babylon.simpleMaterial.js 16 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || function (d, b) {
  3. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4. function __() { this.constructor = d; }
  5. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  6. };
  7. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  8. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  9. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  10. 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;
  11. return c > 3 && r && Object.defineProperty(target, key, r), r;
  12. };
  13. var BABYLON;
  14. (function (BABYLON) {
  15. var SimpleMaterialDefines = (function (_super) {
  16. __extends(SimpleMaterialDefines, _super);
  17. function SimpleMaterialDefines() {
  18. _super.call(this);
  19. this.DIFFUSE = false;
  20. this.CLIPPLANE = false;
  21. this.ALPHATEST = false;
  22. this.POINTSIZE = false;
  23. this.FOG = false;
  24. this.NORMAL = false;
  25. this.UV1 = false;
  26. this.UV2 = false;
  27. this.VERTEXCOLOR = false;
  28. this.VERTEXALPHA = false;
  29. this.NUM_BONE_INFLUENCERS = 0;
  30. this.BonesPerMesh = 0;
  31. this.INSTANCES = false;
  32. this.rebuild();
  33. }
  34. return SimpleMaterialDefines;
  35. }(BABYLON.MaterialDefines));
  36. var SimpleMaterial = (function (_super) {
  37. __extends(SimpleMaterial, _super);
  38. function SimpleMaterial(name, scene) {
  39. _super.call(this, name, scene);
  40. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  41. this.disableLighting = false;
  42. this.maxSimultaneousLights = 4;
  43. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44. this._scaledDiffuse = new BABYLON.Color3();
  45. this._defines = new SimpleMaterialDefines();
  46. this._cachedDefines = new SimpleMaterialDefines();
  47. this._cachedDefines.BonesPerMesh = -1;
  48. }
  49. SimpleMaterial.prototype.needAlphaBlending = function () {
  50. return (this.alpha < 1.0);
  51. };
  52. SimpleMaterial.prototype.needAlphaTesting = function () {
  53. return false;
  54. };
  55. SimpleMaterial.prototype.getAlphaTestTexture = function () {
  56. return null;
  57. };
  58. // Methods
  59. SimpleMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  60. if (!mesh) {
  61. return true;
  62. }
  63. if (this._defines.INSTANCES !== useInstances) {
  64. return false;
  65. }
  66. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  67. return true;
  68. }
  69. return false;
  70. };
  71. SimpleMaterial.prototype.isReady = function (mesh, useInstances) {
  72. if (this.checkReadyOnlyOnce) {
  73. if (this._wasPreviouslyReady) {
  74. return true;
  75. }
  76. }
  77. var scene = this.getScene();
  78. if (!this.checkReadyOnEveryCall) {
  79. if (this._renderId === scene.getRenderId()) {
  80. if (this._checkCache(scene, mesh, useInstances)) {
  81. return true;
  82. }
  83. }
  84. }
  85. var engine = scene.getEngine();
  86. var needNormals = false;
  87. var needUVs = false;
  88. this._defines.reset();
  89. // Textures
  90. if (scene.texturesEnabled) {
  91. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  92. if (!this.diffuseTexture.isReady()) {
  93. return false;
  94. }
  95. else {
  96. needUVs = true;
  97. this._defines.DIFFUSE = true;
  98. }
  99. }
  100. }
  101. // Effect
  102. if (scene.clipPlane) {
  103. this._defines.CLIPPLANE = true;
  104. }
  105. if (engine.getAlphaTesting()) {
  106. this._defines.ALPHATEST = true;
  107. }
  108. // Point size
  109. if (this.pointsCloud || scene.forcePointsCloud) {
  110. this._defines.POINTSIZE = true;
  111. }
  112. // Fog
  113. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  114. this._defines.FOG = true;
  115. }
  116. if (scene.lightsEnabled && !this.disableLighting) {
  117. needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, this._defines, this.maxSimultaneousLights);
  118. }
  119. // Attribs
  120. if (mesh) {
  121. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  122. this._defines.NORMAL = true;
  123. }
  124. if (needUVs) {
  125. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  126. this._defines.UV1 = true;
  127. }
  128. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  129. this._defines.UV2 = true;
  130. }
  131. }
  132. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  133. this._defines.VERTEXCOLOR = true;
  134. if (mesh.hasVertexAlpha) {
  135. this._defines.VERTEXALPHA = true;
  136. }
  137. }
  138. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  139. this._defines.NUM_BONE_INFLUENCERS = mesh.numBoneInfluencers;
  140. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  141. }
  142. // Instances
  143. if (useInstances) {
  144. this._defines.INSTANCES = true;
  145. }
  146. }
  147. // Get correct effect
  148. if (!this._defines.isEqual(this._cachedDefines)) {
  149. this._defines.cloneTo(this._cachedDefines);
  150. scene.resetCachedMaterial();
  151. // Fallbacks
  152. var fallbacks = new BABYLON.EffectFallbacks();
  153. if (this._defines.FOG) {
  154. fallbacks.addFallback(1, "FOG");
  155. }
  156. BABYLON.MaterialHelper.HandleFallbacksForShadows(this._defines, fallbacks, this.maxSimultaneousLights);
  157. if (this._defines.NUM_BONE_INFLUENCERS > 0) {
  158. fallbacks.addCPUSkinningFallback(0, mesh);
  159. }
  160. //Attributes
  161. var attribs = [BABYLON.VertexBuffer.PositionKind];
  162. if (this._defines.NORMAL) {
  163. attribs.push(BABYLON.VertexBuffer.NormalKind);
  164. }
  165. if (this._defines.UV1) {
  166. attribs.push(BABYLON.VertexBuffer.UVKind);
  167. }
  168. if (this._defines.UV2) {
  169. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  170. }
  171. if (this._defines.VERTEXCOLOR) {
  172. attribs.push(BABYLON.VertexBuffer.ColorKind);
  173. }
  174. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, this._defines, fallbacks);
  175. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, this._defines);
  176. var shaderName = "simple";
  177. var join = this._defines.toString();
  178. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  179. "vFogInfos", "vFogColor", "pointSize",
  180. "vDiffuseInfos",
  181. "mBones",
  182. "vClipPlane", "diffuseMatrix", "depthValues"
  183. ];
  184. var samplers = ["diffuseSampler"];
  185. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList(uniforms, samplers, this._defines, this.maxSimultaneousLights);
  186. this._effect = scene.getEngine().createEffect(shaderName, attribs, uniforms, samplers, join, fallbacks, this.onCompiled, this.onError, { maxSimultaneousLights: this.maxSimultaneousLights });
  187. }
  188. if (!this._effect.isReady()) {
  189. return false;
  190. }
  191. this._renderId = scene.getRenderId();
  192. this._wasPreviouslyReady = true;
  193. if (mesh) {
  194. if (!mesh._materialDefines) {
  195. mesh._materialDefines = new SimpleMaterialDefines();
  196. }
  197. this._defines.cloneTo(mesh._materialDefines);
  198. }
  199. return true;
  200. };
  201. SimpleMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  202. this._effect.setMatrix("world", world);
  203. };
  204. SimpleMaterial.prototype.bind = function (world, mesh) {
  205. var scene = this.getScene();
  206. // Matrices
  207. this.bindOnlyWorldMatrix(world);
  208. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  209. // Bones
  210. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  211. if (scene.getCachedMaterial() !== this) {
  212. // Textures
  213. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  214. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  215. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  216. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  217. }
  218. // Clip plane
  219. BABYLON.MaterialHelper.BindClipPlane(this._effect, scene);
  220. // Point size
  221. if (this.pointsCloud) {
  222. this._effect.setFloat("pointSize", this.pointSize);
  223. }
  224. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  225. }
  226. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  227. // Lights
  228. if (scene.lightsEnabled && !this.disableLighting) {
  229. BABYLON.MaterialHelper.BindLights(scene, mesh, this._effect, this._defines, this.maxSimultaneousLights);
  230. }
  231. // View
  232. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  233. this._effect.setMatrix("view", scene.getViewMatrix());
  234. }
  235. // Fog
  236. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._effect);
  237. _super.prototype.bind.call(this, world, mesh);
  238. };
  239. SimpleMaterial.prototype.getAnimatables = function () {
  240. var results = [];
  241. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  242. results.push(this.diffuseTexture);
  243. }
  244. return results;
  245. };
  246. SimpleMaterial.prototype.dispose = function (forceDisposeEffect) {
  247. if (this.diffuseTexture) {
  248. this.diffuseTexture.dispose();
  249. }
  250. _super.prototype.dispose.call(this, forceDisposeEffect);
  251. };
  252. SimpleMaterial.prototype.clone = function (name) {
  253. var _this = this;
  254. return BABYLON.SerializationHelper.Clone(function () { return new SimpleMaterial(name, _this.getScene()); }, this);
  255. };
  256. SimpleMaterial.prototype.serialize = function () {
  257. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  258. serializationObject.customType = "BABYLON.SimpleMaterial";
  259. return serializationObject;
  260. };
  261. // Statics
  262. SimpleMaterial.Parse = function (source, scene, rootUrl) {
  263. return BABYLON.SerializationHelper.Parse(function () { return new SimpleMaterial(source.name, scene); }, source, scene, rootUrl);
  264. };
  265. __decorate([
  266. BABYLON.serializeAsTexture()
  267. ], SimpleMaterial.prototype, "diffuseTexture", void 0);
  268. __decorate([
  269. BABYLON.serializeAsColor3("diffuseColor")
  270. ], SimpleMaterial.prototype, "diffuseColor", void 0);
  271. __decorate([
  272. BABYLON.serialize()
  273. ], SimpleMaterial.prototype, "disableLighting", void 0);
  274. __decorate([
  275. BABYLON.serialize()
  276. ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  277. return SimpleMaterial;
  278. }(BABYLON.Material));
  279. BABYLON.SimpleMaterial = SimpleMaterial;
  280. })(BABYLON || (BABYLON = {}));
  281. //# sourceMappingURL=babylon.simpleMaterial.js.map
  282. BABYLON.Effect.ShadersStore['simpleVertexShader'] = "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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\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]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\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 DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  283. BABYLON.Effect.ShadersStore['simplePixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\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 DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\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 DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}";