babylon.skyMaterial.js 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228
  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var BABYLON;
  3. (function (BABYLON) {
  4. var SkyMaterialDefines = (function (_super) {
  5. __extends(SkyMaterialDefines, _super);
  6. function SkyMaterialDefines() {
  7. _super.call(this);
  8. this.CLIPPLANE = false;
  9. this.POINTSIZE = false;
  10. this.FOG = false;
  11. this.VERTEXCOLOR = false;
  12. this.VERTEXALPHA = false;
  13. this._keys = Object.keys(this);
  14. }
  15. return SkyMaterialDefines;
  16. })(BABYLON.MaterialDefines);
  17. var SkyMaterial = (function (_super) {
  18. __extends(SkyMaterial, _super);
  19. function SkyMaterial(name, scene) {
  20. _super.call(this, name, scene);
  21. // Public members
  22. this.luminance = 1.0;
  23. this.turbidity = 10.0;
  24. this.rayleigh = 2.0;
  25. this.mieCoefficient = 0.005;
  26. this.mieDirectionalG = 0.8;
  27. this.distance = 500;
  28. this.inclination = 0.49;
  29. this.azimuth = 0.25;
  30. // Private members
  31. this._sunPosition = BABYLON.Vector3.Zero();
  32. this._defines = new SkyMaterialDefines();
  33. this._cachedDefines = new SkyMaterialDefines();
  34. }
  35. SkyMaterial.prototype.needAlphaBlending = function () {
  36. return (this.alpha < 1.0);
  37. };
  38. SkyMaterial.prototype.needAlphaTesting = function () {
  39. return false;
  40. };
  41. SkyMaterial.prototype.getAlphaTestTexture = function () {
  42. return null;
  43. };
  44. // Methods
  45. SkyMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  46. if (!mesh) {
  47. return true;
  48. }
  49. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  50. return true;
  51. }
  52. return false;
  53. };
  54. SkyMaterial.prototype.isReady = function (mesh, useInstances) {
  55. if (this.checkReadyOnlyOnce) {
  56. if (this._wasPreviouslyReady) {
  57. return true;
  58. }
  59. }
  60. var scene = this.getScene();
  61. if (!this.checkReadyOnEveryCall) {
  62. if (this._renderId === scene.getRenderId()) {
  63. if (this._checkCache(scene, mesh, useInstances)) {
  64. return true;
  65. }
  66. }
  67. }
  68. var engine = scene.getEngine();
  69. this._defines.reset();
  70. // Effect
  71. if (scene.clipPlane) {
  72. this._defines.CLIPPLANE = true;
  73. }
  74. // Point size
  75. if (this.pointsCloud || scene.forcePointsCloud) {
  76. this._defines.POINTSIZE = true;
  77. }
  78. // Fog
  79. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  80. this._defines.FOG = true;
  81. }
  82. // Attribs
  83. if (mesh) {
  84. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  85. this._defines.VERTEXCOLOR = true;
  86. if (mesh.hasVertexAlpha) {
  87. this._defines.VERTEXALPHA = true;
  88. }
  89. }
  90. }
  91. // Get correct effect
  92. if (!this._defines.isEqual(this._cachedDefines) || !this._effect) {
  93. this._defines.cloneTo(this._cachedDefines);
  94. scene.resetCachedMaterial();
  95. // Fallbacks
  96. var fallbacks = new BABYLON.EffectFallbacks();
  97. if (this._defines.FOG) {
  98. fallbacks.addFallback(1, "FOG");
  99. }
  100. //Attributes
  101. var attribs = [BABYLON.VertexBuffer.PositionKind];
  102. if (this._defines.VERTEXCOLOR) {
  103. attribs.push(BABYLON.VertexBuffer.ColorKind);
  104. }
  105. // Legacy browser patch
  106. var shaderName = "sky";
  107. var join = this._defines.toString();
  108. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "viewProjection",
  109. "vFogInfos", "vFogColor", "pointSize", "vClipPlane",
  110. "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition"
  111. ], [], join, fallbacks, this.onCompiled, this.onError);
  112. }
  113. if (!this._effect.isReady()) {
  114. return false;
  115. }
  116. this._renderId = scene.getRenderId();
  117. this._wasPreviouslyReady = true;
  118. if (mesh) {
  119. if (!mesh._materialDefines) {
  120. mesh._materialDefines = new SkyMaterialDefines();
  121. }
  122. this._defines.cloneTo(mesh._materialDefines);
  123. }
  124. return true;
  125. };
  126. SkyMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  127. this._effect.setMatrix("world", world);
  128. };
  129. SkyMaterial.prototype.bind = function (world, mesh) {
  130. var scene = this.getScene();
  131. // Matrices
  132. this.bindOnlyWorldMatrix(world);
  133. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  134. if (scene.getCachedMaterial() !== this) {
  135. // Clip plane
  136. if (scene.clipPlane) {
  137. var clipPlane = scene.clipPlane;
  138. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  139. }
  140. // Point size
  141. if (this.pointsCloud) {
  142. this._effect.setFloat("pointSize", this.pointSize);
  143. }
  144. }
  145. // View
  146. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  147. this._effect.setMatrix("view", scene.getViewMatrix());
  148. }
  149. // Fog
  150. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  151. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  152. this._effect.setColor3("vFogColor", scene.fogColor);
  153. }
  154. // Sky
  155. this._effect.setFloat("luminance", this.luminance);
  156. this._effect.setFloat("turbidity", this.turbidity);
  157. this._effect.setFloat("rayleigh", this.rayleigh);
  158. this._effect.setFloat("mieCoefficient", this.mieCoefficient);
  159. this._effect.setFloat("mieDirectionalG", this.mieDirectionalG);
  160. var theta = Math.PI * (this.inclination - 0.5);
  161. var phi = 2 * Math.PI * (this.azimuth - 0.5);
  162. this._sunPosition.x = this.distance * Math.cos(phi);
  163. this._sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
  164. this._sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
  165. this._effect.setVector3("sunPosition", this._sunPosition);
  166. _super.prototype.bind.call(this, world, mesh);
  167. };
  168. SkyMaterial.prototype.getAnimatables = function () {
  169. return [];
  170. };
  171. SkyMaterial.prototype.dispose = function (forceDisposeEffect) {
  172. _super.prototype.dispose.call(this, forceDisposeEffect);
  173. };
  174. SkyMaterial.prototype.clone = function (name) {
  175. var newMaterial = new SkyMaterial(name, this.getScene());
  176. // Base material
  177. this.copyTo(newMaterial);
  178. newMaterial.luminance = this.luminance;
  179. newMaterial.turbidity = this.turbidity;
  180. newMaterial.rayleigh = this.rayleigh;
  181. newMaterial.mieCoefficient = this.mieCoefficient;
  182. newMaterial.mieDirectionalG = this.mieDirectionalG;
  183. newMaterial.distance = this.distance;
  184. newMaterial.inclination = this.inclination;
  185. newMaterial.azimuth = this.azimuth;
  186. return newMaterial;
  187. };
  188. SkyMaterial.prototype.serialize = function () {
  189. var serializationObject = _super.prototype.serialize.call(this);
  190. serializationObject.customType = "BABYLON.SkyMaterial";
  191. serializationObject.luminance = this.luminance;
  192. serializationObject.turbidity = this.turbidity;
  193. serializationObject.rayleigh = this.rayleigh;
  194. serializationObject.mieCoefficient = this.mieCoefficient;
  195. serializationObject.mieDirectionalG = this.mieDirectionalG;
  196. serializationObject.distance = this.distance;
  197. serializationObject.inclination = this.inclination;
  198. serializationObject.azimuth = this.azimuth;
  199. return serializationObject;
  200. };
  201. SkyMaterial.Parse = function (source, scene, rootUrl) {
  202. var material = new SkyMaterial(source.name, scene);
  203. material.alpha = source.alpha;
  204. material.id = source.id;
  205. BABYLON.Tags.AddTagsTo(material, source.tags);
  206. material.backFaceCulling = source.backFaceCulling;
  207. material.wireframe = source.wireframe;
  208. if (source.checkReadyOnlyOnce) {
  209. material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
  210. }
  211. material.luminance = source.luminance;
  212. material.turbidity = source.turbidity;
  213. material.rayleigh = source.rayleigh;
  214. material.mieCoefficient = source.mieCoefficient;
  215. material.mieDirectionalG = source.mieDirectionalG;
  216. material.distance = source.distance;
  217. material.inclination = source.inclination;
  218. material.azimuth = source.azimuth;
  219. return material;
  220. };
  221. return SkyMaterial;
  222. })(BABYLON.Material);
  223. BABYLON.SkyMaterial = SkyMaterial;
  224. })(BABYLON || (BABYLON = {}));
  225. BABYLON.Effect.ShadersStore['skyVertexShader'] = "precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n\tgl_Position = viewProjection * world * vec4(position, 1.0);\r\n\t\r\n\tvec4 worldPos = world * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}\r\n";
  226. BABYLON.Effect.ShadersStore['skyPixelShader'] = "precision highp float;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Sky\r\nuniform float luminance;\r\nuniform float turbidity;\r\nuniform float rayleigh;\r\nuniform float mieCoefficient;\r\nuniform float mieDirectionalG;\r\nuniform vec3 sunPosition;\r\n\r\n// Fog\r\n#ifdef FOG\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Constants\r\nconst float e = 2.71828182845904523536028747135266249775724709369995957;\r\nconst float pi = 3.141592653589793238462643383279502884197169;\r\nconst float n = 1.0003;\r\nconst float N = 2.545E25;\r\nconst float pn = 0.035;\r\n\r\nconst vec3 lambda = vec3(680E-9, 550E-9, 450E-9);\r\n\r\nconst vec3 K = vec3(0.686, 0.678, 0.666);\r\nconst float v = 4.0;\r\n\r\nconst float rayleighZenithLength = 8.4E3;\r\nconst float mieZenithLength = 1.25E3;\r\nconst vec3 up = vec3(0.0, 1.0, 0.0);\r\n\r\nconst float EE = 1000.0;\r\nconst float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\r\n\r\nconst float cutoffAngle = pi/1.95;\r\nconst float steepness = 1.5;\r\n\r\nvec3 totalRayleigh(vec3 lambda)\r\n{\r\n\treturn (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn));\r\n}\r\n\r\nvec3 simplifiedRayleigh()\r\n{\r\n\treturn 0.0005 / vec3(94, 40, 18);\r\n}\r\n\r\nfloat rayleighPhase(float cosTheta)\r\n{\t \r\n\treturn (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));\r\n}\r\n\r\nvec3 totalMie(vec3 lambda, vec3 K, float T)\r\n{\r\n\tfloat c = (0.2 * T ) * 10E-18;\r\n\treturn 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;\r\n}\r\n\r\nfloat hgPhase(float cosTheta, float g)\r\n{\r\n\treturn (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));\r\n}\r\n\r\nfloat sunIntensity(float zenithAngleCos)\r\n{\r\n\treturn EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));\r\n}\r\n\r\nfloat A = 0.15;\r\nfloat B = 0.50;\r\nfloat C = 0.10;\r\nfloat D = 0.20;\r\nfloat E = 0.02;\r\nfloat F = 0.30;\r\nfloat W = 1000.0;\r\n\r\nvec3 Uncharted2Tonemap(vec3 x)\r\n{\r\n\treturn ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\t/**\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t* Sky Color\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t*/\r\n\tconst vec3 cameraPos = vec3(0.0, 0.0, 0.0);\r\n\tfloat sunfade = 1.0 - clamp(1.0 - exp((sunPosition.y / 450000.0)), 0.0, 1.0);\r\n\tfloat rayleighCoefficient = rayleigh - (1.0 * (1.0 - sunfade));\r\n\tvec3 sunDirection = normalize(sunPosition);\r\n\tfloat sunE = sunIntensity(dot(sunDirection, up));\r\n\tvec3 betaR = simplifiedRayleigh() * rayleighCoefficient;\r\n\tvec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;\r\n\tfloat zenithAngle = acos(max(0.0, dot(up, normalize(vPositionW - cameraPos))));\r\n\tfloat sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));\r\n\tfloat sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));\r\n\tvec3 Fex = exp(-(betaR * sR + betaM * sM));\r\n\tfloat cosTheta = dot(normalize(vPositionW - cameraPos), sunDirection);\r\n\tfloat rPhase = rayleighPhase(cosTheta*0.5+0.5);\r\n\tvec3 betaRTheta = betaR * rPhase;\r\n\tfloat mPhase = hgPhase(cosTheta, mieDirectionalG);\r\n\tvec3 betaMTheta = betaM * mPhase;\r\n\t\r\n\tvec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));\r\n\tLin *= mix(vec3(1.0), pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex, vec3(1.0 / 2.0)), clamp(pow(1.0-dot(up, sunDirection), 5.0), 0.0, 1.0));\r\n\r\n\tvec3 direction = normalize(vPositionW - cameraPos);\r\n\tfloat theta = acos(direction.y);\r\n\tfloat phi = atan(direction.z, direction.x);\r\n\tvec2 uv = vec2(phi, theta) / vec2(2.0 * pi, pi) + vec2(0.5, 0.0);\r\n\tvec3 L0 = vec3(0.1) * Fex;\r\n\t\r\n\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta);\r\n\tL0 += (sunE * 19000.0 * Fex) * sundisk;\r\n\t\r\n\tvec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));\r\n\tvec3 texColor = (Lin+L0); \r\n\ttexColor *= 0.04 ;\r\n\ttexColor += vec3(0.0,0.001,0.0025)*0.3;\r\n\r\n\tfloat g_fMaxLuminance = 1.0;\r\n\tfloat fLumScaled = 0.1 / luminance; \r\n\tfloat fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled); \r\n\r\n\tfloat ExposureBias = fLumCompressed;\r\n\r\n\tvec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\r\n\tvec3 skyColor = curr * whiteScale;\r\n\r\n\tvec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade))));\r\n\t\r\n\tvec4 baseColor = vec4(retColor, 1.0);\r\n\t/**\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t* Sky Color\r\n\t*--------------------------------------------------------------------------------------------------\r\n\t*/\r\n\t\r\n\t// Alpha\r\n\tfloat alpha = 1.0;\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(1.0, 1.0, 1.0);\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec4 color = vec4(baseColor.rgb, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}";