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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- 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;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var BABYLON;
- (function (BABYLON) {
- var GradientMaterialDefines = (function (_super) {
- __extends(GradientMaterialDefines, _super);
- function GradientMaterialDefines() {
- var _this = _super.call(this) || this;
- _this.DIFFUSE = false;
- _this.CLIPPLANE = false;
- _this.ALPHATEST = false;
- _this.DEPTHPREPASS = false;
- _this.POINTSIZE = false;
- _this.FOG = false;
- _this.LIGHT0 = false;
- _this.LIGHT1 = false;
- _this.LIGHT2 = false;
- _this.LIGHT3 = false;
- _this.SPOTLIGHT0 = false;
- _this.SPOTLIGHT1 = false;
- _this.SPOTLIGHT2 = false;
- _this.SPOTLIGHT3 = false;
- _this.HEMILIGHT0 = false;
- _this.HEMILIGHT1 = false;
- _this.HEMILIGHT2 = false;
- _this.HEMILIGHT3 = false;
- _this.DIRLIGHT0 = false;
- _this.DIRLIGHT1 = false;
- _this.DIRLIGHT2 = false;
- _this.DIRLIGHT3 = false;
- _this.POINTLIGHT0 = false;
- _this.POINTLIGHT1 = false;
- _this.POINTLIGHT2 = false;
- _this.POINTLIGHT3 = false;
- _this.SHADOW0 = false;
- _this.SHADOW1 = false;
- _this.SHADOW2 = false;
- _this.SHADOW3 = false;
- _this.SHADOWS = false;
- _this.SHADOWESM0 = false;
- _this.SHADOWESM1 = false;
- _this.SHADOWESM2 = false;
- _this.SHADOWESM3 = false;
- _this.SHADOWPCF0 = false;
- _this.SHADOWPCF1 = false;
- _this.SHADOWPCF2 = false;
- _this.SHADOWPCF3 = false;
- _this.NORMAL = false;
- _this.UV1 = false;
- _this.UV2 = false;
- _this.VERTEXCOLOR = false;
- _this.VERTEXALPHA = false;
- _this.NUM_BONE_INFLUENCERS = 0;
- _this.BonesPerMesh = 0;
- _this.INSTANCES = false;
- _this.rebuild();
- return _this;
- }
- return GradientMaterialDefines;
- }(BABYLON.MaterialDefines));
- var GradientMaterial = (function (_super) {
- __extends(GradientMaterial, _super);
- function GradientMaterial(name, scene) {
- var _this = _super.call(this, name, scene) || this;
- _this._maxSimultaneousLights = 4;
- // The gradient top color, red by default
- _this.topColor = new BABYLON.Color3(1, 0, 0);
- _this.topColorAlpha = 1.0;
- // The gradient top color, blue by default
- _this.bottomColor = new BABYLON.Color3(0, 0, 1);
- _this.bottomColorAlpha = 1.0;
- // Gradient offset
- _this.offset = 0;
- _this.smoothness = 1.0;
- _this.disableLighting = false;
- _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
- _this._scaledDiffuse = new BABYLON.Color3();
- return _this;
- }
- GradientMaterial.prototype.needAlphaBlending = function () {
- return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
- };
- GradientMaterial.prototype.needAlphaTesting = function () {
- return true;
- };
- GradientMaterial.prototype.getAlphaTestTexture = function () {
- return null;
- };
- // Methods
- GradientMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
- if (this.isFrozen) {
- if (this._wasPreviouslyReady && subMesh.effect) {
- return true;
- }
- }
- if (!subMesh._materialDefines) {
- subMesh._materialDefines = new GradientMaterialDefines();
- }
- var defines = subMesh._materialDefines;
- var scene = this.getScene();
- if (!this.checkReadyOnEveryCall && subMesh.effect) {
- if (this._renderId === scene.getRenderId()) {
- return true;
- }
- }
- var engine = scene.getEngine();
- BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
- BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, defines);
- defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
- // Attribs
- BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
- // Get correct effect
- if (defines.isDirty) {
- defines.markAsProcessed();
- scene.resetCachedMaterial();
- // Fallbacks
- var fallbacks = new BABYLON.EffectFallbacks();
- if (defines.FOG) {
- fallbacks.addFallback(1, "FOG");
- }
- BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
- if (defines.NUM_BONE_INFLUENCERS > 0) {
- fallbacks.addCPUSkinningFallback(0, mesh);
- }
- //Attributes
- var attribs = [BABYLON.VertexBuffer.PositionKind];
- if (defines.NORMAL) {
- attribs.push(BABYLON.VertexBuffer.NormalKind);
- }
- if (defines.UV1) {
- attribs.push(BABYLON.VertexBuffer.UVKind);
- }
- if (defines.UV2) {
- attribs.push(BABYLON.VertexBuffer.UV2Kind);
- }
- if (defines.VERTEXCOLOR) {
- attribs.push(BABYLON.VertexBuffer.ColorKind);
- }
- BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
- BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
- // Legacy browser patch
- var shaderName = "gradient";
- var join = defines.toString();
- var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
- "vFogInfos", "vFogColor", "pointSize",
- "vDiffuseInfos",
- "mBones",
- "vClipPlane", "diffuseMatrix",
- "topColor", "bottomColor", "offset", "smoothness"
- ];
- var samplers = ["diffuseSampler"];
- var uniformBuffers = new Array();
- BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
- uniformsNames: uniforms,
- uniformBuffersNames: uniformBuffers,
- samplers: samplers,
- defines: defines,
- maxSimultaneousLights: 4
- });
- subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
- attributes: attribs,
- uniformsNames: uniforms,
- uniformBuffersNames: uniformBuffers,
- samplers: samplers,
- defines: join,
- fallbacks: fallbacks,
- onCompiled: this.onCompiled,
- onError: this.onError,
- indexParameters: { maxSimultaneousLights: 4 }
- }, engine), defines);
- }
- if (!subMesh.effect.isReady()) {
- return false;
- }
- this._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- return true;
- };
- GradientMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
- var scene = this.getScene();
- var defines = subMesh._materialDefines;
- if (!defines) {
- return;
- }
- var effect = subMesh.effect;
- this._activeEffect = effect;
- // Matrices
- this.bindOnlyWorldMatrix(world);
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
- // Bones
- BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
- if (this._mustRebind(scene, effect)) {
- // Clip plane
- BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
- // Point size
- if (this.pointsCloud) {
- this._activeEffect.setFloat("pointSize", this.pointSize);
- }
- this._activeEffect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
- }
- this._activeEffect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
- if (scene.lightsEnabled && !this.disableLighting) {
- BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);
- }
- // View
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
- this._activeEffect.setMatrix("view", scene.getViewMatrix());
- }
- // Fog
- BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
- this._activeEffect.setColor4("topColor", this.topColor, this.topColorAlpha);
- this._activeEffect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
- this._activeEffect.setFloat("offset", this.offset);
- this._activeEffect.setFloat("smoothness", this.smoothness);
- this._afterBind(mesh, this._activeEffect);
- };
- GradientMaterial.prototype.getAnimatables = function () {
- return [];
- };
- GradientMaterial.prototype.dispose = function (forceDisposeEffect) {
- _super.prototype.dispose.call(this, forceDisposeEffect);
- };
- GradientMaterial.prototype.clone = function (name) {
- var _this = this;
- return BABYLON.SerializationHelper.Clone(function () { return new GradientMaterial(name, _this.getScene()); }, this);
- };
- GradientMaterial.prototype.serialize = function () {
- var serializationObject = BABYLON.SerializationHelper.Serialize(this);
- serializationObject.customType = "BABYLON.GradientMaterial";
- return serializationObject;
- };
- GradientMaterial.prototype.getClassName = function () {
- return "GradientMaterial";
- };
- // Statics
- GradientMaterial.Parse = function (source, scene, rootUrl) {
- return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl);
- };
- __decorate([
- BABYLON.serialize("maxSimultaneousLights")
- ], GradientMaterial.prototype, "_maxSimultaneousLights", void 0);
- __decorate([
- BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
- ], GradientMaterial.prototype, "maxSimultaneousLights", void 0);
- __decorate([
- BABYLON.serializeAsColor3()
- ], GradientMaterial.prototype, "topColor", void 0);
- __decorate([
- BABYLON.serialize()
- ], GradientMaterial.prototype, "topColorAlpha", void 0);
- __decorate([
- BABYLON.serializeAsColor3()
- ], GradientMaterial.prototype, "bottomColor", void 0);
- __decorate([
- BABYLON.serialize()
- ], GradientMaterial.prototype, "bottomColorAlpha", void 0);
- __decorate([
- BABYLON.serialize()
- ], GradientMaterial.prototype, "offset", void 0);
- __decorate([
- BABYLON.serialize()
- ], GradientMaterial.prototype, "smoothness", void 0);
- __decorate([
- BABYLON.serialize()
- ], GradientMaterial.prototype, "disableLighting", void 0);
- return GradientMaterial;
- }(BABYLON.PushMaterial));
- BABYLON.GradientMaterial = GradientMaterial;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.gradientMaterial.js.map
- BABYLON.Effect.ShadersStore['gradientVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\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;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\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#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
- BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=normalize(vPositionW).y+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}\n";
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