babylon.gridMaterial.js 11 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  3. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc);
  4. switch (arguments.length) {
  5. case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target);
  6. case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0);
  7. case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc);
  8. }
  9. };
  10. var BABYLON;
  11. (function (BABYLON) {
  12. var GRIDMaterialDefines = (function (_super) {
  13. __extends(GRIDMaterialDefines, _super);
  14. function GRIDMaterialDefines() {
  15. _super.call(this);
  16. this.TRANSPARENT = false;
  17. this.FOG = false;
  18. this._keys = Object.keys(this);
  19. }
  20. return GRIDMaterialDefines;
  21. })(BABYLON.MaterialDefines);
  22. /**
  23. * The grid materials allows you to wrap any shape with a grid.
  24. * Colors are customizable.
  25. */
  26. var GridMaterial = (function (_super) {
  27. __extends(GridMaterial, _super);
  28. /**
  29. * constructor
  30. * @param name The name given to the material in order to identify it afterwards.
  31. * @param scene The scene the material is used in.
  32. */
  33. function GridMaterial(name, scene) {
  34. _super.call(this, name, scene);
  35. /**
  36. * Main color of the grid (e.g. between lines)
  37. */
  38. this.mainColor = BABYLON.Color3.White();
  39. /**
  40. * Color of the grid lines.
  41. */
  42. this.lineColor = BABYLON.Color3.Black();
  43. /**
  44. * The scale of the grid compared to unit.
  45. */
  46. this.gridRatio = 1.0;
  47. /**
  48. * The frequency of thicker lines.
  49. */
  50. this.majorUnitFrequency = 10;
  51. /**
  52. * The visibility of minor units in the grid.
  53. */
  54. this.minorUnitVisibility = 0.33;
  55. /**
  56. * The grid opacity outside of the lines.
  57. */
  58. this.opacity = 1.0;
  59. this._gridControl = new BABYLON.Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);
  60. this._defines = new GRIDMaterialDefines();
  61. this._cachedDefines = new GRIDMaterialDefines();
  62. }
  63. /**
  64. * Returns wehter or not the grid requires alpha blending.
  65. */
  66. GridMaterial.prototype.needAlphaBlending = function () {
  67. return this.opacity < 1.0;
  68. };
  69. GridMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  70. if (!mesh) {
  71. return true;
  72. }
  73. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  74. return true;
  75. }
  76. return false;
  77. };
  78. GridMaterial.prototype.isReady = function (mesh, useInstances) {
  79. if (this.checkReadyOnlyOnce) {
  80. if (this._wasPreviouslyReady) {
  81. return true;
  82. }
  83. }
  84. var scene = this.getScene();
  85. if (!this.checkReadyOnEveryCall) {
  86. if (this._renderId === scene.getRenderId()) {
  87. if (this._checkCache(scene, mesh, useInstances)) {
  88. return true;
  89. }
  90. }
  91. }
  92. var engine = scene.getEngine();
  93. var needNormals = true;
  94. this._defines.reset();
  95. if (this.opacity < 1.0) {
  96. this._defines.TRANSPARENT = true;
  97. }
  98. // Fog
  99. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  100. this._defines.FOG = true;
  101. }
  102. // Get correct effect
  103. if (!this._effect || !this._defines.isEqual(this._cachedDefines)) {
  104. this._defines.cloneTo(this._cachedDefines);
  105. scene.resetCachedMaterial();
  106. // Attributes
  107. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  108. // Effect
  109. var shaderName = scene.getEngine().getCaps().standardDerivatives ? "grid" : "legacygrid";
  110. // Defines
  111. var join = this._defines.toString();
  112. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["worldViewProjection", "mainColor", "lineColor", "gridControl", "vFogInfos", "vFogColor", "world", "view"], [], join, null, this.onCompiled, this.onError);
  113. }
  114. if (!this._effect.isReady()) {
  115. return false;
  116. }
  117. this._renderId = scene.getRenderId();
  118. this._wasPreviouslyReady = true;
  119. return true;
  120. };
  121. GridMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  122. var scene = this.getScene();
  123. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  124. this._effect.setMatrix("world", world);
  125. this._effect.setMatrix("view", scene.getViewMatrix());
  126. };
  127. GridMaterial.prototype.bind = function (world, mesh) {
  128. var scene = this.getScene();
  129. // Matrices
  130. this.bindOnlyWorldMatrix(world);
  131. // Uniforms
  132. if (scene.getCachedMaterial() !== this) {
  133. this._effect.setColor3("mainColor", this.mainColor);
  134. this._effect.setColor3("lineColor", this.lineColor);
  135. this._gridControl.x = this.gridRatio;
  136. this._gridControl.y = Math.round(this.majorUnitFrequency);
  137. this._gridControl.z = this.minorUnitVisibility;
  138. this._gridControl.w = this.opacity;
  139. this._effect.setVector4("gridControl", this._gridControl);
  140. }
  141. // View
  142. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  143. this._effect.setMatrix("view", scene.getViewMatrix());
  144. }
  145. // Fog
  146. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  147. _super.prototype.bind.call(this, world, mesh);
  148. };
  149. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  150. _super.prototype.dispose.call(this, forceDisposeEffect);
  151. };
  152. GridMaterial.prototype.clone = function (name) {
  153. var _this = this;
  154. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  155. };
  156. GridMaterial.prototype.serialize = function () {
  157. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  158. serializationObject.customType = "BABYLON.GridMaterial";
  159. return serializationObject;
  160. };
  161. GridMaterial.Parse = function (source, scene, rootUrl) {
  162. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  163. };
  164. __decorate([
  165. BABYLON.serializeAsColor3()
  166. ], GridMaterial.prototype, "mainColor");
  167. __decorate([
  168. BABYLON.serializeAsColor3()
  169. ], GridMaterial.prototype, "lineColor");
  170. __decorate([
  171. BABYLON.serialize()
  172. ], GridMaterial.prototype, "gridRatio");
  173. __decorate([
  174. BABYLON.serialize()
  175. ], GridMaterial.prototype, "majorUnitFrequency");
  176. __decorate([
  177. BABYLON.serialize()
  178. ], GridMaterial.prototype, "minorUnitVisibility");
  179. __decorate([
  180. BABYLON.serialize()
  181. ], GridMaterial.prototype, "opacity");
  182. return GridMaterial;
  183. })(BABYLON.Material);
  184. BABYLON.GridMaterial = GridMaterial;
  185. })(BABYLON || (BABYLON = {}));
  186. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 worldViewProjection;\nuniform mat4 world;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogVertexDeclaration>\nvoid main(void) {\n#ifdef FOG\nvec4 worldPos=world*vec4(position,1.0);\n#endif\n#include<fogVertex>\ngl_Position=worldViewProjection*vec4(position,1.0);\nvPosition=position;\nvNormal=normal;\n}";
  187. BABYLON.Effect.ShadersStore['gridPixelShader'] = "#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;\nuniform vec3 mainColor;\nuniform vec3 lineColor;\nuniform vec4 gridControl;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogFragmentDeclaration>\nfloat getVisibility(float position) {\n\nfloat majorGridFrequency=gridControl.y;\nif (floor(position+0.5) == floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{\nreturn 1.0;\n} \nreturn gridControl.z;\n}\nfloat getAnisotropicAttenuation(float differentialLength) {\nconst float maxNumberOfLines=10.0;\nreturn clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);\n}\nfloat isPointOnLine(float position,float differentialLength) {\nfloat fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);\nfloat result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result; \n}\nfloat contributionOnAxis(float position) {\nfloat differentialLength=length(vec2(dFdx(position),dFdy(position)));\ndifferentialLength*=SQRT2; \n\nfloat result=isPointOnLine(position,differentialLength);\n\nfloat visibility=getVisibility(position);\nresult*=visibility;\n\nfloat anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);\nresult*=anisotropicAttenuation;\nreturn result;\n}\nfloat normalImpactOnAxis(float x) {\nfloat normalImpact=clamp(1.0-2.8*abs(x*x*x),0.0,1.0);\nreturn normalImpact;\n}\nvoid main(void) {\n\nfloat gridRatio=gridControl.x;\nvec3 gridPos=vPosition/gridRatio;\n\nfloat x=contributionOnAxis(gridPos.x);\nfloat y=contributionOnAxis(gridPos.y);\nfloat z=contributionOnAxis(gridPos.z); \n\nvec3 normal=normalize(vNormal);\nx*=normalImpactOnAxis(normal.x);\ny*=normalImpactOnAxis(normal.y);\nz*=normalImpactOnAxis(normal.z);\n\nfloat grid=clamp(x+y+z,0.,1.);\n\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\n#ifdef TRANSPARENT\nfloat opacity=clamp(grid,0.08,color.w);\ngl_FragColor=vec4(color.rgb,opacity);\n#else\n\ngl_FragColor=vec4(color.rgb,1.0);\n#endif\n}";
  188. BABYLON.Effect.ShadersStore['legacygridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\nvoid main(void) {\ngl_Position=worldViewProjection*vec4(position,1.0);\n}";
  189. BABYLON.Effect.ShadersStore['legacygridPixelShader'] = "uniform vec3 mainColor;\nuniform vec4 gridControl;\nvoid main(void) {\ngl_FragColor=vec4(1,1,1,0.1);\n#ifdef TRANSPARENT\n\ngl_FragColor=vec4(mainColor.rgb,0.08);\n#else\n\ngl_FragColor=vec4(mainColor.rgb,1.0);\n#endif\n}";