babylon.gridMaterial.js 10 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._keys = Object.keys(this);
  18. }
  19. return GRIDMaterialDefines;
  20. })(BABYLON.MaterialDefines);
  21. /**
  22. * The grid materials allows you to wrap any shape with a grid.
  23. * Colors are customizable.
  24. */
  25. var GridMaterial = (function (_super) {
  26. __extends(GridMaterial, _super);
  27. /**
  28. * constructor
  29. * @param name The name given to the material in order to identify it afterwards.
  30. * @param scene The scene the material is used in.
  31. */
  32. function GridMaterial(name, scene) {
  33. _super.call(this, name, scene);
  34. /**
  35. * Main color of the grid (e.g. between lines)
  36. */
  37. this.mainColor = BABYLON.Color3.White();
  38. /**
  39. * Color of the grid lines.
  40. */
  41. this.lineColor = BABYLON.Color3.Black();
  42. /**
  43. * The scale of the grid compared to unit.
  44. */
  45. this.gridRatio = 1.0;
  46. /**
  47. * The frequency of thicker lines.
  48. */
  49. this.majorUnitFrequency = 10;
  50. /**
  51. * The visibility of minor units in the grid.
  52. */
  53. this.minorUnitVisibility = 0.33;
  54. /**
  55. * The grid opacity outside of the lines.
  56. */
  57. this.opacity = 1.0;
  58. this._gridControl = new BABYLON.Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);
  59. this._defines = new GRIDMaterialDefines();
  60. this._cachedDefines = new GRIDMaterialDefines();
  61. // Forces cache to be different on first creation.
  62. this._cachedDefines.TRANSPARENT = true;
  63. }
  64. /**
  65. * Returns wehter or not the grid requires alpha blending.
  66. */
  67. GridMaterial.prototype.needAlphaBlending = function () {
  68. return this.opacity < 1.0;
  69. };
  70. GridMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  71. if (!mesh) {
  72. return true;
  73. }
  74. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  75. return true;
  76. }
  77. return false;
  78. };
  79. GridMaterial.prototype.isReady = function (mesh, useInstances) {
  80. if (this.checkReadyOnlyOnce) {
  81. if (this._wasPreviouslyReady) {
  82. return true;
  83. }
  84. }
  85. var scene = this.getScene();
  86. if (!this.checkReadyOnEveryCall) {
  87. if (this._renderId === scene.getRenderId()) {
  88. if (this._checkCache(scene, mesh, useInstances)) {
  89. return true;
  90. }
  91. }
  92. }
  93. var engine = scene.getEngine();
  94. var needNormals = true;
  95. this._defines.reset();
  96. if (this.opacity < 1.0) {
  97. this._defines.TRANSPARENT = true;
  98. }
  99. // Get correct effect
  100. if (!this._defines.isEqual(this._cachedDefines)) {
  101. this._defines.cloneTo(this._cachedDefines);
  102. scene.resetCachedMaterial();
  103. // Attributes
  104. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  105. // Effect
  106. var shaderName = scene.getEngine().getCaps().standardDerivatives ? "grid" : "legacygrid";
  107. // Defines
  108. var join = this._defines.toString();
  109. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["worldViewProjection", "mainColor", "lineColor", "gridControl"], [], join, null, this.onCompiled, this.onError);
  110. }
  111. if (!this._effect.isReady()) {
  112. return false;
  113. }
  114. this._renderId = scene.getRenderId();
  115. this._wasPreviouslyReady = true;
  116. return true;
  117. };
  118. GridMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119. var scene = this.getScene();
  120. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  121. };
  122. GridMaterial.prototype.bind = function (world, mesh) {
  123. var scene = this.getScene();
  124. // Matrices
  125. this.bindOnlyWorldMatrix(world);
  126. // Uniforms
  127. if (scene.getCachedMaterial() !== this) {
  128. this._effect.setColor3("mainColor", this.mainColor);
  129. this._effect.setColor3("lineColor", this.lineColor);
  130. this._gridControl.x = this.gridRatio;
  131. this._gridControl.y = Math.round(this.majorUnitFrequency);
  132. this._gridControl.z = this.minorUnitVisibility;
  133. this._gridControl.w = this.opacity;
  134. this._effect.setVector4("gridControl", this._gridControl);
  135. }
  136. _super.prototype.bind.call(this, world, mesh);
  137. };
  138. GridMaterial.prototype.dispose = function (forceDisposeEffect) {
  139. _super.prototype.dispose.call(this, forceDisposeEffect);
  140. };
  141. GridMaterial.prototype.clone = function (name) {
  142. var _this = this;
  143. return BABYLON.SerializationHelper.Clone(function () { return new GridMaterial(name, _this.getScene()); }, this);
  144. };
  145. GridMaterial.prototype.serialize = function () {
  146. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  147. serializationObject.customType = "BABYLON.GridMaterial";
  148. return serializationObject;
  149. };
  150. GridMaterial.Parse = function (source, scene, rootUrl) {
  151. return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
  152. };
  153. __decorate([
  154. BABYLON.serializeAsColor3()
  155. ], GridMaterial.prototype, "mainColor");
  156. __decorate([
  157. BABYLON.serializeAsColor3()
  158. ], GridMaterial.prototype, "lineColor");
  159. __decorate([
  160. BABYLON.serialize()
  161. ], GridMaterial.prototype, "gridRatio");
  162. __decorate([
  163. BABYLON.serialize()
  164. ], GridMaterial.prototype, "majorUnitFrequency");
  165. __decorate([
  166. BABYLON.serialize()
  167. ], GridMaterial.prototype, "minorUnitVisibility");
  168. __decorate([
  169. BABYLON.serialize()
  170. ], GridMaterial.prototype, "opacity");
  171. return GridMaterial;
  172. })(BABYLON.Material);
  173. BABYLON.GridMaterial = GridMaterial;
  174. })(BABYLON || (BABYLON = {}));
  175. BABYLON.Effect.ShadersStore['gridVertexShader'] = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n\nuniform mat4 worldViewProjection;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\nvoid main(void) {\ngl_Position=worldViewProjection*vec4(position,1.0);\nvPosition=position;\nvNormal=normal;\n}";
  176. 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;\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 gridColor=mix(mainColor,lineColor,grid);\n#ifdef TRANSPARENT\nfloat opacity=clamp(grid,0.08,gridControl.w);\ngl_FragColor=vec4(gridColor.rgb,opacity);\n#else\n\ngl_FragColor=vec4(gridColor.rgb,1.0);\n#endif\n}";
  177. 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}";
  178. BABYLON.Effect.ShadersStore['legacygridPixelShader'] = "void main(void) {\ngl_FragColor=vec4(1,1,1,0.1);\n}";