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  54. get: function () {
  55. return this._groundColor;
  56. },
  57. set: function (value) {
  58. this._groundColor = value;
  59. this.updateShaderUniforms();
  60. },
  61. enumerable: true,
  62. configurable: true
  63. });
  64. /**
  65. * Serializes this grass procedural texture
  66. * @returns a serialized grass procedural texture object
  67. */
  68. GrassProceduralTexture.prototype.serialize = function () {
  69. var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
  70. serializationObject.customType = "BABYLON.GrassProceduralTexture";
  71. serializationObject.grassColors = [];
  72. for (var i = 0; i < this._grassColors.length; i++) {
  73. serializationObject.grassColors.push(this._grassColors[i].asArray());
  74. }
  75. return serializationObject;
  76. };
  77. /**
  78. * Creates a Grass Procedural Texture from parsed grass procedural texture data
  79. * @param parsedTexture defines parsed texture data
  80. * @param scene defines the current scene
  81. * @param rootUrl defines the root URL containing grass procedural texture information
  82. * @returns a parsed Grass Procedural Texture
  83. */
  84. GrassProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  85. var texture = BABYLON.SerializationHelper.Parse(function () { return new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
  86. var colors = [];
  87. for (var i = 0; i < parsedTexture.grassColors.length; i++) {
  88. colors.push(BABYLON.Color3.FromArray(parsedTexture.grassColors[i]));
  89. }
  90. texture.grassColors = colors;
  91. return texture;
  92. };
  93. __decorate([
  94. BABYLON.serializeAsColor3()
  95. ], GrassProceduralTexture.prototype, "groundColor", null);
  96. return GrassProceduralTexture;
  97. }(BABYLON.ProceduralTexture));
  98. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  99. })(BABYLON || (BABYLON = {}));
  100. //# sourceMappingURL=babylon.grassProceduralTexture.js.map
  101. BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision highp float;\nvarying vec2 vPosition;\nvarying vec2 vUV;\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\nfloat rand(vec2 n) {\nreturn fract(cos(dot(n,vec2(12.9898,4.1414)))*43758.5453);\n}\nfloat noise(vec2 n) {\nconst vec2 d=vec2(0.0,1.0);\nvec2 b=floor(n),f=smoothstep(vec2(0.0),vec2(1.0),fract(n));\nreturn mix(mix(rand(b),rand(b+d.yx),f.x),mix(rand(b+d.xy),rand(b+d.yy),f.x),f.y);\n}\nfloat fbm(vec2 n) {\nfloat total=0.0,amplitude=1.0;\nfor (int i=0; i<4; i++) {\ntotal+=noise(n)*amplitude;\nn+=n;\namplitude*=0.5;\n}\nreturn total;\n}\nvoid main(void) {\nvec3 color=mix(groundColor,herb1Color,rand(gl_FragCoord.xy*4.0));\ncolor=mix(color,herb2Color,rand(gl_FragCoord.xy*8.0));\ncolor=mix(color,herb3Color,rand(gl_FragCoord.xy));\ncolor=mix(color,herb1Color,fbm(gl_FragCoord.xy*16.0));\ngl_FragColor=vec4(color,1.0);\n}";