babylon.waterMaterial.js 34 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584
  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. /// <reference path="../simple/babylon.simpleMaterial.ts"/>
  3. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  4. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") return Reflect.decorate(decorators, target, key, desc);
  5. switch (arguments.length) {
  6. case 2: return decorators.reduceRight(function(o, d) { return (d && d(o)) || o; }, target);
  7. case 3: return decorators.reduceRight(function(o, d) { return (d && d(target, key)), void 0; }, void 0);
  8. case 4: return decorators.reduceRight(function(o, d) { return (d && d(target, key, o)) || o; }, desc);
  9. }
  10. };
  11. var BABYLON;
  12. (function (BABYLON) {
  13. var WaterMaterialDefines = (function (_super) {
  14. __extends(WaterMaterialDefines, _super);
  15. function WaterMaterialDefines() {
  16. _super.call(this);
  17. this.BUMP = false;
  18. this.REFLECTION = false;
  19. this.CLIPPLANE = false;
  20. this.ALPHATEST = false;
  21. this.POINTSIZE = false;
  22. this.FOG = false;
  23. this.NORMAL = false;
  24. this.UV1 = false;
  25. this.UV2 = false;
  26. this.VERTEXCOLOR = false;
  27. this.VERTEXALPHA = false;
  28. this.NUM_BONE_INFLUENCERS = 0;
  29. this.BonesPerMesh = 0;
  30. this.INSTANCES = false;
  31. this.SPECULARTERM = false;
  32. this.LOGARITHMICDEPTH = false;
  33. this.FRESNELSEPARATE = false;
  34. this.BUMPSUPERIMPOSE = false;
  35. this.BUMPAFFECTSREFLECTION = false;
  36. this.rebuild();
  37. }
  38. return WaterMaterialDefines;
  39. })(BABYLON.MaterialDefines);
  40. var WaterMaterial = (function (_super) {
  41. __extends(WaterMaterial, _super);
  42. /**
  43. * Constructor
  44. */
  45. function WaterMaterial(name, scene, renderTargetSize) {
  46. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  47. _super.call(this, name, scene);
  48. this.renderTargetSize = renderTargetSize;
  49. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  50. this.specularColor = new BABYLON.Color3(0, 0, 0);
  51. this.specularPower = 64;
  52. this.disableLighting = false;
  53. this.maxSimultaneousLights = 4;
  54. /**
  55. * @param {number}: Represents the wind force
  56. */
  57. this.windForce = 6;
  58. /**
  59. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  60. */
  61. this.windDirection = new BABYLON.Vector2(0, 1);
  62. /**
  63. * @param {number}: Wave height, represents the height of the waves
  64. */
  65. this.waveHeight = 0.4;
  66. /**
  67. * @param {number}: Bump height, represents the bump height related to the bump map
  68. */
  69. this.bumpHeight = 0.4;
  70. /**
  71. * @param {boolean}: Add a smaller moving bump to less steady waves.
  72. */
  73. this.bumpSuperimpose = false;
  74. /**
  75. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  76. */
  77. this.fresnelSeparate = false;
  78. /**
  79. * @param {boolean}: bump Waves modify the reflection.
  80. */
  81. this.bumpAffectsReflection = false;
  82. /**
  83. * @param {number}: The water color blended with the refraction (near)
  84. */
  85. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  86. /**
  87. * @param {number}: The blend factor related to the water color
  88. */
  89. this.colorBlendFactor = 0.2;
  90. /**
  91. * @param {number}: The water color blended with the reflection (far)
  92. */
  93. this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  94. /**
  95. * @param {number}: The blend factor related to the water color (reflection, far)
  96. */
  97. this.colorBlendFactor2 = 0.2;
  98. /**
  99. * @param {number}: Represents the maximum length of a wave
  100. */
  101. this.waveLength = 0.1;
  102. /**
  103. * @param {number}: Defines the waves speed
  104. */
  105. this.waveSpeed = 1.0;
  106. /*
  107. * Private members
  108. */
  109. this._mesh = null;
  110. this._reflectionTransform = BABYLON.Matrix.Zero();
  111. this._lastTime = 0;
  112. this._defines = new WaterMaterialDefines();
  113. this._cachedDefines = new WaterMaterialDefines();
  114. // Create render targets
  115. this._createRenderTargets(scene, renderTargetSize);
  116. }
  117. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  118. get: function () {
  119. return this._useLogarithmicDepth;
  120. },
  121. set: function (value) {
  122. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  123. },
  124. enumerable: true,
  125. configurable: true
  126. });
  127. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  128. // Get / Set
  129. get: function () {
  130. return this._refractionRTT;
  131. },
  132. enumerable: true,
  133. configurable: true
  134. });
  135. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  136. get: function () {
  137. return this._reflectionRTT;
  138. },
  139. enumerable: true,
  140. configurable: true
  141. });
  142. // Methods
  143. WaterMaterial.prototype.addToRenderList = function (node) {
  144. this._refractionRTT.renderList.push(node);
  145. this._reflectionRTT.renderList.push(node);
  146. };
  147. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  148. var refreshRate = enable ? 1 : 0;
  149. this._refractionRTT.refreshRate = refreshRate;
  150. this._reflectionRTT.refreshRate = refreshRate;
  151. };
  152. WaterMaterial.prototype.getRenderList = function () {
  153. return this._refractionRTT.renderList;
  154. };
  155. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  156. get: function () {
  157. return !(this._refractionRTT.refreshRate === 0);
  158. },
  159. enumerable: true,
  160. configurable: true
  161. });
  162. WaterMaterial.prototype.needAlphaBlending = function () {
  163. return (this.alpha < 1.0);
  164. };
  165. WaterMaterial.prototype.needAlphaTesting = function () {
  166. return false;
  167. };
  168. WaterMaterial.prototype.getAlphaTestTexture = function () {
  169. return null;
  170. };
  171. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  172. if (!mesh) {
  173. return true;
  174. }
  175. if (this._defines.INSTANCES !== useInstances) {
  176. return false;
  177. }
  178. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  179. return true;
  180. }
  181. return false;
  182. };
  183. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  184. if (this.checkReadyOnlyOnce) {
  185. if (this._wasPreviouslyReady) {
  186. return true;
  187. }
  188. }
  189. var scene = this.getScene();
  190. if (!this.checkReadyOnEveryCall) {
  191. if (this._renderId === scene.getRenderId()) {
  192. if (this._checkCache(scene, mesh, useInstances)) {
  193. return true;
  194. }
  195. }
  196. }
  197. var engine = scene.getEngine();
  198. var needNormals = false;
  199. var needUVs = false;
  200. this._defines.reset();
  201. // Textures
  202. if (scene.texturesEnabled) {
  203. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  204. if (!this.bumpTexture.isReady()) {
  205. return false;
  206. }
  207. else {
  208. needUVs = true;
  209. this._defines.BUMP = true;
  210. }
  211. }
  212. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  213. this._defines.REFLECTION = true;
  214. }
  215. }
  216. // Effect
  217. if (scene.clipPlane) {
  218. this._defines.CLIPPLANE = true;
  219. }
  220. if (engine.getAlphaTesting()) {
  221. this._defines.ALPHATEST = true;
  222. }
  223. // Point size
  224. if (this.pointsCloud || scene.forcePointsCloud) {
  225. this._defines.POINTSIZE = true;
  226. }
  227. if (this.useLogarithmicDepth) {
  228. this._defines.LOGARITHMICDEPTH = true;
  229. }
  230. if (this.fresnelSeparate) {
  231. this._defines.FRESNELSEPARATE = true;
  232. }
  233. if (this.bumpSuperimpose) {
  234. this._defines.BUMPSUPERIMPOSE = true;
  235. }
  236. if (this.bumpAffectsReflection) {
  237. this._defines.BUMPAFFECTSREFLECTION = true;
  238. }
  239. // Fog
  240. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  241. this._defines.FOG = true;
  242. }
  243. // Lights
  244. if (scene.lightsEnabled && !this.disableLighting) {
  245. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
  246. }
  247. // Attribs
  248. if (mesh) {
  249. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  250. this._defines.NORMAL = true;
  251. }
  252. if (needUVs) {
  253. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  254. this._defines.UV1 = true;
  255. }
  256. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  257. this._defines.UV2 = true;
  258. }
  259. }
  260. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  261. this._defines.VERTEXCOLOR = true;
  262. if (mesh.hasVertexAlpha) {
  263. this._defines.VERTEXALPHA = true;
  264. }
  265. }
  266. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  267. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  268. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  269. }
  270. // Instances
  271. if (useInstances) {
  272. this._defines.INSTANCES = true;
  273. }
  274. }
  275. this._mesh = mesh;
  276. // Get correct effect
  277. if (!this._defines.isEqual(this._cachedDefines)) {
  278. this._defines.cloneTo(this._cachedDefines);
  279. scene.resetCachedMaterial();
  280. // Fallbacks
  281. var fallbacks = new BABYLON.EffectFallbacks();
  282. if (this._defines.FOG) {
  283. fallbacks.addFallback(1, "FOG");
  284. }
  285. if (this._defines.LOGARITHMICDEPTH) {
  286. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  287. }
  288. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  289. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  290. fallbacks.addCPUSkinningFallback(0, mesh);
  291. }
  292. //Attributes
  293. var attribs = [BABYLON.VertexBuffer.PositionKind];
  294. if (this._defines.NORMAL) {
  295. attribs.push(BABYLON.VertexBuffer.NormalKind);
  296. }
  297. if (this._defines.UV1) {
  298. attribs.push(BABYLON.VertexBuffer.UVKind);
  299. }
  300. if (this._defines.UV2) {
  301. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  302. }
  303. if (this._defines.VERTEXCOLOR) {
  304. attribs.push(BABYLON.VertexBuffer.ColorKind);
  305. }
  306. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  307. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  308. // Legacy browser patch
  309. var shaderName = "water";
  310. var join = this._defines.toString();
  311. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  312. "vFogInfos", "vFogColor", "pointSize",
  313. "vNormalInfos",
  314. "mBones",
  315. "vClipPlane", "normalMatrix",
  316. "logarithmicDepthConstant",
  317. // Water
  318. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  319. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  320. ];
  321. var samplers = ["normalSampler",
  322. // Water
  323. "refractionSampler", "reflectionSampler"
  324. ];
  325. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  326. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  327. }
  328. if (!this._effect.isReady()) {
  329. return false;
  330. }
  331. this._renderId = scene.getRenderId();
  332. this._wasPreviouslyReady = true;
  333. if (mesh) {
  334. if (!mesh._materialDefines) {
  335. mesh._materialDefines = new WaterMaterialDefines();
  336. }
  337. this._defines.cloneTo(mesh._materialDefines);
  338. }
  339. return true;
  340. };
  341. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  342. this._effect.setMatrix("world", world);
  343. };
  344. WaterMaterial.prototype.bind = function (world, mesh) {
  345. var scene = this.getScene();
  346. // Matrices
  347. this.bindOnlyWorldMatrix(world);
  348. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  349. // Bones
  350. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  351. if (scene.getCachedMaterial() !== this) {
  352. // Textures
  353. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  354. this._effect.setTexture("normalSampler", this.bumpTexture);
  355. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  356. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  357. }
  358. // Clip plane
  359. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  360. // Point size
  361. if (this.pointsCloud) {
  362. this._effect.setFloat("pointSize", this.pointSize);
  363. }
  364. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  365. }
  366. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  367. if (this._defines.SPECULARTERM) {
  368. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  369. }
  370. if (scene.lightsEnabled && !this.disableLighting) {
  371. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  372. }
  373. // View
  374. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  375. this._effect.setMatrix("view", scene.getViewMatrix());
  376. }
  377. // Fog
  378. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  379. // Log. depth
  380. BABYLON.MaterialHelper.BindLogDepth(this._defines, this._effect, scene);
  381. // Water
  382. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  383. this._effect.setTexture("refractionSampler", this._refractionRTT);
  384. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  385. }
  386. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  387. this._lastTime += scene.getEngine().getDeltaTime();
  388. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  389. this._effect.setVector2("windDirection", this.windDirection);
  390. this._effect.setFloat("waveLength", this.waveLength);
  391. this._effect.setFloat("time", this._lastTime / 100000);
  392. this._effect.setFloat("windForce", this.windForce);
  393. this._effect.setFloat("waveHeight", this.waveHeight);
  394. this._effect.setFloat("bumpHeight", this.bumpHeight);
  395. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  396. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  397. this._effect.setColor4("waterColor2", this.waterColor2, 1.0);
  398. this._effect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  399. this._effect.setFloat("waveSpeed", this.waveSpeed);
  400. _super.prototype.bind.call(this, world, mesh);
  401. };
  402. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  403. var _this = this;
  404. // Render targets
  405. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  406. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  407. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  408. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  409. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  410. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  411. scene.customRenderTargets.push(this._refractionRTT);
  412. scene.customRenderTargets.push(this._reflectionRTT);
  413. var isVisible;
  414. var clipPlane = null;
  415. var savedViewMatrix;
  416. var mirrorMatrix = BABYLON.Matrix.Zero();
  417. this._refractionRTT.onBeforeRender = function () {
  418. if (_this._mesh) {
  419. isVisible = _this._mesh.isVisible;
  420. _this._mesh.isVisible = false;
  421. }
  422. // Clip plane
  423. clipPlane = scene.clipPlane;
  424. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  425. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  426. };
  427. this._refractionRTT.onAfterRender = function () {
  428. if (_this._mesh) {
  429. _this._mesh.isVisible = isVisible;
  430. }
  431. // Clip plane
  432. scene.clipPlane = clipPlane;
  433. };
  434. this._reflectionRTT.onBeforeRender = function () {
  435. if (_this._mesh) {
  436. isVisible = _this._mesh.isVisible;
  437. _this._mesh.isVisible = false;
  438. }
  439. // Clip plane
  440. clipPlane = scene.clipPlane;
  441. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  442. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  443. // Transform
  444. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  445. savedViewMatrix = scene.getViewMatrix();
  446. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  447. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  448. scene.getEngine().cullBackFaces = false;
  449. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  450. };
  451. this._reflectionRTT.onAfterRender = function () {
  452. if (_this._mesh) {
  453. _this._mesh.isVisible = isVisible;
  454. }
  455. // Clip plane
  456. scene.clipPlane = clipPlane;
  457. // Transform
  458. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  459. scene.getEngine().cullBackFaces = true;
  460. scene._mirroredCameraPosition = null;
  461. };
  462. };
  463. WaterMaterial.prototype.getAnimatables = function () {
  464. var results = [];
  465. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  466. results.push(this.bumpTexture);
  467. }
  468. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  469. results.push(this._reflectionRTT);
  470. }
  471. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  472. results.push(this._refractionRTT);
  473. }
  474. return results;
  475. };
  476. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  477. if (this.bumpTexture) {
  478. this.bumpTexture.dispose();
  479. }
  480. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  481. if (index != -1) {
  482. this.getScene().customRenderTargets.splice(index, 1);
  483. }
  484. index = -1;
  485. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  486. if (index != -1) {
  487. this.getScene().customRenderTargets.splice(index, 1);
  488. }
  489. if (this._reflectionRTT) {
  490. this._reflectionRTT.dispose();
  491. }
  492. if (this._refractionRTT) {
  493. this._refractionRTT.dispose();
  494. }
  495. _super.prototype.dispose.call(this, forceDisposeEffect);
  496. };
  497. WaterMaterial.prototype.clone = function (name) {
  498. var _this = this;
  499. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  500. };
  501. WaterMaterial.prototype.serialize = function () {
  502. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  503. serializationObject.customType = "BABYLON.WaterMaterial";
  504. serializationObject.reflectionTexture.isRenderTarget = true;
  505. serializationObject.refractionTexture.isRenderTarget = true;
  506. return serializationObject;
  507. };
  508. // Statics
  509. WaterMaterial.Parse = function (source, scene, rootUrl) {
  510. return BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  511. };
  512. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  513. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  514. return mesh;
  515. };
  516. __decorate([
  517. BABYLON.serializeAsTexture()
  518. ], WaterMaterial.prototype, "bumpTexture");
  519. __decorate([
  520. BABYLON.serializeAsColor3()
  521. ], WaterMaterial.prototype, "diffuseColor");
  522. __decorate([
  523. BABYLON.serializeAsColor3()
  524. ], WaterMaterial.prototype, "specularColor");
  525. __decorate([
  526. BABYLON.serialize()
  527. ], WaterMaterial.prototype, "specularPower");
  528. __decorate([
  529. BABYLON.serialize()
  530. ], WaterMaterial.prototype, "disableLighting");
  531. __decorate([
  532. BABYLON.serialize()
  533. ], WaterMaterial.prototype, "maxSimultaneousLights");
  534. __decorate([
  535. BABYLON.serialize()
  536. ], WaterMaterial.prototype, "windForce");
  537. __decorate([
  538. BABYLON.serializeAsVector2()
  539. ], WaterMaterial.prototype, "windDirection");
  540. __decorate([
  541. BABYLON.serialize()
  542. ], WaterMaterial.prototype, "waveHeight");
  543. __decorate([
  544. BABYLON.serialize()
  545. ], WaterMaterial.prototype, "bumpHeight");
  546. __decorate([
  547. BABYLON.serialize()
  548. ], WaterMaterial.prototype, "bumpSuperimpose");
  549. __decorate([
  550. BABYLON.serialize()
  551. ], WaterMaterial.prototype, "fresnelSeparate");
  552. __decorate([
  553. BABYLON.serialize()
  554. ], WaterMaterial.prototype, "bumpAffectsReflection");
  555. __decorate([
  556. BABYLON.serializeAsColor3()
  557. ], WaterMaterial.prototype, "waterColor");
  558. __decorate([
  559. BABYLON.serialize()
  560. ], WaterMaterial.prototype, "colorBlendFactor");
  561. __decorate([
  562. BABYLON.serializeAsColor3()
  563. ], WaterMaterial.prototype, "waterColor2");
  564. __decorate([
  565. BABYLON.serialize()
  566. ], WaterMaterial.prototype, "colorBlendFactor2");
  567. __decorate([
  568. BABYLON.serialize()
  569. ], WaterMaterial.prototype, "waveLength");
  570. __decorate([
  571. BABYLON.serialize()
  572. ], WaterMaterial.prototype, "waveSpeed");
  573. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth",
  574. __decorate([
  575. BABYLON.serialize()
  576. ], WaterMaterial.prototype, "useLogarithmicDepth", Object.getOwnPropertyDescriptor(WaterMaterial.prototype, "useLogarithmicDepth")));
  577. return WaterMaterial;
  578. })(BABYLON.Material);
  579. BABYLON.WaterMaterial = WaterMaterial;
  580. })(BABYLON || (BABYLON = {}));
  581. 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";
  582. 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";