babylon.gridMaterial.js 15 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 GridMaterialDefines = /** @class */ (function (_super) {
  24. __extends(GridMaterialDefines, _super);
  25. function GridMaterialDefines() {
  26. var _this = _super.call(this) || this;
  27. _this.OPACITY = false;
  28. _this.TRANSPARENT = false;
  29. _this.FOG = false;
  30. _this.PREMULTIPLYALPHA = false;
  31. _this.UV1 = false;
  32. _this.UV2 = false;
  33. _this.rebuild();
  34. return _this;
  35. }
  36. return GridMaterialDefines;
  37. }(BABYLON.MaterialDefines));
  38. /**
  39. * The grid materials allows you to wrap any shape with a grid.
  40. * Colors are customizable.
  41. */
  42. var GridMaterial = /** @class */ (function (_super) {
  43. __extends(GridMaterial, _super);
  44. /**
  45. * constructor
  46. * @param name The name given to the material in order to identify it afterwards.
  47. * @param scene The scene the material is used in.
  48. */
  49. function GridMaterial(name, scene) {
  50. var _this = _super.call(this, name, scene) || this;
  51. /**
  52. * Main color of the grid (e.g. between lines)
  53. */
  54. _this.mainColor = BABYLON.Color3.Black();
  55. /**
  56. * Color of the grid lines.
  57. */
  58. _this.lineColor = BABYLON.Color3.Teal();
  59. /**
  60. * The scale of the grid compared to unit.
  61. */
  62. _this.gridRatio = 1.0;
  63. /**
  64. * Allows setting an offset for the grid lines.
  65. */
  66. _this.gridOffset = BABYLON.Vector3.Zero();
  67. /**
  68. * The frequency of thicker lines.
  69. */
  70. _this.majorUnitFrequency = 10;
  71. /**
  72. * The visibility of minor units in the grid.
  73. */
  74. _this.minorUnitVisibility = 0.33;
  75. /**
  76. * The grid opacity outside of the lines.
  77. */
  78. _this.opacity = 1.0;
  79. /**
  80. * Determine RBG output is premultiplied by alpha value.
  81. */
  82. _this.preMultiplyAlpha = false;
  83. _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
  84. return _this;
  85. }
  86. /**
  87. * Returns wehter or not the grid requires alpha blending.
  88. */
  89. GridMaterial.prototype.needAlphaBlending = function () {
  90. return this.opacity < 1.0 || this._opacityTexture && this._opacityTexture.isReady();
  91. };
  92. GridMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  93. return this.needAlphaBlending();
  94. };
  95. GridMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  96. if (this.isFrozen) {
  97. if (this._wasPreviouslyReady && subMesh.effect) {
  98. return true;
  99. }
  100. }
  101. if (!subMesh._materialDefines) {
  102. subMesh._materialDefines = new GridMaterialDefines();
  103. }
  104. var defines = subMesh._materialDefines;
  105. var scene = this.getScene();
  106. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  107. if (this._renderId === scene.getRenderId()) {
  108. return true;
  109. }
  110. }
  111. if (defines.TRANSPARENT !== (this.opacity < 1.0)) {
  112. defines.TRANSPARENT = !defines.TRANSPARENT;
  113. defines.markAsUnprocessed();
  114. }
  115. if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {
  116. defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;
  117. defines.markAsUnprocessed();
  118. }
  119. // Textures
  120. if (defines._areTexturesDirty) {
  121. defines._needUVs = false;
  122. if (scene.texturesEnabled) {
  123. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  124. if (!this._opacityTexture.isReady()) {
  125. return false;
  126. }
  127. else {
  128. defines._needUVs = true;
  129. defines.OPACITY = true;
  130. }
  131. }
  132. }
  133. }
  134. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, false, this.fogEnabled, false, defines);
  135. // Get correct effect
  136. if (defines.isDirty) {
  137. defines.markAsProcessed();
  138. scene.resetCachedMaterial();
  139. // Attribs
  140. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);
  141. //Attributes
  142. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  143. if (defines.UV1) {
  144. attribs.push(BABYLON.VertexBuffer.UVKind);
  145. }
  146. if (defines.UV2) {
  147. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  148. }
  149. // Defines
  150. var join = defines.toString();
  151. subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, ["projection", "worldView", "mainColor", "lineColor", "gridControl", "gridOffset", "vFogInfos", "vFogColor", "world", "view",
  152. "opacityMatrix", "vOpacityInfos"], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines);
  153. }
  154. if (!subMesh.effect || !subMesh.effect.isReady()) {
  155. return false;
  156. }
  157. this._renderId = scene.getRenderId();
  158. this._wasPreviouslyReady = true;
  159. return true;
  160. };
  161. GridMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  162. var scene = this.getScene();
  163. var defines = subMesh._materialDefines;
  164. if (!defines) {
  165. return;
  166. }
  167. var effect = subMesh.effect;
  168. if (!effect) {
  169. return;
  170. }
  171. this._activeEffect = effect;
  172. // Matrices
  173. this.bindOnlyWorldMatrix(world);
  174. this._activeEffect.setMatrix("worldView", world.multiply(scene.getViewMatrix()));
  175. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  176. this._activeEffect.setMatrix("projection", scene.getProjectionMatrix());
  177. // Uniforms
  178. if (this._mustRebind(scene, effect)) {
  179. this._activeEffect.setColor3("mainColor", this.mainColor);
  180. this._activeEffect.setColor3("lineColor", this.lineColor);
  181. this._activeEffect.setVector3("gridOffset", this.gridOffset);
  182. this._gridControl.x = this.gridRatio;
  183. this._gridControl.y = Math.round(this.majorUnitFrequency);
  184. this._gridControl.z = this.minorUnitVisibility;
  185. this._gridControl.w = this.opacity;
  186. this._activeEffect.setVector4("gridControl", this._gridControl);
  187. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  188. this._activeEffect.setTexture("opacitySampler", this._opacityTexture);
  189. this._activeEffect.setFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  190. this._activeEffect.setMatrix("opacityMatrix", this._opacityTexture.getTextureMatrix());
  191. }
  192. }
  193. // Fog
  194. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  195. this._afterBind(mesh, this._activeEffect);
  196. };
  197. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  198. _super.prototype.dispose.call(this, forceDisposeEffect);
  199. };
  200. GridMaterial.prototype.clone = function (name) {
  201. var _this = this;
  202. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  203. };
  204. GridMaterial.prototype.serialize = function () {
  205. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  206. serializationObject.customType = "BABYLON.GridMaterial";
  207. return serializationObject;
  208. };
  209. GridMaterial.prototype.getClassName = function () {
  210. return "GridMaterial";
  211. };
  212. GridMaterial.Parse = function (source, scene, rootUrl) {
  213. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  214. };
  215. __decorate([
  216. BABYLON.serializeAsColor3()
  217. ], GridMaterial.prototype, "mainColor", void 0);
  218. __decorate([
  219. BABYLON.serializeAsColor3()
  220. ], GridMaterial.prototype, "lineColor", void 0);
  221. __decorate([
  222. BABYLON.serialize()
  223. ], GridMaterial.prototype, "gridRatio", void 0);
  224. __decorate([
  225. BABYLON.serializeAsColor3()
  226. ], GridMaterial.prototype, "gridOffset", void 0);
  227. __decorate([
  228. BABYLON.serialize()
  229. ], GridMaterial.prototype, "majorUnitFrequency", void 0);
  230. __decorate([
  231. BABYLON.serialize()
  232. ], GridMaterial.prototype, "minorUnitVisibility", void 0);
  233. __decorate([
  234. BABYLON.serialize()
  235. ], GridMaterial.prototype, "opacity", void 0);
  236. __decorate([
  237. BABYLON.serialize()
  238. ], GridMaterial.prototype, "preMultiplyAlpha", void 0);
  239. __decorate([
  240. BABYLON.serializeAsTexture("opacityTexture")
  241. ], GridMaterial.prototype, "_opacityTexture", void 0);
  242. __decorate([
  243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  244. ], GridMaterial.prototype, "opacityTexture", void 0);
  245. return GridMaterial;
  246. }(BABYLON.PushMaterial));
  247. BABYLON.GridMaterial = GridMaterial;
  248. })(BABYLON || (BABYLON = {}));
  249. //# sourceMappingURL=babylon.gridmaterial.js.map
  250. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\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>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\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\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif \nvPosition=position;\nvNormal=normal;\n}";
  251. 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>\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\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\nfloat opacity=1.0;\n#ifdef TRANSPARENT\nfloat distanceToFragment=length(vCameraSpacePosition.xyz);\nfloat cameraPassThrough=clamp(distanceToFragment-0.25,0.0,1.0);\nopacity=clamp(grid,0.08,cameraPassThrough*gridControl.w*grid);\n#endif \n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\n#endif \n\ngl_FragColor=vec4(color.rgb,opacity);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else \n#endif\n}";