babylon.fireMaterial.js 17 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. 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;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var FireMaterialDefines = (function (_super) {
  21. __extends(FireMaterialDefines, _super);
  22. function FireMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.DIFFUSE = false;
  25. _this.CLIPPLANE = false;
  26. _this.ALPHATEST = false;
  27. _this.POINTSIZE = false;
  28. _this.FOG = false;
  29. _this.UV1 = false;
  30. _this.VERTEXCOLOR = false;
  31. _this.VERTEXALPHA = false;
  32. _this.BonesPerMesh = 0;
  33. _this.NUM_BONE_INFLUENCERS = 0;
  34. _this.INSTANCES = false;
  35. _this.rebuild();
  36. return _this;
  37. }
  38. return FireMaterialDefines;
  39. }(BABYLON.MaterialDefines));
  40. var FireMaterial = (function (_super) {
  41. __extends(FireMaterial, _super);
  42. function FireMaterial(name, scene) {
  43. var _this = _super.call(this, name, scene) || this;
  44. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  45. _this.speed = 1.0;
  46. _this._scaledDiffuse = new BABYLON.Color3();
  47. _this._lastTime = 0;
  48. return _this;
  49. }
  50. FireMaterial.prototype.needAlphaBlending = function () {
  51. return false;
  52. };
  53. FireMaterial.prototype.needAlphaTesting = function () {
  54. return true;
  55. };
  56. FireMaterial.prototype.getAlphaTestTexture = function () {
  57. return null;
  58. };
  59. // Methods
  60. FireMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  61. if (this.isFrozen) {
  62. if (this._wasPreviouslyReady && subMesh.effect) {
  63. return true;
  64. }
  65. }
  66. if (!subMesh._materialDefines) {
  67. subMesh._materialDefines = new FireMaterialDefines();
  68. }
  69. var defines = subMesh._materialDefines;
  70. var scene = this.getScene();
  71. if (!this.checkReadyOnEveryCall) {
  72. if (this._renderId === scene.getRenderId()) {
  73. return true;
  74. }
  75. }
  76. var engine = scene.getEngine();
  77. // Textures
  78. if (defines._areTexturesDirty) {
  79. defines._needUVs = false;
  80. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  81. if (!this._diffuseTexture.isReady()) {
  82. return false;
  83. }
  84. else {
  85. defines._needUVs = true;
  86. defines.DIFFUSE = true;
  87. }
  88. }
  89. defines._areTexturesDirty = false;
  90. }
  91. // Misc.
  92. if (defines._areMiscDirty) {
  93. defines.POINTSIZE = (this.pointsCloud || scene.forcePointsCloud);
  94. defines.FOG = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled);
  95. defines._areMiscDirty = false;
  96. }
  97. // Values that need to be evaluated on every frame
  98. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  99. // Attribs
  100. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, useInstances);
  101. defines._areAttributesDirty = false;
  102. // Get correct effect
  103. if (defines.isDirty) {
  104. defines.markAsProcessed();
  105. scene.resetCachedMaterial();
  106. // Fallbacks
  107. var fallbacks = new BABYLON.EffectFallbacks();
  108. if (defines.FOG) {
  109. fallbacks.addFallback(1, "FOG");
  110. }
  111. if (defines.NUM_BONE_INFLUENCERS > 0) {
  112. fallbacks.addCPUSkinningFallback(0, mesh);
  113. }
  114. //Attributes
  115. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116. if (defines.UV1) {
  117. attribs.push(BABYLON.VertexBuffer.UVKind);
  118. }
  119. if (defines.VERTEXCOLOR) {
  120. attribs.push(BABYLON.VertexBuffer.ColorKind);
  121. }
  122. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  123. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  124. // Legacy browser patch
  125. var shaderName = "fire";
  126. var join = defines.toString();
  127. subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition",
  128. "vFogInfos", "vFogColor", "pointSize",
  129. "vDiffuseInfos",
  130. "mBones",
  131. "vClipPlane", "diffuseMatrix",
  132. // Fire
  133. "time", "speed"
  134. ], ["diffuseSampler",
  135. // Fire
  136. "distortionSampler", "opacitySampler"
  137. ], join, fallbacks, this.onCompiled, this.onError), defines);
  138. }
  139. if (!subMesh.effect.isReady()) {
  140. return false;
  141. }
  142. this._renderId = scene.getRenderId();
  143. this._wasPreviouslyReady = true;
  144. return true;
  145. };
  146. FireMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  147. var scene = this.getScene();
  148. var defines = subMesh._materialDefines;
  149. if (!defines) {
  150. return;
  151. }
  152. var effect = subMesh.effect;
  153. this._activeEffect = effect;
  154. // Matrices
  155. this.bindOnlyWorldMatrix(world);
  156. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  157. // Bones
  158. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  159. if (this._mustRebind(scene, effect)) {
  160. // Textures
  161. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  162. this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
  163. this._activeEffect.setFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  164. this._activeEffect.setMatrix("diffuseMatrix", this._diffuseTexture.getTextureMatrix());
  165. this._activeEffect.setTexture("distortionSampler", this._distortionTexture);
  166. this._activeEffect.setTexture("opacitySampler", this._opacityTexture);
  167. }
  168. // Clip plane
  169. if (scene.clipPlane) {
  170. var clipPlane = scene.clipPlane;
  171. this._activeEffect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  172. }
  173. // Point size
  174. if (this.pointsCloud) {
  175. this._activeEffect.setFloat("pointSize", this.pointSize);
  176. }
  177. this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  178. }
  179. this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  180. // View
  181. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  182. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  183. }
  184. // Fog
  185. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  186. // Time
  187. this._lastTime += scene.getEngine().getDeltaTime();
  188. this._activeEffect.setFloat("time", this._lastTime);
  189. // Speed
  190. this._activeEffect.setFloat("speed", this.speed);
  191. this._afterBind(mesh, this._activeEffect);
  192. };
  193. FireMaterial.prototype.getAnimatables = function () {
  194. var results = [];
  195. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  196. results.push(this._diffuseTexture);
  197. }
  198. if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {
  199. results.push(this._distortionTexture);
  200. }
  201. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  202. results.push(this._opacityTexture);
  203. }
  204. return results;
  205. };
  206. FireMaterial.prototype.dispose = function (forceDisposeEffect) {
  207. if (this._diffuseTexture) {
  208. this._diffuseTexture.dispose();
  209. }
  210. if (this._distortionTexture) {
  211. this._distortionTexture.dispose();
  212. }
  213. _super.prototype.dispose.call(this, forceDisposeEffect);
  214. };
  215. FireMaterial.prototype.clone = function (name) {
  216. var _this = this;
  217. return BABYLON.SerializationHelper.Clone(function () { return new FireMaterial(name, _this.getScene()); }, this);
  218. };
  219. FireMaterial.prototype.serialize = function () {
  220. var serializationObject = _super.prototype.serialize.call(this);
  221. serializationObject.customType = "BABYLON.FireMaterial";
  222. serializationObject.diffuseColor = this.diffuseColor.asArray();
  223. serializationObject.speed = this.speed;
  224. if (this._diffuseTexture) {
  225. serializationObject._diffuseTexture = this._diffuseTexture.serialize();
  226. }
  227. if (this._distortionTexture) {
  228. serializationObject._distortionTexture = this._distortionTexture.serialize();
  229. }
  230. if (this._opacityTexture) {
  231. serializationObject._opacityTexture = this._opacityTexture.serialize();
  232. }
  233. return serializationObject;
  234. };
  235. FireMaterial.Parse = function (source, scene, rootUrl) {
  236. var material = new FireMaterial(source.name, scene);
  237. material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
  238. material.speed = source.speed;
  239. material.alpha = source.alpha;
  240. material.id = source.id;
  241. BABYLON.Tags.AddTagsTo(material, source.tags);
  242. material.backFaceCulling = source.backFaceCulling;
  243. material.wireframe = source.wireframe;
  244. if (source._diffuseTexture) {
  245. material._diffuseTexture = BABYLON.Texture.Parse(source._diffuseTexture, scene, rootUrl);
  246. }
  247. if (source._distortionTexture) {
  248. material._distortionTexture = BABYLON.Texture.Parse(source._distortionTexture, scene, rootUrl);
  249. }
  250. if (source._opacityTexture) {
  251. material._opacityTexture = BABYLON.Texture.Parse(source._opacityTexture, scene, rootUrl);
  252. }
  253. if (source.checkReadyOnlyOnce) {
  254. material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
  255. }
  256. return material;
  257. };
  258. return FireMaterial;
  259. }(BABYLON.PushMaterial));
  260. __decorate([
  261. BABYLON.serializeAsTexture("diffuseTexture")
  262. ], FireMaterial.prototype, "_diffuseTexture", void 0);
  263. __decorate([
  264. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  265. ], FireMaterial.prototype, "diffuseTexture", void 0);
  266. __decorate([
  267. BABYLON.serializeAsTexture("distortionTexture")
  268. ], FireMaterial.prototype, "_distortionTexture", void 0);
  269. __decorate([
  270. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  271. ], FireMaterial.prototype, "distortionTexture", void 0);
  272. __decorate([
  273. BABYLON.serializeAsTexture("opacityTexture")
  274. ], FireMaterial.prototype, "_opacityTexture", void 0);
  275. __decorate([
  276. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  277. ], FireMaterial.prototype, "opacityTexture", void 0);
  278. __decorate([
  279. BABYLON.serialize("diffuseColor")
  280. ], FireMaterial.prototype, "diffuseColor", void 0);
  281. __decorate([
  282. BABYLON.serialize()
  283. ], FireMaterial.prototype, "speed", void 0);
  284. BABYLON.FireMaterial = FireMaterial;
  285. })(BABYLON || (BABYLON = {}));
  286. //# sourceMappingURL=babylon.fireMaterial.js.map
  287. BABYLON.Effect.ShadersStore['fireVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n\nuniform float time;\nuniform float speed;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#ifdef DIFFUSE\nvDiffuseUV=uv;\nvDiffuseUV.y-=0.2;\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n#ifdef DIFFUSE\n\nvec3 layerSpeed=vec3(-0.2,-0.52,-0.1)*speed;\nvDistortionCoords1.x=uv.x;\nvDistortionCoords1.y=uv.y+layerSpeed.x*time/1000.0;\nvDistortionCoords2.x=uv.x;\nvDistortionCoords2.y=uv.y+layerSpeed.y*time/1000.0;\nvDistortionCoords3.x=uv.x;\nvDistortionCoords3.y=uv.y+layerSpeed.z*time/1000.0;\n#endif\n}\n";
  288. BABYLON.Effect.ShadersStore['firePixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\nuniform sampler2D distortionSampler;\nuniform sampler2D opacitySampler;\n#ifdef DIFFUSE\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvec4 bx2(vec4 x)\n{\nreturn vec4(2.0)*x-vec4(1.0);\n}\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\n\nfloat alpha=1.0;\n#ifdef DIFFUSE\n\nconst float distortionAmount0=0.092;\nconst float distortionAmount1=0.092;\nconst float distortionAmount2=0.092;\nvec2 heightAttenuation=vec2(0.3,0.39);\nvec4 noise0=texture2D(distortionSampler,vDistortionCoords1);\nvec4 noise1=texture2D(distortionSampler,vDistortionCoords2);\nvec4 noise2=texture2D(distortionSampler,vDistortionCoords3);\nvec4 noiseSum=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;\nvec4 perturbedBaseCoords=vec4(vDiffuseUV,0.0,1.0)+noiseSum*(vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);\nvec4 opacityColor=texture2D(opacitySampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1)\ndiscard;\n#endif\nbaseColor=texture2D(diffuseSampler,perturbedBaseCoords.xy)*2.0;\nbaseColor*=opacityColor;\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 diffuseBase=vec3(1.0,1.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=vec4(baseColor.rgb,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";