babylon.waterMaterial.js 34 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. 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;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. var WaterMaterialDefines = (function (_super) {
  21. __extends(WaterMaterialDefines, _super);
  22. function WaterMaterialDefines() {
  23. var _this = _super.call(this) || this;
  24. _this.BUMP = false;
  25. _this.REFLECTION = false;
  26. _this.CLIPPLANE = false;
  27. _this.ALPHATEST = false;
  28. _this.POINTSIZE = false;
  29. _this.FOG = false;
  30. _this.NORMAL = false;
  31. _this.UV1 = false;
  32. _this.UV2 = false;
  33. _this.VERTEXCOLOR = false;
  34. _this.VERTEXALPHA = false;
  35. _this.NUM_BONE_INFLUENCERS = 0;
  36. _this.BonesPerMesh = 0;
  37. _this.INSTANCES = false;
  38. _this.SPECULARTERM = false;
  39. _this.LOGARITHMICDEPTH = false;
  40. _this.FRESNELSEPARATE = false;
  41. _this.BUMPSUPERIMPOSE = false;
  42. _this.BUMPAFFECTSREFLECTION = false;
  43. _this.rebuild();
  44. return _this;
  45. }
  46. return WaterMaterialDefines;
  47. }(BABYLON.MaterialDefines));
  48. var WaterMaterial = (function (_super) {
  49. __extends(WaterMaterial, _super);
  50. /**
  51. * Constructor
  52. */
  53. function WaterMaterial(name, scene, renderTargetSize) {
  54. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  55. var _this = _super.call(this, name, scene) || this;
  56. _this.renderTargetSize = renderTargetSize;
  57. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  58. _this.specularColor = new BABYLON.Color3(0, 0, 0);
  59. _this.specularPower = 64;
  60. _this.disableLighting = false;
  61. _this.maxSimultaneousLights = 4;
  62. /**
  63. * @param {number}: Represents the wind force
  64. */
  65. _this.windForce = 6;
  66. /**
  67. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  68. */
  69. _this.windDirection = new BABYLON.Vector2(0, 1);
  70. /**
  71. * @param {number}: Wave height, represents the height of the waves
  72. */
  73. _this.waveHeight = 0.4;
  74. /**
  75. * @param {number}: Bump height, represents the bump height related to the bump map
  76. */
  77. _this.bumpHeight = 0.4;
  78. /**
  79. * @param {boolean}: Add a smaller moving bump to less steady waves.
  80. */
  81. _this.bumpSuperimpose = false;
  82. /**
  83. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  84. */
  85. _this.fresnelSeparate = false;
  86. /**
  87. * @param {boolean}: bump Waves modify the reflection.
  88. */
  89. _this.bumpAffectsReflection = false;
  90. /**
  91. * @param {number}: The water color blended with the refraction (near)
  92. */
  93. _this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  94. /**
  95. * @param {number}: The blend factor related to the water color
  96. */
  97. _this.colorBlendFactor = 0.2;
  98. /**
  99. * @param {number}: The water color blended with the reflection (far)
  100. */
  101. _this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  102. /**
  103. * @param {number}: The blend factor related to the water color (reflection, far)
  104. */
  105. _this.colorBlendFactor2 = 0.2;
  106. /**
  107. * @param {number}: Represents the maximum length of a wave
  108. */
  109. _this.waveLength = 0.1;
  110. /**
  111. * @param {number}: Defines the waves speed
  112. */
  113. _this.waveSpeed = 1.0;
  114. /*
  115. * Private members
  116. */
  117. _this._mesh = null;
  118. _this._reflectionTransform = BABYLON.Matrix.Zero();
  119. _this._lastTime = 0;
  120. _this._defines = new WaterMaterialDefines();
  121. _this._cachedDefines = new WaterMaterialDefines();
  122. // Create render targets
  123. _this._createRenderTargets(scene, renderTargetSize);
  124. return _this;
  125. }
  126. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  127. get: function () {
  128. return this._useLogarithmicDepth;
  129. },
  130. set: function (value) {
  131. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  132. },
  133. enumerable: true,
  134. configurable: true
  135. });
  136. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  137. // Get / Set
  138. get: function () {
  139. return this._refractionRTT;
  140. },
  141. enumerable: true,
  142. configurable: true
  143. });
  144. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  145. get: function () {
  146. return this._reflectionRTT;
  147. },
  148. enumerable: true,
  149. configurable: true
  150. });
  151. // Methods
  152. WaterMaterial.prototype.addToRenderList = function (node) {
  153. this._refractionRTT.renderList.push(node);
  154. this._reflectionRTT.renderList.push(node);
  155. };
  156. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  157. var refreshRate = enable ? 1 : 0;
  158. this._refractionRTT.refreshRate = refreshRate;
  159. this._reflectionRTT.refreshRate = refreshRate;
  160. };
  161. WaterMaterial.prototype.getRenderList = function () {
  162. return this._refractionRTT.renderList;
  163. };
  164. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  165. get: function () {
  166. return !(this._refractionRTT.refreshRate === 0);
  167. },
  168. enumerable: true,
  169. configurable: true
  170. });
  171. WaterMaterial.prototype.needAlphaBlending = function () {
  172. return (this.alpha < 1.0);
  173. };
  174. WaterMaterial.prototype.needAlphaTesting = function () {
  175. return false;
  176. };
  177. WaterMaterial.prototype.getAlphaTestTexture = function () {
  178. return null;
  179. };
  180. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  181. if (!mesh) {
  182. return true;
  183. }
  184. if (this._defines.INSTANCES !== useInstances) {
  185. return false;
  186. }
  187. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  188. return true;
  189. }
  190. return false;
  191. };
  192. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  193. if (this.checkReadyOnlyOnce) {
  194. if (this._wasPreviouslyReady) {
  195. return true;
  196. }
  197. }
  198. var scene = this.getScene();
  199. if (!this.checkReadyOnEveryCall) {
  200. if (this._renderId === scene.getRenderId()) {
  201. if (this._checkCache(scene, mesh, useInstances)) {
  202. return true;
  203. }
  204. }
  205. }
  206. var engine = scene.getEngine();
  207. var needNormals = false;
  208. var needUVs = false;
  209. this._defines.reset();
  210. // Textures
  211. if (scene.texturesEnabled) {
  212. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  213. if (!this.bumpTexture.isReady()) {
  214. return false;
  215. }
  216. else {
  217. needUVs = true;
  218. this._defines.BUMP = true;
  219. }
  220. }
  221. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  222. this._defines.REFLECTION = true;
  223. }
  224. }
  225. // Effect
  226. if (scene.clipPlane) {
  227. this._defines.CLIPPLANE = true;
  228. }
  229. if (engine.getAlphaTesting()) {
  230. this._defines.ALPHATEST = true;
  231. }
  232. // Point size
  233. if (this.pointsCloud || scene.forcePointsCloud) {
  234. this._defines.POINTSIZE = true;
  235. }
  236. if (this.useLogarithmicDepth) {
  237. this._defines.LOGARITHMICDEPTH = true;
  238. }
  239. if (this.fresnelSeparate) {
  240. this._defines.FRESNELSEPARATE = true;
  241. }
  242. if (this.bumpSuperimpose) {
  243. this._defines.BUMPSUPERIMPOSE = true;
  244. }
  245. if (this.bumpAffectsReflection) {
  246. this._defines.BUMPAFFECTSREFLECTION = true;
  247. }
  248. // Fog
  249. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  250. this._defines.FOG = true;
  251. }
  252. // Lights
  253. if (scene.lightsEnabled && !this.disableLighting) {
  254. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
  255. }
  256. // Attribs
  257. if (mesh) {
  258. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  259. this._defines.NORMAL = true;
  260. }
  261. if (needUVs) {
  262. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  263. this._defines.UV1 = true;
  264. }
  265. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  266. this._defines.UV2 = true;
  267. }
  268. }
  269. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  270. this._defines.VERTEXCOLOR = true;
  271. if (mesh.hasVertexAlpha) {
  272. this._defines.VERTEXALPHA = true;
  273. }
  274. }
  275. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  276. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  277. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  278. }
  279. // Instances
  280. if (useInstances) {
  281. this._defines.INSTANCES = true;
  282. }
  283. }
  284. this._mesh = mesh;
  285. // Get correct effect
  286. if (!this._defines.isEqual(this._cachedDefines)) {
  287. this._defines.cloneTo(this._cachedDefines);
  288. scene.resetCachedMaterial();
  289. // Fallbacks
  290. var fallbacks = new BABYLON.EffectFallbacks();
  291. if (this._defines.FOG) {
  292. fallbacks.addFallback(1, "FOG");
  293. }
  294. if (this._defines.LOGARITHMICDEPTH) {
  295. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  296. }
  297. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  298. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  299. fallbacks.addCPUSkinningFallback(0, mesh);
  300. }
  301. //Attributes
  302. var attribs = [BABYLON.VertexBuffer.PositionKind];
  303. if (this._defines.NORMAL) {
  304. attribs.push(BABYLON.VertexBuffer.NormalKind);
  305. }
  306. if (this._defines.UV1) {
  307. attribs.push(BABYLON.VertexBuffer.UVKind);
  308. }
  309. if (this._defines.UV2) {
  310. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  311. }
  312. if (this._defines.VERTEXCOLOR) {
  313. attribs.push(BABYLON.VertexBuffer.ColorKind);
  314. }
  315. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  316. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  317. // Legacy browser patch
  318. var shaderName = "water";
  319. var join = this._defines.toString();
  320. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  321. "vFogInfos", "vFogColor", "pointSize",
  322. "vNormalInfos",
  323. "mBones",
  324. "vClipPlane", "normalMatrix",
  325. "logarithmicDepthConstant",
  326. // Water
  327. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  328. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  329. ];
  330. var samplers = ["normalSampler",
  331. // Water
  332. "refractionSampler", "reflectionSampler"
  333. ];
  334. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  335. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  336. }
  337. if (!this._effect.isReady()) {
  338. return false;
  339. }
  340. this._renderId = scene.getRenderId();
  341. this._wasPreviouslyReady = true;
  342. if (mesh) {
  343. if (!mesh._materialDefines) {
  344. mesh._materialDefines = new WaterMaterialDefines();
  345. }
  346. this._defines.cloneTo(mesh._materialDefines);
  347. }
  348. return true;
  349. };
  350. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  351. this._effect.setMatrix("world", world);
  352. };
  353. WaterMaterial.prototype.bind = function (world, mesh) {
  354. var scene = this.getScene();
  355. // Matrices
  356. this.bindOnlyWorldMatrix(world);
  357. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  358. // Bones
  359. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  360. if (scene.getCachedMaterial() !== this) {
  361. // Textures
  362. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  363. this._effect.setTexture("normalSampler", this.bumpTexture);
  364. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  365. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  366. }
  367. // Clip plane
  368. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  369. // Point size
  370. if (this.pointsCloud) {
  371. this._effect.setFloat("pointSize", this.pointSize);
  372. }
  373. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  374. }
  375. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  376. if (this._defines.SPECULARTERM) {
  377. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  378. }
  379. if (scene.lightsEnabled && !this.disableLighting) {
  380. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  381. }
  382. // View
  383. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  384. this._effect.setMatrix("view", scene.getViewMatrix());
  385. }
  386. // Fog
  387. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  388. // Log. depth
  389. BABYLON.MaterialHelper.BindLogDepth(this._defines, this._effect, scene);
  390. // Water
  391. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  392. this._effect.setTexture("refractionSampler", this._refractionRTT);
  393. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  394. }
  395. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  396. this._lastTime += scene.getEngine().getDeltaTime();
  397. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  398. this._effect.setVector2("windDirection", this.windDirection);
  399. this._effect.setFloat("waveLength", this.waveLength);
  400. this._effect.setFloat("time", this._lastTime / 100000);
  401. this._effect.setFloat("windForce", this.windForce);
  402. this._effect.setFloat("waveHeight", this.waveHeight);
  403. this._effect.setFloat("bumpHeight", this.bumpHeight);
  404. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  405. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  406. this._effect.setColor4("waterColor2", this.waterColor2, 1.0);
  407. this._effect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  408. this._effect.setFloat("waveSpeed", this.waveSpeed);
  409. _super.prototype.bind.call(this, world, mesh);
  410. };
  411. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  412. var _this = this;
  413. // Render targets
  414. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  415. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  416. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  417. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  418. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  419. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  420. scene.customRenderTargets.push(this._refractionRTT);
  421. scene.customRenderTargets.push(this._reflectionRTT);
  422. var isVisible;
  423. var clipPlane = null;
  424. var savedViewMatrix;
  425. var mirrorMatrix = BABYLON.Matrix.Zero();
  426. this._refractionRTT.onBeforeRender = function () {
  427. if (_this._mesh) {
  428. isVisible = _this._mesh.isVisible;
  429. _this._mesh.isVisible = false;
  430. }
  431. // Clip plane
  432. clipPlane = scene.clipPlane;
  433. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  434. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  435. };
  436. this._refractionRTT.onAfterRender = function () {
  437. if (_this._mesh) {
  438. _this._mesh.isVisible = isVisible;
  439. }
  440. // Clip plane
  441. scene.clipPlane = clipPlane;
  442. };
  443. this._reflectionRTT.onBeforeRender = function () {
  444. if (_this._mesh) {
  445. isVisible = _this._mesh.isVisible;
  446. _this._mesh.isVisible = false;
  447. }
  448. // Clip plane
  449. clipPlane = scene.clipPlane;
  450. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  451. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  452. // Transform
  453. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  454. savedViewMatrix = scene.getViewMatrix();
  455. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  456. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  457. scene.getEngine().cullBackFaces = false;
  458. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  459. };
  460. this._reflectionRTT.onAfterRender = function () {
  461. if (_this._mesh) {
  462. _this._mesh.isVisible = isVisible;
  463. }
  464. // Clip plane
  465. scene.clipPlane = clipPlane;
  466. // Transform
  467. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  468. scene.getEngine().cullBackFaces = true;
  469. scene._mirroredCameraPosition = null;
  470. };
  471. };
  472. WaterMaterial.prototype.getAnimatables = function () {
  473. var results = [];
  474. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  475. results.push(this.bumpTexture);
  476. }
  477. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  478. results.push(this._reflectionRTT);
  479. }
  480. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  481. results.push(this._refractionRTT);
  482. }
  483. return results;
  484. };
  485. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  486. if (this.bumpTexture) {
  487. this.bumpTexture.dispose();
  488. }
  489. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  490. if (index != -1) {
  491. this.getScene().customRenderTargets.splice(index, 1);
  492. }
  493. index = -1;
  494. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  495. if (index != -1) {
  496. this.getScene().customRenderTargets.splice(index, 1);
  497. }
  498. if (this._reflectionRTT) {
  499. this._reflectionRTT.dispose();
  500. }
  501. if (this._refractionRTT) {
  502. this._refractionRTT.dispose();
  503. }
  504. _super.prototype.dispose.call(this, forceDisposeEffect);
  505. };
  506. WaterMaterial.prototype.clone = function (name) {
  507. var _this = this;
  508. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  509. };
  510. WaterMaterial.prototype.serialize = function () {
  511. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  512. serializationObject.customType = "BABYLON.WaterMaterial";
  513. serializationObject.reflectionTexture.isRenderTarget = true;
  514. serializationObject.refractionTexture.isRenderTarget = true;
  515. return serializationObject;
  516. };
  517. // Statics
  518. WaterMaterial.Parse = function (source, scene, rootUrl) {
  519. return BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  520. };
  521. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  522. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  523. return mesh;
  524. };
  525. return WaterMaterial;
  526. }(BABYLON.Material));
  527. __decorate([
  528. BABYLON.serializeAsTexture()
  529. ], WaterMaterial.prototype, "bumpTexture", void 0);
  530. __decorate([
  531. BABYLON.serializeAsColor3()
  532. ], WaterMaterial.prototype, "diffuseColor", void 0);
  533. __decorate([
  534. BABYLON.serializeAsColor3()
  535. ], WaterMaterial.prototype, "specularColor", void 0);
  536. __decorate([
  537. BABYLON.serialize()
  538. ], WaterMaterial.prototype, "specularPower", void 0);
  539. __decorate([
  540. BABYLON.serialize()
  541. ], WaterMaterial.prototype, "disableLighting", void 0);
  542. __decorate([
  543. BABYLON.serialize()
  544. ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
  545. __decorate([
  546. BABYLON.serialize()
  547. ], WaterMaterial.prototype, "windForce", void 0);
  548. __decorate([
  549. BABYLON.serializeAsVector2()
  550. ], WaterMaterial.prototype, "windDirection", void 0);
  551. __decorate([
  552. BABYLON.serialize()
  553. ], WaterMaterial.prototype, "waveHeight", void 0);
  554. __decorate([
  555. BABYLON.serialize()
  556. ], WaterMaterial.prototype, "bumpHeight", void 0);
  557. __decorate([
  558. BABYLON.serialize()
  559. ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
  560. __decorate([
  561. BABYLON.serialize()
  562. ], WaterMaterial.prototype, "fresnelSeparate", void 0);
  563. __decorate([
  564. BABYLON.serialize()
  565. ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
  566. __decorate([
  567. BABYLON.serializeAsColor3()
  568. ], WaterMaterial.prototype, "waterColor", void 0);
  569. __decorate([
  570. BABYLON.serialize()
  571. ], WaterMaterial.prototype, "colorBlendFactor", void 0);
  572. __decorate([
  573. BABYLON.serializeAsColor3()
  574. ], WaterMaterial.prototype, "waterColor2", void 0);
  575. __decorate([
  576. BABYLON.serialize()
  577. ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
  578. __decorate([
  579. BABYLON.serialize()
  580. ], WaterMaterial.prototype, "waveLength", void 0);
  581. __decorate([
  582. BABYLON.serialize()
  583. ], WaterMaterial.prototype, "waveSpeed", void 0);
  584. __decorate([
  585. BABYLON.serialize()
  586. ], WaterMaterial.prototype, "useLogarithmicDepth", null);
  587. BABYLON.WaterMaterial = WaterMaterial;
  588. })(BABYLON || (BABYLON = {}));
  589. //# sourceMappingURL=babylon.waterMaterial.js.map
  590. BABYLON.Effect.ShadersStore['waterVertexShader'] = "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 BUMP\nvarying vec2 vNormalUV;\n#ifdef BUMPSUPERIMPOSE\nvarying vec2 vNormalUV2;\n#endif\nuniform mat4 normalMatrix;\nuniform vec2 vNormalInfos;\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<shadowsVertexDeclaration>[0..maxSimultaneousLights]\n#include<logDepthDeclaration>\n\nuniform mat4 worldReflectionViewProjection;\nuniform vec2 windDirection;\nuniform float waveLength;\nuniform float time;\nuniform float windForce;\nuniform float waveHeight;\nuniform float waveSpeed;\n\nvarying vec3 vPosition;\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\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 BUMP\nif (vNormalInfos.x == 0.)\n{\nvNormalUV=vec2(normalMatrix*vec4((uv*1.0)/waveLength+time*windForce*windDirection,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv*0.721)/waveLength+time*1.2*windForce*windDirection,1.0,0.0));\n#endif\n}\nelse\n{\nvNormalUV=vec2(normalMatrix*vec4((uv2*1.0)/waveLength+time*windForce*windDirection ,1.0,0.0));\n#ifdef BUMPSUPERIMPOSE\nvNormalUV2=vec2(normalMatrix*vec4((uv2*0.721)/waveLength+time*1.2*windForce*windDirection ,1.0,0.0));\n#endif\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\nvec3 p=position;\nfloat newY=(sin(((p.x/0.05)+time*waveSpeed))*waveHeight*windDirection.x*5.0)\n+(cos(((p.z/0.05)+time*waveSpeed))*waveHeight*windDirection.y*5.0);\np.y+=abs(newY);\ngl_Position=viewProjection*finalWorld*vec4(p,1.0);\n#ifdef REFLECTION\nworldPos=viewProjection*finalWorld*vec4(p,1.0);\n\nvPosition=position;\nvRefractionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvRefractionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvRefractionMapTexCoord.z=worldPos.w;\nworldPos=worldReflectionViewProjection*vec4(position,1.0);\nvReflectionMapTexCoord.x=0.5*(worldPos.w+worldPos.x);\nvReflectionMapTexCoord.y=0.5*(worldPos.w+worldPos.y);\nvReflectionMapTexCoord.z=worldPos.w;\n#endif\n#include<logDepthVertex>\n}\n";
  591. BABYLON.Effect.ShadersStore['waterPixelShader'] = "#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<lightFragmentDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef BUMP\nvarying vec2 vNormalUV;\nvarying vec2 vNormalUV2;\nuniform sampler2D normalSampler;\nuniform vec2 vNormalInfos;\n#endif\nuniform sampler2D refractionSampler;\nuniform sampler2D reflectionSampler;\n\nconst float LOG2=1.442695;\nuniform vec3 cameraPosition;\nuniform vec4 waterColor;\nuniform float colorBlendFactor;\nuniform vec4 waterColor2;\nuniform float colorBlendFactor2;\nuniform float bumpHeight;\nuniform float time;\n\nvarying vec3 vRefractionMapTexCoord;\nvarying vec3 vReflectionMapTexCoord;\nvarying vec3 vPosition;\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef BUMP\n#ifdef BUMPSUPERIMPOSE\nbaseColor=0.6*texture2D(normalSampler,vNormalUV)+0.4*texture2D(normalSampler,vec2(vNormalUV2.x,vNormalUV2.y));\n#else\nbaseColor=texture2D(normalSampler,vNormalUV);\n#endif\nvec3 bumpColor=baseColor.rgb;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vNormalInfos.y;\n#else\nvec3 bumpColor=vec3(1.0);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec2 perturbation=bumpHeight*(baseColor.rg-0.5);\n#ifdef BUMPAFFECTSREFLECTION\nvec3 normalW=normalize(vNormalW+vec3(perturbation.x*8.0,0.0,perturbation.y*8.0));\nif (normalW.y<0.0) {\nnormalW.y=-normalW.y;\n}\n#else\nvec3 normalW=normalize(vNormalW);\n#endif\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\nvec2 perturbation=bumpHeight*(vec2(1.0,1.0)-0.5);\n#endif\n#ifdef FRESNELSEPARATE\n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation*0.5,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vec2(\nvReflectionMapTexCoord.x/vReflectionMapTexCoord.z+perturbation.x*0.3,\nvReflectionMapTexCoord.y/vReflectionMapTexCoord.z+perturbation.y\n),0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=clamp(abs(pow(dot(eyeVector,upVector),3.0)),0.05,0.65);\nfloat IfresnelTerm=1.0-fresnelTerm;\nrefractiveColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*refractiveColor;\nreflectiveColor=IfresnelTerm*colorBlendFactor2*waterColor+(1.0-colorBlendFactor2*IfresnelTerm)*reflectiveColor;\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*IfresnelTerm;\nbaseColor=combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#else \n#ifdef REFLECTION\n\nvec3 eyeVector=normalize(vEyePosition-vPosition);\nvec2 projectedRefractionTexCoords=clamp(vRefractionMapTexCoord.xy/vRefractionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 refractiveColor=texture2D(refractionSampler,projectedRefractionTexCoords);\nvec2 projectedReflectionTexCoords=clamp(vReflectionMapTexCoord.xy/vReflectionMapTexCoord.z+perturbation,0.0,1.0);\nvec4 reflectiveColor=texture2D(reflectionSampler,projectedReflectionTexCoords);\nvec3 upVector=vec3(0.0,1.0,0.0);\nfloat fresnelTerm=max(dot(eyeVector,upVector),0.0);\nvec4 combinedColor=refractiveColor*fresnelTerm+reflectiveColor*(1.0-fresnelTerm);\nbaseColor=colorBlendFactor*waterColor+(1.0-colorBlendFactor)*combinedColor;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularBase=vec3(0.,0.,0.);\nvec3 specularColor=vSpecularColor.rgb;\n#else\nfloat glossiness=0.;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec3 finalDiffuse=clamp(baseColor.rgb,0.0,1.0);\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#endif\n\nvec4 color=vec4(finalDiffuse+finalSpecular,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\ngl_FragColor=color;\n}\n";