/// module BABYLON { var maxSimultaneousLights = 4; class FurMaterialDefines extends MaterialDefines { public DIFFUSE = false; public HEIGHTMAP = false; public CLIPPLANE = false; public ALPHATEST = false; public POINTSIZE = false; public FOG = false; public NORMAL = false; public UV1 = false; public UV2 = false; public VERTEXCOLOR = false; public VERTEXALPHA = false; public NUM_BONE_INFLUENCERS = 0; public BonesPerMesh = 0; public INSTANCES = false; public HIGHLEVEL = false; constructor() { super(); this.rebuild(); } } export class FurMaterial extends Material { @serializeAsTexture() public diffuseTexture: BaseTexture; @serializeAsTexture() public heightTexture: BaseTexture; @serializeAsColor3() public diffuseColor = new Color3(1, 1, 1); @serialize() public furLength: number = 1; @serialize() public furAngle: number = 0; @serializeAsColor3() public furColor = new Color3(0.44,0.21,0.02); @serialize() public furOffset: number = 0.0; @serialize() public furSpacing: number = 12; @serializeAsVector3() public furGravity = new Vector3(0, 0, 0); @serialize() public furSpeed: number = 100; @serialize() public furDensity: number = 20; public furTexture: DynamicTexture; @serialize() public disableLighting = false; @serialize() public highLevelFur: boolean = true; @serialize() public maxSimultaneousLights = 4; public _meshes: AbstractMesh[]; private _worldViewProjectionMatrix = Matrix.Zero(); private _renderId: number; private _furTime: number = 0; private _defines = new FurMaterialDefines(); private _cachedDefines = new FurMaterialDefines(); constructor(name: string, scene: Scene) { super(name, scene); this._cachedDefines.BonesPerMesh = -1; } @serialize() public get furTime() { return this._furTime; } public set furTime(furTime: number) { this._furTime = furTime; } public needAlphaBlending(): boolean { return (this.alpha < 1.0); } public needAlphaTesting(): boolean { return false; } public getAlphaTestTexture(): BaseTexture { return null; } public updateFur(): void { for (var i = 1; i < this._meshes.length; i++) { var offsetFur = this._meshes[i].material; offsetFur.furLength = this.furLength; offsetFur.furAngle = this.furAngle; offsetFur.furGravity = this.furGravity; offsetFur.furSpacing = this.furSpacing; offsetFur.furSpeed = this.furSpeed; offsetFur.furColor = this.furColor; offsetFur.diffuseTexture = this.diffuseTexture; offsetFur.furTexture = this.furTexture; offsetFur.highLevelFur = this.highLevelFur; offsetFur.furTime = this.furTime; offsetFur.furDensity = this.furDensity; } } // Methods private _checkCache(scene: Scene, mesh?: AbstractMesh, useInstances?: boolean): boolean { if (!mesh) { return true; } if (this._defines.INSTANCES !== useInstances) { return false; } if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) { return true; } return false; } public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean { 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 && StandardMaterial.DiffuseTextureEnabled) { if (!this.diffuseTexture.isReady()) { return false; } else { needUVs = true; this._defines.DIFFUSE = true; } } if (this.heightTexture) { if (!this.heightTexture.isReady()) { return false; } else { needUVs = true; this._defines.HEIGHTMAP = true; } } } // Effect if (scene.clipPlane) { this._defines.CLIPPLANE = true; } if (engine.getAlphaTesting()) { this._defines.ALPHATEST = true; } // Point size if (this.pointsCloud || scene.forcePointsCloud) { this._defines.POINTSIZE = true; } // Fog if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled) { this._defines.FOG = true; } // High level if (this.highLevelFur) { this._defines.HIGHLEVEL = true; } // Lights if (scene.lightsEnabled && !this.disableLighting) { needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights); } // Attribs if (mesh) { if (needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) { this._defines.NORMAL = true; } if (needUVs) { if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) { this._defines.UV1 = true; } if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) { this._defines.UV2 = true; } } if (mesh.useVertexColors && mesh.isVerticesDataPresent(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 EffectFallbacks(); if (this._defines.FOG) { fallbacks.addFallback(1, "FOG"); } MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights); if (this._defines.NUM_BONE_INFLUENCERS > 0) { fallbacks.addCPUSkinningFallback(0, mesh); } //Attributes var attribs = [VertexBuffer.PositionKind]; if (this._defines.NORMAL) { attribs.push(VertexBuffer.NormalKind); } if (this._defines.UV1) { attribs.push(VertexBuffer.UVKind); } if (this._defines.UV2) { attribs.push(VertexBuffer.UV2Kind); } if (this._defines.VERTEXCOLOR) { attribs.push(VertexBuffer.ColorKind); } MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks); MaterialHelper.PrepareAttributesForInstances(attribs, this._defines); // Legacy browser patch var shaderName = "fur"; var join = this._defines.toString(); var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vFogInfos", "vFogColor", "pointSize", "vDiffuseInfos", "mBones", "vClipPlane", "diffuseMatrix", "furLength", "furAngle", "furColor", "furOffset", "furGravity", "furTime", "furSpacing", "furDensity" ]; var samplers = ["diffuseSampler", "heightTexture", "furTexture" ]; MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights); this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights }); } if (!this._effect.isReady()) { return false; } this._renderId = scene.getRenderId(); this._wasPreviouslyReady = true; if (mesh) { if (!mesh._materialDefines) { mesh._materialDefines = new FurMaterialDefines(); } this._defines.cloneTo(mesh._materialDefines); } return true; } public bindOnlyWorldMatrix(world: Matrix): void { this._effect.setMatrix("world", world); } public bind(world: Matrix, mesh?: Mesh): void { var scene = this.getScene(); // Matrices this.bindOnlyWorldMatrix(world); this._effect.setMatrix("viewProjection", scene.getTransformMatrix()); // Bones MaterialHelper.BindBonesParameters(mesh, this._effect); if (scene.getCachedMaterial() !== this) { // Textures if (this.diffuseTexture && 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()); } if (this.heightTexture) { this._effect.setTexture("heightTexture", this.heightTexture); } // Clip plane MaterialHelper.BindClipPlane(this._effect, scene); // 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.diffuseColor, this.alpha * mesh.visibility); if (scene.lightsEnabled && !this.disableLighting) { MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights); } // View if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) { this._effect.setMatrix("view", scene.getViewMatrix()); } // Fog MaterialHelper.BindFogParameters(scene, mesh, this._effect); this._effect.setFloat("furLength", this.furLength); this._effect.setFloat("furAngle", this.furAngle); this._effect.setColor4("furColor", this.furColor, 1.0); if (this.highLevelFur) { this._effect.setVector3("furGravity", this.furGravity); this._effect.setFloat("furOffset", this.furOffset); this._effect.setFloat("furSpacing", this.furSpacing); this._effect.setFloat("furDensity", this.furDensity); this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed; this._effect.setFloat("furTime", this._furTime); this._effect.setTexture("furTexture", this.furTexture); } super.bind(world, mesh); } public getAnimatables(): IAnimatable[] { var results = []; if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) { results.push(this.diffuseTexture); } if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) { results.push(this.heightTexture); } return results; } public dispose(forceDisposeEffect?: boolean): void { if (this.diffuseTexture) { this.diffuseTexture.dispose(); } if (this._meshes) { for (var i = 1; i < this._meshes.length; i++) { this._meshes[i].material.dispose(forceDisposeEffect); this._meshes[i].dispose(); } } super.dispose(forceDisposeEffect); } public clone(name: string): FurMaterial { return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this); } public serialize(): any { var serializationObject = SerializationHelper.Serialize(this); serializationObject.customType = "BABYLON.FurMaterial"; if (this._meshes) { serializationObject.sourceMeshName = this._meshes[0].name; serializationObject.quality = this._meshes.length; } return serializationObject; } // Statics public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial { var material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl); if (source.sourceMeshName && material.highLevelFur) { scene.executeWhenReady(() => { var sourceMesh = scene.getMeshByName(source.sourceMeshName); if (sourceMesh) { var furTexture = FurMaterial.GenerateTexture("Fur Texture", scene); material.furTexture = furTexture; FurMaterial.FurifyMesh(sourceMesh, source.quality); } }); } return material; } public static GenerateTexture(name: string, scene: Scene): DynamicTexture { // Generate fur textures var texture = new DynamicTexture("FurTexture " + name, 256, scene, true); var context = texture.getContext(); for ( var i = 0; i < 20000; ++i ) { context.fillStyle = "rgba(255, " + Math.floor(Math.random() * 255) + ", " + Math.floor(Math.random() * 255) + ", 1)"; context.fillRect((Math.random() * texture.getSize().width), (Math.random() * texture.getSize().height), 2, 2); } texture.update(false); texture.wrapU = Texture.WRAP_ADDRESSMODE; texture.wrapV = Texture.WRAP_ADDRESSMODE; return texture; } // Creates and returns an array of meshes used as shells for the Fur Material // that can be disposed later in your code // The quality is in interval [0, 100] public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] { var meshes = [sourceMesh]; var mat: FurMaterial = sourceMesh.material; var i; if (!(mat instanceof FurMaterial)) { throw "The material of the source mesh must be a Fur Material"; } for (i = 1; i < quality; i++) { var offsetFur = new BABYLON.FurMaterial(mat.name + i, sourceMesh.getScene()); sourceMesh.getScene().materials.pop(); Tags.EnableFor(offsetFur); Tags.AddTagsTo(offsetFur, "furShellMaterial"); offsetFur.furLength = mat.furLength; offsetFur.furAngle = mat.furAngle; offsetFur.furGravity = mat.furGravity; offsetFur.furSpacing = mat.furSpacing; offsetFur.furSpeed = mat.furSpeed; offsetFur.furColor = mat.furColor; offsetFur.diffuseTexture = mat.diffuseTexture; offsetFur.furOffset = i / quality; offsetFur.furTexture = mat.furTexture; offsetFur.highLevelFur = mat.highLevelFur; offsetFur.furTime = mat.furTime; offsetFur.furDensity = mat.furDensity; var offsetMesh = sourceMesh.clone(sourceMesh.name + i); offsetMesh.material = offsetFur; offsetMesh.skeleton = sourceMesh.skeleton; offsetMesh.position = Vector3.Zero(); meshes.push(offsetMesh); } for (i = 1; i < meshes.length; i++) { meshes[i].parent = sourceMesh; } (sourceMesh.material)._meshes = meshes; return meshes; } } }