babylon.gridMaterial.js 12 KB

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