babylon.waterMaterial.js 34 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. /// <reference path="../simple/babylon.simpleMaterial.ts"/>
  3. var __extends = (this && this.__extends) || function (d, b) {
  4. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5. function __() { this.constructor = d; }
  6. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  7. };
  8. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  9. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  10. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  11. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  12. return c > 3 && r && Object.defineProperty(target, key, r), r;
  13. };
  14. var BABYLON;
  15. (function (BABYLON) {
  16. var WaterMaterialDefines = (function (_super) {
  17. __extends(WaterMaterialDefines, _super);
  18. function WaterMaterialDefines() {
  19. _super.call(this);
  20. this.BUMP = false;
  21. this.REFLECTION = false;
  22. this.CLIPPLANE = false;
  23. this.ALPHATEST = false;
  24. this.POINTSIZE = false;
  25. this.FOG = false;
  26. this.NORMAL = false;
  27. this.UV1 = false;
  28. this.UV2 = false;
  29. this.VERTEXCOLOR = false;
  30. this.VERTEXALPHA = false;
  31. this.NUM_BONE_INFLUENCERS = 0;
  32. this.BonesPerMesh = 0;
  33. this.INSTANCES = false;
  34. this.SPECULARTERM = false;
  35. this.LOGARITHMICDEPTH = false;
  36. this.FRESNELSEPARATE = false;
  37. this.BUMPSUPERIMPOSE = false;
  38. this.BUMPAFFECTSREFLECTION = false;
  39. this.rebuild();
  40. }
  41. return WaterMaterialDefines;
  42. }(BABYLON.MaterialDefines));
  43. var WaterMaterial = (function (_super) {
  44. __extends(WaterMaterial, _super);
  45. /**
  46. * Constructor
  47. */
  48. function WaterMaterial(name, scene, renderTargetSize) {
  49. if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
  50. _super.call(this, name, scene);
  51. this.renderTargetSize = renderTargetSize;
  52. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  53. this.specularColor = new BABYLON.Color3(0, 0, 0);
  54. this.specularPower = 64;
  55. this.disableLighting = false;
  56. this.maxSimultaneousLights = 4;
  57. /**
  58. * @param {number}: Represents the wind force
  59. */
  60. this.windForce = 6;
  61. /**
  62. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  63. */
  64. this.windDirection = new BABYLON.Vector2(0, 1);
  65. /**
  66. * @param {number}: Wave height, represents the height of the waves
  67. */
  68. this.waveHeight = 0.4;
  69. /**
  70. * @param {number}: Bump height, represents the bump height related to the bump map
  71. */
  72. this.bumpHeight = 0.4;
  73. /**
  74. * @param {boolean}: Add a smaller moving bump to less steady waves.
  75. */
  76. this.bumpSuperimpose = false;
  77. /**
  78. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  79. */
  80. this.fresnelSeparate = false;
  81. /**
  82. * @param {boolean}: bump Waves modify the reflection.
  83. */
  84. this.bumpAffectsReflection = false;
  85. /**
  86. * @param {number}: The water color blended with the refraction (near)
  87. */
  88. this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
  89. /**
  90. * @param {number}: The blend factor related to the water color
  91. */
  92. this.colorBlendFactor = 0.2;
  93. /**
  94. * @param {number}: The water color blended with the reflection (far)
  95. */
  96. this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
  97. /**
  98. * @param {number}: The blend factor related to the water color (reflection, far)
  99. */
  100. this.colorBlendFactor2 = 0.2;
  101. /**
  102. * @param {number}: Represents the maximum length of a wave
  103. */
  104. this.waveLength = 0.1;
  105. /**
  106. * @param {number}: Defines the waves speed
  107. */
  108. this.waveSpeed = 1.0;
  109. /*
  110. * Private members
  111. */
  112. this._mesh = null;
  113. this._reflectionTransform = BABYLON.Matrix.Zero();
  114. this._lastTime = 0;
  115. this._defines = new WaterMaterialDefines();
  116. this._cachedDefines = new WaterMaterialDefines();
  117. // Create render targets
  118. this._createRenderTargets(scene, renderTargetSize);
  119. }
  120. Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
  121. get: function () {
  122. return this._useLogarithmicDepth;
  123. },
  124. set: function (value) {
  125. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  126. },
  127. enumerable: true,
  128. configurable: true
  129. });
  130. Object.defineProperty(WaterMaterial.prototype, "refractionTexture", {
  131. // Get / Set
  132. get: function () {
  133. return this._refractionRTT;
  134. },
  135. enumerable: true,
  136. configurable: true
  137. });
  138. Object.defineProperty(WaterMaterial.prototype, "reflectionTexture", {
  139. get: function () {
  140. return this._reflectionRTT;
  141. },
  142. enumerable: true,
  143. configurable: true
  144. });
  145. // Methods
  146. WaterMaterial.prototype.addToRenderList = function (node) {
  147. this._refractionRTT.renderList.push(node);
  148. this._reflectionRTT.renderList.push(node);
  149. };
  150. WaterMaterial.prototype.enableRenderTargets = function (enable) {
  151. var refreshRate = enable ? 1 : 0;
  152. this._refractionRTT.refreshRate = refreshRate;
  153. this._reflectionRTT.refreshRate = refreshRate;
  154. };
  155. WaterMaterial.prototype.getRenderList = function () {
  156. return this._refractionRTT.renderList;
  157. };
  158. Object.defineProperty(WaterMaterial.prototype, "renderTargetsEnabled", {
  159. get: function () {
  160. return !(this._refractionRTT.refreshRate === 0);
  161. },
  162. enumerable: true,
  163. configurable: true
  164. });
  165. WaterMaterial.prototype.needAlphaBlending = function () {
  166. return (this.alpha < 1.0);
  167. };
  168. WaterMaterial.prototype.needAlphaTesting = function () {
  169. return false;
  170. };
  171. WaterMaterial.prototype.getAlphaTestTexture = function () {
  172. return null;
  173. };
  174. WaterMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  175. if (!mesh) {
  176. return true;
  177. }
  178. if (this._defines.INSTANCES !== useInstances) {
  179. return false;
  180. }
  181. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  182. return true;
  183. }
  184. return false;
  185. };
  186. WaterMaterial.prototype.isReady = function (mesh, useInstances) {
  187. if (this.checkReadyOnlyOnce) {
  188. if (this._wasPreviouslyReady) {
  189. return true;
  190. }
  191. }
  192. var scene = this.getScene();
  193. if (!this.checkReadyOnEveryCall) {
  194. if (this._renderId === scene.getRenderId()) {
  195. if (this._checkCache(scene, mesh, useInstances)) {
  196. return true;
  197. }
  198. }
  199. }
  200. var engine = scene.getEngine();
  201. var needNormals = false;
  202. var needUVs = false;
  203. this._defines.reset();
  204. // Textures
  205. if (scene.texturesEnabled) {
  206. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  207. if (!this.bumpTexture.isReady()) {
  208. return false;
  209. }
  210. else {
  211. needUVs = true;
  212. this._defines.BUMP = true;
  213. }
  214. }
  215. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  216. this._defines.REFLECTION = true;
  217. }
  218. }
  219. // Effect
  220. if (scene.clipPlane) {
  221. this._defines.CLIPPLANE = true;
  222. }
  223. if (engine.getAlphaTesting()) {
  224. this._defines.ALPHATEST = true;
  225. }
  226. // Point size
  227. if (this.pointsCloud || scene.forcePointsCloud) {
  228. this._defines.POINTSIZE = true;
  229. }
  230. if (this.useLogarithmicDepth) {
  231. this._defines.LOGARITHMICDEPTH = true;
  232. }
  233. if (this.fresnelSeparate) {
  234. this._defines.FRESNELSEPARATE = true;
  235. }
  236. if (this.bumpSuperimpose) {
  237. this._defines.BUMPSUPERIMPOSE = true;
  238. }
  239. if (this.bumpAffectsReflection) {
  240. this._defines.BUMPAFFECTSREFLECTION = true;
  241. }
  242. // Fog
  243. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  244. this._defines.FOG = true;
  245. }
  246. // Lights
  247. if (scene.lightsEnabled && !this.disableLighting) {
  248. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
  249. }
  250. // Attribs
  251. if (mesh) {
  252. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  253. this._defines.NORMAL = true;
  254. }
  255. if (needUVs) {
  256. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  257. this._defines.UV1 = true;
  258. }
  259. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  260. this._defines.UV2 = true;
  261. }
  262. }
  263. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  264. this._defines.VERTEXCOLOR = true;
  265. if (mesh.hasVertexAlpha) {
  266. this._defines.VERTEXALPHA = true;
  267. }
  268. }
  269. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  270. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  271. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  272. }
  273. // Instances
  274. if (useInstances) {
  275. this._defines.INSTANCES = true;
  276. }
  277. }
  278. this._mesh = mesh;
  279. // Get correct effect
  280. if (!this._defines.isEqual(this._cachedDefines)) {
  281. this._defines.cloneTo(this._cachedDefines);
  282. scene.resetCachedMaterial();
  283. // Fallbacks
  284. var fallbacks = new BABYLON.EffectFallbacks();
  285. if (this._defines.FOG) {
  286. fallbacks.addFallback(1, "FOG");
  287. }
  288. if (this._defines.LOGARITHMICDEPTH) {
  289. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  290. }
  291. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  292. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  293. fallbacks.addCPUSkinningFallback(0, mesh);
  294. }
  295. //Attributes
  296. var attribs = [BABYLON.VertexBuffer.PositionKind];
  297. if (this._defines.NORMAL) {
  298. attribs.push(BABYLON.VertexBuffer.NormalKind);
  299. }
  300. if (this._defines.UV1) {
  301. attribs.push(BABYLON.VertexBuffer.UVKind);
  302. }
  303. if (this._defines.UV2) {
  304. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  305. }
  306. if (this._defines.VERTEXCOLOR) {
  307. attribs.push(BABYLON.VertexBuffer.ColorKind);
  308. }
  309. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  310. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  311. // Legacy browser patch
  312. var shaderName = "water";
  313. var join = this._defines.toString();
  314. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor", "vSpecularColor",
  315. "vFogInfos", "vFogColor", "pointSize",
  316. "vNormalInfos",
  317. "mBones",
  318. "vClipPlane", "normalMatrix",
  319. "logarithmicDepthConstant",
  320. // Water
  321. "worldReflectionViewProjection", "windDirection", "waveLength", "time", "windForce",
  322. "cameraPosition", "bumpHeight", "waveHeight", "waterColor", "waterColor2", "colorBlendFactor", "colorBlendFactor2", "waveSpeed"
  323. ];
  324. var samplers = ["normalSampler",
  325. // Water
  326. "refractionSampler", "reflectionSampler"
  327. ];
  328. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  329. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  330. }
  331. if (!this._effect.isReady()) {
  332. return false;
  333. }
  334. this._renderId = scene.getRenderId();
  335. this._wasPreviouslyReady = true;
  336. if (mesh) {
  337. if (!mesh._materialDefines) {
  338. mesh._materialDefines = new WaterMaterialDefines();
  339. }
  340. this._defines.cloneTo(mesh._materialDefines);
  341. }
  342. return true;
  343. };
  344. WaterMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  345. this._effect.setMatrix("world", world);
  346. };
  347. WaterMaterial.prototype.bind = function (world, mesh) {
  348. var scene = this.getScene();
  349. // Matrices
  350. this.bindOnlyWorldMatrix(world);
  351. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  352. // Bones
  353. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  354. if (scene.getCachedMaterial() !== this) {
  355. // Textures
  356. if (this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  357. this._effect.setTexture("normalSampler", this.bumpTexture);
  358. this._effect.setFloat2("vNormalInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  359. this._effect.setMatrix("normalMatrix", this.bumpTexture.getTextureMatrix());
  360. }
  361. // Clip plane
  362. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  363. // Point size
  364. if (this.pointsCloud) {
  365. this._effect.setFloat("pointSize", this.pointSize);
  366. }
  367. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  368. }
  369. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  370. if (this._defines.SPECULARTERM) {
  371. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  372. }
  373. if (scene.lightsEnabled && !this.disableLighting) {
  374. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  375. }
  376. // View
  377. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  378. this._effect.setMatrix("view", scene.getViewMatrix());
  379. }
  380. // Fog
  381. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  382. // Log. depth
  383. BABYLON.MaterialHelper.BindLogDepth(this._defines, this._effect, scene);
  384. // Water
  385. if (BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  386. this._effect.setTexture("refractionSampler", this._refractionRTT);
  387. this._effect.setTexture("reflectionSampler", this._reflectionRTT);
  388. }
  389. var wrvp = this._mesh.getWorldMatrix().multiply(this._reflectionTransform).multiply(scene.getProjectionMatrix());
  390. this._lastTime += scene.getEngine().getDeltaTime();
  391. this._effect.setMatrix("worldReflectionViewProjection", wrvp);
  392. this._effect.setVector2("windDirection", this.windDirection);
  393. this._effect.setFloat("waveLength", this.waveLength);
  394. this._effect.setFloat("time", this._lastTime / 100000);
  395. this._effect.setFloat("windForce", this.windForce);
  396. this._effect.setFloat("waveHeight", this.waveHeight);
  397. this._effect.setFloat("bumpHeight", this.bumpHeight);
  398. this._effect.setColor4("waterColor", this.waterColor, 1.0);
  399. this._effect.setFloat("colorBlendFactor", this.colorBlendFactor);
  400. this._effect.setColor4("waterColor2", this.waterColor2, 1.0);
  401. this._effect.setFloat("colorBlendFactor2", this.colorBlendFactor2);
  402. this._effect.setFloat("waveSpeed", this.waveSpeed);
  403. _super.prototype.bind.call(this, world, mesh);
  404. };
  405. WaterMaterial.prototype._createRenderTargets = function (scene, renderTargetSize) {
  406. var _this = this;
  407. // Render targets
  408. this._refractionRTT = new BABYLON.RenderTargetTexture(name + "_refraction", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  409. this._refractionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  410. this._refractionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  411. this._reflectionRTT = new BABYLON.RenderTargetTexture(name + "_reflection", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);
  412. this._reflectionRTT.wrapU = BABYLON.Texture.MIRROR_ADDRESSMODE;
  413. this._reflectionRTT.wrapV = BABYLON.Texture.MIRROR_ADDRESSMODE;
  414. scene.customRenderTargets.push(this._refractionRTT);
  415. scene.customRenderTargets.push(this._reflectionRTT);
  416. var isVisible;
  417. var clipPlane = null;
  418. var savedViewMatrix;
  419. var mirrorMatrix = BABYLON.Matrix.Zero();
  420. this._refractionRTT.onBeforeRender = function () {
  421. if (_this._mesh) {
  422. isVisible = _this._mesh.isVisible;
  423. _this._mesh.isVisible = false;
  424. }
  425. // Clip plane
  426. clipPlane = scene.clipPlane;
  427. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  428. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony + 0.05, 0), new BABYLON.Vector3(0, 1, 0));
  429. };
  430. this._refractionRTT.onAfterRender = function () {
  431. if (_this._mesh) {
  432. _this._mesh.isVisible = isVisible;
  433. }
  434. // Clip plane
  435. scene.clipPlane = clipPlane;
  436. };
  437. this._reflectionRTT.onBeforeRender = function () {
  438. if (_this._mesh) {
  439. isVisible = _this._mesh.isVisible;
  440. _this._mesh.isVisible = false;
  441. }
  442. // Clip plane
  443. clipPlane = scene.clipPlane;
  444. var positiony = _this._mesh ? _this._mesh.position.y : 0.0;
  445. scene.clipPlane = BABYLON.Plane.FromPositionAndNormal(new BABYLON.Vector3(0, positiony - 0.05, 0), new BABYLON.Vector3(0, -1, 0));
  446. // Transform
  447. BABYLON.Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
  448. savedViewMatrix = scene.getViewMatrix();
  449. mirrorMatrix.multiplyToRef(savedViewMatrix, _this._reflectionTransform);
  450. scene.setTransformMatrix(_this._reflectionTransform, scene.getProjectionMatrix());
  451. scene.getEngine().cullBackFaces = false;
  452. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, mirrorMatrix);
  453. };
  454. this._reflectionRTT.onAfterRender = function () {
  455. if (_this._mesh) {
  456. _this._mesh.isVisible = isVisible;
  457. }
  458. // Clip plane
  459. scene.clipPlane = clipPlane;
  460. // Transform
  461. scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());
  462. scene.getEngine().cullBackFaces = true;
  463. scene._mirroredCameraPosition = null;
  464. };
  465. };
  466. WaterMaterial.prototype.getAnimatables = function () {
  467. var results = [];
  468. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  469. results.push(this.bumpTexture);
  470. }
  471. if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {
  472. results.push(this._reflectionRTT);
  473. }
  474. if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {
  475. results.push(this._refractionRTT);
  476. }
  477. return results;
  478. };
  479. WaterMaterial.prototype.dispose = function (forceDisposeEffect) {
  480. if (this.bumpTexture) {
  481. this.bumpTexture.dispose();
  482. }
  483. var index = this.getScene().customRenderTargets.indexOf(this._refractionRTT);
  484. if (index != -1) {
  485. this.getScene().customRenderTargets.splice(index, 1);
  486. }
  487. index = -1;
  488. index = this.getScene().customRenderTargets.indexOf(this._reflectionRTT);
  489. if (index != -1) {
  490. this.getScene().customRenderTargets.splice(index, 1);
  491. }
  492. if (this._reflectionRTT) {
  493. this._reflectionRTT.dispose();
  494. }
  495. if (this._refractionRTT) {
  496. this._refractionRTT.dispose();
  497. }
  498. _super.prototype.dispose.call(this, forceDisposeEffect);
  499. };
  500. WaterMaterial.prototype.clone = function (name) {
  501. var _this = this;
  502. return BABYLON.SerializationHelper.Clone(function () { return new WaterMaterial(name, _this.getScene()); }, this);
  503. };
  504. WaterMaterial.prototype.serialize = function () {
  505. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  506. serializationObject.customType = "BABYLON.WaterMaterial";
  507. serializationObject.reflectionTexture.isRenderTarget = true;
  508. serializationObject.refractionTexture.isRenderTarget = true;
  509. return serializationObject;
  510. };
  511. // Statics
  512. WaterMaterial.Parse = function (source, scene, rootUrl) {
  513. return BABYLON.SerializationHelper.Parse(function () { return new WaterMaterial(source.name, scene); }, source, scene, rootUrl);
  514. };
  515. WaterMaterial.CreateDefaultMesh = function (name, scene) {
  516. var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
  517. return mesh;
  518. };
  519. __decorate([
  520. BABYLON.serializeAsTexture()
  521. ], WaterMaterial.prototype, "bumpTexture", void 0);
  522. __decorate([
  523. BABYLON.serializeAsColor3()
  524. ], WaterMaterial.prototype, "diffuseColor", void 0);
  525. __decorate([
  526. BABYLON.serializeAsColor3()
  527. ], WaterMaterial.prototype, "specularColor", void 0);
  528. __decorate([
  529. BABYLON.serialize()
  530. ], WaterMaterial.prototype, "specularPower", void 0);
  531. __decorate([
  532. BABYLON.serialize()
  533. ], WaterMaterial.prototype, "disableLighting", void 0);
  534. __decorate([
  535. BABYLON.serialize()
  536. ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
  537. __decorate([
  538. BABYLON.serialize()
  539. ], WaterMaterial.prototype, "windForce", void 0);
  540. __decorate([
  541. BABYLON.serializeAsVector2()
  542. ], WaterMaterial.prototype, "windDirection", void 0);
  543. __decorate([
  544. BABYLON.serialize()
  545. ], WaterMaterial.prototype, "waveHeight", void 0);
  546. __decorate([
  547. BABYLON.serialize()
  548. ], WaterMaterial.prototype, "bumpHeight", void 0);
  549. __decorate([
  550. BABYLON.serialize()
  551. ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
  552. __decorate([
  553. BABYLON.serialize()
  554. ], WaterMaterial.prototype, "fresnelSeparate", void 0);
  555. __decorate([
  556. BABYLON.serialize()
  557. ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
  558. __decorate([
  559. BABYLON.serializeAsColor3()
  560. ], WaterMaterial.prototype, "waterColor", void 0);
  561. __decorate([
  562. BABYLON.serialize()
  563. ], WaterMaterial.prototype, "colorBlendFactor", void 0);
  564. __decorate([
  565. BABYLON.serializeAsColor3()
  566. ], WaterMaterial.prototype, "waterColor2", void 0);
  567. __decorate([
  568. BABYLON.serialize()
  569. ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
  570. __decorate([
  571. BABYLON.serialize()
  572. ], WaterMaterial.prototype, "waveLength", void 0);
  573. __decorate([
  574. BABYLON.serialize()
  575. ], WaterMaterial.prototype, "waveSpeed", void 0);
  576. __decorate([
  577. BABYLON.serialize()
  578. ], WaterMaterial.prototype, "useLogarithmicDepth", null);
  579. return WaterMaterial;
  580. }(BABYLON.Material));
  581. BABYLON.WaterMaterial = WaterMaterial;
  582. })(BABYLON || (BABYLON = {}));
  583. //# sourceMappingURL=babylon.waterMaterial.js.map
  584. 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";
  585. 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";