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- /// <reference path="../../../dist/preview release/babylon.d.ts"/>
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc);
- switch (arguments.length) {
- case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target);
- case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0);
- case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc);
- }
- };
- var BABYLON;
- (function (BABYLON) {
- var maxSimultaneousLights = 4;
- var FireMaterialDefines = (function (_super) {
- __extends(FireMaterialDefines, _super);
- function FireMaterialDefines() {
- _super.call(this);
- this.DIFFUSE = false;
- this.CLIPPLANE = false;
- this.ALPHATEST = false;
- this.POINTSIZE = false;
- this.FOG = false;
- this.UV1 = false;
- this.VERTEXCOLOR = false;
- this.VERTEXALPHA = false;
- this.BonesPerMesh = 0;
- this.NUM_BONE_INFLUENCERS = 0;
- this.INSTANCES = false;
- this._keys = Object.keys(this);
- }
- return FireMaterialDefines;
- })(BABYLON.MaterialDefines);
- var FireMaterial = (function (_super) {
- __extends(FireMaterial, _super);
- function FireMaterial(name, scene) {
- _super.call(this, name, scene);
- this.diffuseColor = new BABYLON.Color3(1, 1, 1);
- this.speed = 1.0;
- this._scaledDiffuse = new BABYLON.Color3();
- this._defines = new FireMaterialDefines();
- this._cachedDefines = new FireMaterialDefines();
- this._lastTime = 0;
- this._cachedDefines.BonesPerMesh = -1;
- }
- FireMaterial.prototype.needAlphaBlending = function () {
- return (this.alpha < 1.0);
- };
- FireMaterial.prototype.needAlphaTesting = function () {
- return false;
- };
- FireMaterial.prototype.getAlphaTestTexture = function () {
- return null;
- };
- // Methods
- FireMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
- if (!mesh) {
- return true;
- }
- if (this._defines.INSTANCES !== useInstances) {
- return false;
- }
- if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
- return true;
- }
- return false;
- };
- FireMaterial.prototype.isReady = function (mesh, useInstances) {
- if (this.checkReadyOnlyOnce) {
- if (this._wasPreviouslyReady) {
- return true;
- }
- }
- var scene = this.getScene();
- if (!this.checkReadyOnEveryCall) {
- if (this._renderId === scene.getRenderId()) {
- if (this._checkCache(scene, mesh, useInstances)) {
- return true;
- }
- }
- }
- var engine = scene.getEngine();
- var needNormals = false;
- var needUVs = false;
- this._defines.reset();
- // Textures
- if (scene.texturesEnabled) {
- if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
- if (!this.diffuseTexture.isReady()) {
- return false;
- }
- else {
- needUVs = true;
- this._defines.DIFFUSE = true;
- }
- }
- }
- // Effect
- if (scene.clipPlane) {
- this._defines.CLIPPLANE = true;
- }
- this._defines.ALPHATEST = true;
- // Point size
- if (this.pointsCloud || scene.forcePointsCloud) {
- this._defines.POINTSIZE = true;
- }
- // Fog
- if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
- this._defines.FOG = true;
- }
- // Attribs
- if (mesh) {
- if (needUVs) {
- if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
- this._defines.UV1 = true;
- }
- }
- if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
- this._defines.VERTEXCOLOR = true;
- if (mesh.hasVertexAlpha) {
- this._defines.VERTEXALPHA = true;
- }
- }
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
- this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
- this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
- }
- // Instances
- if (useInstances) {
- this._defines.INSTANCES = true;
- }
- }
- // Get correct effect
- if (!this._defines.isEqual(this._cachedDefines)) {
- this._defines.cloneTo(this._cachedDefines);
- scene.resetCachedMaterial();
- // Fallbacks
- var fallbacks = new BABYLON.EffectFallbacks();
- if (this._defines.FOG) {
- fallbacks.addFallback(1, "FOG");
- }
- if (this._defines.NUM_BONE_INFLUENCERS > 0) {
- fallbacks.addCPUSkinningFallback(0, mesh);
- }
- //Attributes
- var attribs = [BABYLON.VertexBuffer.PositionKind];
- if (this._defines.UV1) {
- attribs.push(BABYLON.VertexBuffer.UVKind);
- }
- if (this._defines.VERTEXCOLOR) {
- attribs.push(BABYLON.VertexBuffer.ColorKind);
- }
- BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
- BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
- // Legacy browser patch
- var shaderName = "fire";
- var join = this._defines.toString();
- this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition",
- "vFogInfos", "vFogColor", "pointSize",
- "vDiffuseInfos",
- "mBones",
- "vClipPlane", "diffuseMatrix",
- // Fire
- "time", "speed"
- ], ["diffuseSampler",
- // Fire
- "distortionSampler", "opacitySampler"
- ], join, fallbacks, this.onCompiled, this.onError);
- }
- if (!this._effect.isReady()) {
- return false;
- }
- this._renderId = scene.getRenderId();
- this._wasPreviouslyReady = true;
- if (mesh) {
- if (!mesh._materialDefines) {
- mesh._materialDefines = new FireMaterialDefines();
- }
- this._defines.cloneTo(mesh._materialDefines);
- }
- return true;
- };
- FireMaterial.prototype.bindOnlyWorldMatrix = function (world) {
- this._effect.setMatrix("world", world);
- };
- FireMaterial.prototype.bind = function (world, mesh) {
- var scene = this.getScene();
- // Matrices
- this.bindOnlyWorldMatrix(world);
- this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
- // Bones
- BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
- if (scene.getCachedMaterial() !== this) {
- // Textures
- if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
- this._effect.setTexture("diffuseSampler", this.diffuseTexture);
- this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
- this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
- this._effect.setTexture("distortionSampler", this.distortionTexture);
- this._effect.setTexture("opacitySampler", this.opacityTexture);
- }
- // Clip plane
- if (scene.clipPlane) {
- var clipPlane = scene.clipPlane;
- this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
- }
- // Point size
- if (this.pointsCloud) {
- this._effect.setFloat("pointSize", this.pointSize);
- }
- this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
- }
- this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
- // View
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
- this._effect.setMatrix("view", scene.getViewMatrix());
- }
- // Fog
- BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
- // Time
- this._lastTime += scene.getEngine().getDeltaTime();
- this._effect.setFloat("time", this._lastTime);
- // Speed
- this._effect.setFloat("speed", this.speed);
- _super.prototype.bind.call(this, world, mesh);
- };
- FireMaterial.prototype.getAnimatables = function () {
- var results = [];
- if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
- results.push(this.diffuseTexture);
- }
- if (this.distortionTexture && this.distortionTexture.animations && this.distortionTexture.animations.length > 0) {
- results.push(this.distortionTexture);
- }
- if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
- results.push(this.opacityTexture);
- }
- return results;
- };
- FireMaterial.prototype.dispose = function (forceDisposeEffect) {
- if (this.diffuseTexture) {
- this.diffuseTexture.dispose();
- }
- if (this.distortionTexture) {
- this.distortionTexture.dispose();
- }
- _super.prototype.dispose.call(this, forceDisposeEffect);
- };
- FireMaterial.prototype.clone = function (name) {
- var _this = this;
- return BABYLON.SerializationHelper.Clone(function () { return new FireMaterial(name, _this.getScene()); }, this);
- };
- FireMaterial.prototype.serialize = function () {
- var serializationObject = _super.prototype.serialize.call(this);
- serializationObject.customType = "BABYLON.FireMaterial";
- serializationObject.diffuseColor = this.diffuseColor.asArray();
- serializationObject.speed = this.speed;
- if (this.diffuseTexture) {
- serializationObject.diffuseTexture = this.diffuseTexture.serialize();
- }
- if (this.distortionTexture) {
- serializationObject.distortionTexture = this.distortionTexture.serialize();
- }
- if (this.opacityTexture) {
- serializationObject.opacityTexture = this.opacityTexture.serialize();
- }
- return serializationObject;
- };
- FireMaterial.Parse = function (source, scene, rootUrl) {
- var material = new FireMaterial(source.name, scene);
- material.diffuseColor = BABYLON.Color3.FromArray(source.diffuseColor);
- material.speed = source.speed;
- material.alpha = source.alpha;
- material.id = source.id;
- BABYLON.Tags.AddTagsTo(material, source.tags);
- material.backFaceCulling = source.backFaceCulling;
- material.wireframe = source.wireframe;
- if (source.diffuseTexture) {
- material.diffuseTexture = BABYLON.Texture.Parse(source.diffuseTexture, scene, rootUrl);
- }
- if (source.distortionTexture) {
- material.distortionTexture = BABYLON.Texture.Parse(source.distortionTexture, scene, rootUrl);
- }
- if (source.opacityTexture) {
- material.opacityTexture = BABYLON.Texture.Parse(source.opacityTexture, scene, rootUrl);
- }
- if (source.checkReadyOnlyOnce) {
- material.checkReadyOnlyOnce = source.checkReadyOnlyOnce;
- }
- return material;
- };
- __decorate([
- BABYLON.serializeAsTexture()
- ], FireMaterial.prototype, "diffuseTexture");
- __decorate([
- BABYLON.serializeAsTexture()
- ], FireMaterial.prototype, "distortionTexture");
- __decorate([
- BABYLON.serializeAsTexture()
- ], FireMaterial.prototype, "opacityTexture");
- __decorate([
- BABYLON.serialize("diffuseColor")
- ], FireMaterial.prototype, "diffuseColor");
- __decorate([
- BABYLON.serialize()
- ], FireMaterial.prototype, "speed");
- return FireMaterial;
- })(BABYLON.Material);
- BABYLON.FireMaterial = FireMaterial;
- })(BABYLON || (BABYLON = {}));
- BABYLON.Effect.ShadersStore['fireVertexShader'] = "precision highp float;\n\n// Attributes\nattribute vec3 position;\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\n#include<bonesDeclaration>\n\n// Uniforms\n#include<instancesDeclaration>\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<clipPlaneVertexDeclaration>\n\n#include<fogVertexDeclaration>\n#include<shadowsVertexDeclaration>\n\n// Fire\nuniform float time;\nuniform float speed;\n\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n\nvoid main(void) {\n\n#include<instancesVertex>\n#include<bonesVertex>\n\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\n\tvPositionW = vec3(worldPos);\n\n\t// Texture coordinates\n#ifdef DIFFUSE\n\tvDiffuseUV = uv;\n\tvDiffuseUV.y -= 0.2;\n#endif\n\n\t// Clip plane\n#include<clipPlaneVertex>\n\n\t// Fog\n#include<fogVertex>\n\n\t// Vertex color\n#ifdef VERTEXCOLOR\n\tvColor = color;\n#endif\n\n\t// Point size\n#ifdef POINTSIZE\n\tgl_PointSize = pointSize;\n#endif\n\n\t// Fire\n\tvec3 layerSpeed = vec3(-0.2, -0.52, -0.1) * speed;\n\t\n\tvDistortionCoords1.x = uv.x;\n\tvDistortionCoords1.y = uv.y + layerSpeed.x * time / 1000.0;\n\t\n\tvDistortionCoords2.x = uv.x;\n\tvDistortionCoords2.y = uv.y + layerSpeed.y * time / 1000.0;\n\t\n\tvDistortionCoords3.x = uv.x;\n\tvDistortionCoords3.y = uv.y + layerSpeed.z * time / 1000.0;\n}\n";
- BABYLON.Effect.ShadersStore['firePixelShader'] = "precision highp float;\n\n// Constants\nuniform vec3 vEyePosition;\n\n// Input\nvarying vec3 vPositionW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n// Fire\nuniform sampler2D distortionSampler;\nuniform sampler2D opacitySampler;\n\nvarying vec2 vDistortionCoords1;\nvarying vec2 vDistortionCoords2;\nvarying vec2 vDistortionCoords3;\n\n#include<clipPlaneFragmentDeclaration>\n\n// Fog\n#include<fogFragmentDeclaration>\n\nvec4 bx2(vec4 x)\n{\n return vec4(2.0) * x - vec4(1.0);\n}\n\nvoid main(void) {\n\t// Clip plane\n#include<clipPlaneFragment>\n\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n\t// Base color\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\n\n\t// Alpha\n\tfloat alpha = 1.0;\n\n#ifdef DIFFUSE\n\t// Fire\n\tconst float distortionAmount0 = 0.092;\n\tconst float distortionAmount1 = 0.092;\n\tconst float distortionAmount2 = 0.092;\n\t\n\tvec2 heightAttenuation = vec2(0.3, 0.39);\n\t\n\tvec4 noise0 = texture2D(distortionSampler, vDistortionCoords1);\n\tvec4 noise1 = texture2D(distortionSampler, vDistortionCoords2);\n\tvec4 noise2 = texture2D(distortionSampler, vDistortionCoords3);\n\t\n\tvec4 noiseSum = bx2(noise0) * distortionAmount0 + bx2(noise1) * distortionAmount1 + bx2(noise2) * distortionAmount2;\n\t\n\tvec4 perturbedBaseCoords = vec4(vDiffuseUV, 0.0, 1.0) + noiseSum * (vDiffuseUV.y * heightAttenuation.x + heightAttenuation.y);\n\t\n\tvec4 opacityColor = texture2D(opacitySampler, perturbedBaseCoords.xy);\n\t\n#ifdef ALPHATEST\n\tif (opacityColor.r < 0.1)\n\t\tdiscard;\n#endif\n\t\n\tbaseColor = texture2D(diffuseSampler, perturbedBaseCoords.xy) * 2.0;\n\tbaseColor *= opacityColor;\n\n\tbaseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n#ifdef VERTEXCOLOR\n\tbaseColor.rgb *= vColor.rgb;\n#endif\n\n\t// Lighting\n\tvec3 diffuseBase = vec3(1.0, 1.0, 1.0);\n\n#ifdef VERTEXALPHA\n\talpha *= vColor.a;\n#endif\n\n\t// Composition\n\tvec4 color = vec4(baseColor.rgb, alpha);\n\n#include<fogFragment>\n\n\tgl_FragColor = color;\n}";
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