///
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;
}
}
}