babylon.standardProceduralTexture.ts 12 KB

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  1. module BABYLON {
  2. export class WoodProceduralTexture extends ProceduralTexture {
  3. private _ampScale: number = 100.0;
  4. private _woodColor: Color3 = new Color3(0.32, 0.17, 0.09);
  5. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  6. super(name, size, "wood", scene, fallbackTexture, generateMipMaps);
  7. this.updateShaderUniforms();
  8. this.refreshRate = 0;
  9. }
  10. public updateShaderUniforms() {
  11. this.setFloat("ampScale", this._ampScale);
  12. this.setColor3("woodColor", this._woodColor);
  13. }
  14. public get ampScale(): number {
  15. return this._ampScale;
  16. }
  17. public set ampScale(value: number) {
  18. this._ampScale = value;
  19. this.updateShaderUniforms();
  20. }
  21. public get woodColor(): Color3 {
  22. return this._woodColor;
  23. }
  24. public set woodColor(value: Color3) {
  25. this._woodColor = value;
  26. this.updateShaderUniforms();
  27. }
  28. }
  29. export class FireProceduralTexture extends ProceduralTexture {
  30. private _time: number = 0.0;
  31. private _speed = new Vector2(0.5, 0.3);
  32. private _autoGenerateTime: boolean = true;
  33. private _fireColors: Color3[];
  34. private _alphaThreshold: number = 0.5;
  35. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  36. super(name, size, "fire", scene, fallbackTexture, generateMipMaps);
  37. this._fireColors = FireProceduralTexture.RedFireColors;
  38. this.updateShaderUniforms();
  39. this.refreshRate = 1;
  40. }
  41. public updateShaderUniforms() {
  42. this.setFloat("time", this._time);
  43. this.setVector2("speed", this._speed);
  44. this.setColor3("c1", this._fireColors[0]);
  45. this.setColor3("c2", this._fireColors[1]);
  46. this.setColor3("c3", this._fireColors[2]);
  47. this.setColor3("c4", this._fireColors[3]);
  48. this.setColor3("c5", this._fireColors[4]);
  49. this.setColor3("c6", this._fireColors[5]);
  50. this.setFloat("alphaThreshold", this._alphaThreshold);
  51. }
  52. public render(useCameraPostProcess?: boolean) {
  53. if (this._autoGenerateTime) {
  54. this._time += this.getScene().getAnimationRatio() * 0.03;
  55. this.updateShaderUniforms();
  56. }
  57. super.render(useCameraPostProcess);
  58. }
  59. public static get PurpleFireColors(): Color3[] {
  60. return [
  61. new Color3(0.5, 0.0, 1.0),
  62. new Color3(0.9, 0.0, 1.0),
  63. new Color3(0.2, 0.0, 1.0),
  64. new Color3(1.0, 0.9, 1.0),
  65. new Color3(0.1, 0.1, 1.0),
  66. new Color3(0.9, 0.9, 1.0)
  67. ];
  68. }
  69. public static get GreenFireColors(): Color3[] {
  70. return [
  71. new Color3(0.5, 1.0, 0.0),
  72. new Color3(0.5, 1.0, 0.0),
  73. new Color3(0.3, 0.4, 0.0),
  74. new Color3(0.5, 1.0, 0.0),
  75. new Color3(0.2, 0.0, 0.0),
  76. new Color3(0.5, 1.0, 0.0)
  77. ];
  78. }
  79. public static get RedFireColors(): Color3[] {
  80. return [
  81. new Color3(0.5, 0.0, 0.1),
  82. new Color3(0.9, 0.0, 0.0),
  83. new Color3(0.2, 0.0, 0.0),
  84. new Color3(1.0, 0.9, 0.0),
  85. new Color3(0.1, 0.1, 0.1),
  86. new Color3(0.9, 0.9, 0.9)
  87. ];
  88. }
  89. public static get BlueFireColors(): Color3[] {
  90. return [
  91. new Color3(0.1, 0.0, 0.5),
  92. new Color3(0.0, 0.0, 0.5),
  93. new Color3(0.1, 0.0, 0.2),
  94. new Color3(0.0, 0.0, 1.0),
  95. new Color3(0.1, 0.2, 0.3),
  96. new Color3(0.0, 0.2, 0.9)
  97. ];
  98. }
  99. public get fireColors(): Color3[] {
  100. return this._fireColors;
  101. }
  102. public set fireColors(value: Color3[]) {
  103. this._fireColors = value;
  104. this.updateShaderUniforms();
  105. }
  106. public get time(): number {
  107. return this._time;
  108. }
  109. public set time(value: number) {
  110. this._time = value;
  111. this.updateShaderUniforms();
  112. }
  113. public get speed(): Vector2 {
  114. return this._speed;
  115. }
  116. public set speed(value: Vector2) {
  117. this._speed = value;
  118. this.updateShaderUniforms();
  119. }
  120. public get alphaThreshold(): number {
  121. return this._alphaThreshold;
  122. }
  123. public set alphaThreshold(value: number) {
  124. this._alphaThreshold = value;
  125. this.updateShaderUniforms();
  126. }
  127. }
  128. export class CloudProceduralTexture extends ProceduralTexture {
  129. private _skyColor = new Color4(0.15, 0.68, 1.0, 1.0);
  130. private _cloudColor = new Color4(1, 1, 1, 1.0);
  131. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  132. super(name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  133. this.updateShaderUniforms();
  134. this.refreshRate = 0;
  135. }
  136. public updateShaderUniforms() {
  137. this.setColor4("skyColor", this._skyColor);
  138. this.setColor4("cloudColor", this._cloudColor);
  139. }
  140. public get skyColor(): Color4 {
  141. return this._skyColor;
  142. }
  143. public set skyColor(value: Color4) {
  144. this._skyColor = value;
  145. this.updateShaderUniforms();
  146. }
  147. public get cloudColor(): Color4 {
  148. return this._cloudColor;
  149. }
  150. public set cloudColor(value: Color4) {
  151. this._cloudColor = value;
  152. this.updateShaderUniforms();
  153. }
  154. }
  155. export class GrassProceduralTexture extends ProceduralTexture {
  156. private _grassColors: Color3[];
  157. private _herb1 = new Color3(0.29, 0.38, 0.02);
  158. private _herb2 = new Color3(0.36, 0.49, 0.09);
  159. private _herb3 = new Color3(0.51, 0.6, 0.28);
  160. private _groundColor = new Color3(1, 1, 1);
  161. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  162. super(name, size, "grass", scene, fallbackTexture, generateMipMaps);
  163. this._grassColors = [
  164. new Color3(0.29, 0.38, 0.02),
  165. new Color3(0.36, 0.49, 0.09),
  166. new Color3(0.51, 0.6, 0.28)
  167. ];
  168. this.updateShaderUniforms();
  169. this.refreshRate = 0;
  170. }
  171. public updateShaderUniforms() {
  172. this.setColor3("herb1Color", this._grassColors[0]);
  173. this.setColor3("herb2Color", this._grassColors[1]);
  174. this.setColor3("herb3Color", this._grassColors[2]);
  175. this.setColor3("groundColor", this._groundColor);
  176. }
  177. public get grassColors(): Color3[] {
  178. return this._grassColors;
  179. }
  180. public set grassColors(value: Color3[]) {
  181. this._grassColors = value;
  182. this.updateShaderUniforms();
  183. }
  184. public get groundColor(): Color3 {
  185. return this._groundColor;
  186. }
  187. public set groundColor(value: Color3) {
  188. this.groundColor = value;
  189. this.updateShaderUniforms();
  190. }
  191. }
  192. export class RoadProceduralTexture extends ProceduralTexture {
  193. private _roadColor = new Color3(0.53, 0.53, 0.53);
  194. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  195. super(name, size, "road", scene, fallbackTexture, generateMipMaps);
  196. this.updateShaderUniforms();
  197. this.refreshRate = 0;
  198. }
  199. public updateShaderUniforms() {
  200. this.setColor3("roadColor", this._roadColor);
  201. }
  202. public get roadColor(): Color3 {
  203. return this._roadColor;
  204. }
  205. public set roadColor(value: Color3) {
  206. this._roadColor = value;
  207. this.updateShaderUniforms();
  208. }
  209. }
  210. export class BrickProceduralTexture extends ProceduralTexture {
  211. private _numberOfBricksHeight: number = 15;
  212. private _numberOfBricksWidth: number = 5;
  213. private _jointColor = new Color3(0.72, 0.72, 0.72);
  214. private _brickColor = new Color3(0.77, 0.47, 0.40);
  215. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  216. super(name, size, "brick", scene, fallbackTexture, generateMipMaps);
  217. this.updateShaderUniforms();
  218. this.refreshRate = 0;
  219. }
  220. public updateShaderUniforms() {
  221. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  222. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  223. this.setColor3("brickColor", this._brickColor);
  224. this.setColor3("jointColor", this._jointColor);
  225. }
  226. public get numberOfBricksHeight(): number {
  227. return this._numberOfBricksHeight;
  228. }
  229. public set numberOfBricksHeight(value: number) {
  230. this._numberOfBricksHeight = value;
  231. this.updateShaderUniforms();
  232. }
  233. public get numberOfBricksWidth(): number {
  234. return this._numberOfBricksWidth;
  235. }
  236. public set numberOfBricksWidth(value: number) {
  237. this._numberOfBricksHeight = value;
  238. this.updateShaderUniforms();
  239. }
  240. public get jointColor(): Color3 {
  241. return this._jointColor;
  242. }
  243. public set jointColor(value: Color3) {
  244. this._jointColor = value;
  245. this.updateShaderUniforms();
  246. }
  247. public get brickColor(): Color3 {
  248. return this._brickColor;
  249. }
  250. public set brickColor(value: Color3) {
  251. this._brickColor = value;
  252. this.updateShaderUniforms();
  253. }
  254. }
  255. export class MarbleProceduralTexture extends ProceduralTexture {
  256. private _numberOfTilesHeight: number = 3;
  257. private _numberOfTilesWidth: number = 3;
  258. private _amplitude: number = 9.0;
  259. private _marbleColor = new Color3(0.77, 0.47, 0.40);
  260. private _jointColor = new Color3(0.72, 0.72, 0.72);
  261. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean) {
  262. super(name, size, "marble", scene, fallbackTexture, generateMipMaps);
  263. this.updateShaderUniforms();
  264. this.refreshRate = 0;
  265. }
  266. public updateShaderUniforms() {
  267. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  268. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  269. this.setFloat("amplitude", this._amplitude);
  270. this.setColor3("marbleColor", this._marbleColor);
  271. this.setColor3("jointColor", this._jointColor);
  272. }
  273. public get numberOfTilesHeight(): number {
  274. return this._numberOfTilesHeight;
  275. }
  276. public set numberOfTilesHeight(value: number) {
  277. this._numberOfTilesHeight = value;
  278. this.updateShaderUniforms();
  279. }
  280. public get numberOfTilesWidth(): number {
  281. return this._numberOfTilesWidth;
  282. }
  283. public set numberOfTilesWidth(value: number) {
  284. this._numberOfTilesWidth = value;
  285. this.updateShaderUniforms();
  286. }
  287. public get jointColor(): Color3 {
  288. return this._jointColor;
  289. }
  290. public set jointColor(value: Color3) {
  291. this._jointColor = value;
  292. this.updateShaderUniforms();
  293. }
  294. public get marbleColor(): Color3 {
  295. return this._marbleColor;
  296. }
  297. public set marbleColor(value: Color3) {
  298. this._marbleColor = value;
  299. this.updateShaderUniforms();
  300. }
  301. }
  302. }