babylon.gradientMaterial.js 19 KB

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  1. (function webpackUniversalModuleDefinition(root, factory) {
  2. if(typeof exports === 'object' && typeof module === 'object')
  3. module.exports = factory(require("babylonjs"));
  4. else if(typeof define === 'function' && define.amd)
  5. define("babylonjs-materials", ["babylonjs"], factory);
  6. else if(typeof exports === 'object')
  7. exports["babylonjs-materials"] = factory(require("babylonjs"));
  8. else
  9. root["MATLIB"] = factory(root["BABYLON"]);
  10. })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
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  96. /************************************************************************/
  97. /******/ ({
  98. /***/ "../node_modules/webpack/buildin/global.js":
  99. /*!*************************************************!*\
  100. !*** ../node_modules/webpack/buildin/global.js ***!
  101. \*************************************************/
  102. /*! no static exports found */
  103. /***/ (function(module, exports) {
  104. var g;
  105. // This works in non-strict mode
  106. g = (function() {
  107. return this;
  108. })();
  109. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  110. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  111. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  112. 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;
  113. return c > 3 && r && Object.defineProperty(target, key, r), r;
  114. };
  115. var BABYLON;
  116. (function (BABYLON) {
  117. var GradientMaterialDefines = /** @class */ (function (_super) {
  118. __extends(GradientMaterialDefines, _super);
  119. function GradientMaterialDefines() {
  120. var _this = _super.call(this) || this;
  121. _this.EMISSIVE = false;
  122. _this.CLIPPLANE = false;
  123. _this.CLIPPLANE2 = false;
  124. _this.CLIPPLANE3 = false;
  125. _this.CLIPPLANE4 = false;
  126. _this.ALPHATEST = false;
  127. _this.DEPTHPREPASS = false;
  128. _this.POINTSIZE = false;
  129. _this.FOG = false;
  130. _this.NORMAL = false;
  131. _this.UV1 = false;
  132. _this.UV2 = false;
  133. _this.VERTEXCOLOR = false;
  134. _this.VERTEXALPHA = false;
  135. _this.NUM_BONE_INFLUENCERS = 0;
  136. _this.BonesPerMesh = 0;
  137. _this.INSTANCES = false;
  138. _this.rebuild();
  139. return _this;
  140. }
  141. return GradientMaterialDefines;
  142. }(BABYLON.MaterialDefines));
  143. var GradientMaterial = /** @class */ (function (_super) {
  144. __extends(GradientMaterial, _super);
  145. function GradientMaterial(name, scene) {
  146. var _this = _super.call(this, name, scene) || this;
  147. _this._maxSimultaneousLights = 4;
  148. // The gradient top color, red by default
  149. _this.topColor = new BABYLON.Color3(1, 0, 0);
  150. _this.topColorAlpha = 1.0;
  151. // The gradient top color, blue by default
  152. _this.bottomColor = new BABYLON.Color3(0, 0, 1);
  153. _this.bottomColorAlpha = 1.0;
  154. // Gradient offset
  155. _this.offset = 0;
  156. _this.scale = 1.0;
  157. _this.smoothness = 1.0;
  158. _this._disableLighting = false;
  159. return _this;
  160. }
  161. GradientMaterial.prototype.needAlphaBlending = function () {
  162. return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
  163. };
  164. GradientMaterial.prototype.needAlphaTesting = function () {
  165. return true;
  166. };
  167. GradientMaterial.prototype.getAlphaTestTexture = function () {
  168. return null;
  169. };
  170. // Methods
  171. GradientMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  172. if (this.isFrozen) {
  173. if (this._wasPreviouslyReady && subMesh.effect) {
  174. return true;
  175. }
  176. }
  177. if (!subMesh._materialDefines) {
  178. subMesh._materialDefines = new GradientMaterialDefines();
  179. }
  180. var defines = subMesh._materialDefines;
  181. var scene = this.getScene();
  182. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  183. if (this._renderId === scene.getRenderId()) {
  184. return true;
  185. }
  186. }
  187. var engine = scene.getEngine();
  188. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  189. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  190. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  191. // Disable lighting?
  192. defines.EMISSIVE = this._disableLighting;
  193. // Attribs
  194. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
  195. // Get correct effect
  196. if (defines.isDirty) {
  197. defines.markAsProcessed();
  198. scene.resetCachedMaterial();
  199. // Fallbacks
  200. var fallbacks = new BABYLON.EffectFallbacks();
  201. if (defines.FOG) {
  202. fallbacks.addFallback(1, "FOG");
  203. }
  204. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
  205. if (defines.NUM_BONE_INFLUENCERS > 0) {
  206. fallbacks.addCPUSkinningFallback(0, mesh);
  207. }
  208. //Attributes
  209. var attribs = [BABYLON.VertexBuffer.PositionKind];
  210. if (defines.NORMAL) {
  211. attribs.push(BABYLON.VertexBuffer.NormalKind);
  212. }
  213. if (defines.UV1) {
  214. attribs.push(BABYLON.VertexBuffer.UVKind);
  215. }
  216. if (defines.UV2) {
  217. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  218. }
  219. if (defines.VERTEXCOLOR) {
  220. attribs.push(BABYLON.VertexBuffer.ColorKind);
  221. }
  222. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  223. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  224. // Legacy browser patch
  225. var shaderName = "gradient";
  226. var join = defines.toString();
  227. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  228. "vFogInfos", "vFogColor", "pointSize",
  229. "mBones",
  230. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4",
  231. "topColor", "bottomColor", "offset", "smoothness", "scale"
  232. ];
  233. var samplers = [];
  234. var uniformBuffers = new Array();
  235. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  236. uniformsNames: uniforms,
  237. uniformBuffersNames: uniformBuffers,
  238. samplers: samplers,
  239. defines: defines,
  240. maxSimultaneousLights: 4
  241. });
  242. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  243. attributes: attribs,
  244. uniformsNames: uniforms,
  245. uniformBuffersNames: uniformBuffers,
  246. samplers: samplers,
  247. defines: join,
  248. fallbacks: fallbacks,
  249. onCompiled: this.onCompiled,
  250. onError: this.onError,
  251. indexParameters: { maxSimultaneousLights: 4 }
  252. }, engine), defines);
  253. }
  254. if (!subMesh.effect || !subMesh.effect.isReady()) {
  255. return false;
  256. }
  257. this._renderId = scene.getRenderId();
  258. this._wasPreviouslyReady = true;
  259. return true;
  260. };
  261. GradientMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  262. var scene = this.getScene();
  263. var defines = subMesh._materialDefines;
  264. if (!defines) {
  265. return;
  266. }
  267. var effect = subMesh.effect;
  268. if (!effect) {
  269. return;
  270. }
  271. this._activeEffect = effect;
  272. // Matrices
  273. this.bindOnlyWorldMatrix(world);
  274. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  275. // Bones
  276. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  277. if (this._mustRebind(scene, effect)) {
  278. // Clip plane
  279. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  280. // Point size
  281. if (this.pointsCloud) {
  282. this._activeEffect.setFloat("pointSize", this.pointSize);
  283. }
  284. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  285. }
  286. if (scene.lightsEnabled && !this.disableLighting) {
  287. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
  288. }
  289. // View
  290. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  291. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  292. }
  293. // Fog
  294. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  295. this._activeEffect.setColor4("topColor", this.topColor, this.topColorAlpha);
  296. this._activeEffect.setColor4("bottomColor", this.bottomColor, this.bottomColorAlpha);
  297. this._activeEffect.setFloat("offset", this.offset);
  298. this._activeEffect.setFloat("scale", this.scale);
  299. this._activeEffect.setFloat("smoothness", this.smoothness);
  300. this._afterBind(mesh, this._activeEffect);
  301. };
  302. GradientMaterial.prototype.getAnimatables = function () {
  303. return [];
  304. };
  305. GradientMaterial.prototype.dispose = function (forceDisposeEffect) {
  306. _super.prototype.dispose.call(this, forceDisposeEffect);
  307. };
  308. GradientMaterial.prototype.clone = function (name) {
  309. var _this = this;
  310. return BABYLON.SerializationHelper.Clone(function () { return new GradientMaterial(name, _this.getScene()); }, this);
  311. };
  312. GradientMaterial.prototype.serialize = function () {
  313. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  314. serializationObject.customType = "BABYLON.GradientMaterial";
  315. return serializationObject;
  316. };
  317. GradientMaterial.prototype.getClassName = function () {
  318. return "GradientMaterial";
  319. };
  320. // Statics
  321. GradientMaterial.Parse = function (source, scene, rootUrl) {
  322. return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl);
  323. };
  324. __decorate([
  325. BABYLON.serialize("maxSimultaneousLights")
  326. ], GradientMaterial.prototype, "_maxSimultaneousLights", void 0);
  327. __decorate([
  328. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  329. ], GradientMaterial.prototype, "maxSimultaneousLights", void 0);
  330. __decorate([
  331. BABYLON.serializeAsColor3()
  332. ], GradientMaterial.prototype, "topColor", void 0);
  333. __decorate([
  334. BABYLON.serialize()
  335. ], GradientMaterial.prototype, "topColorAlpha", void 0);
  336. __decorate([
  337. BABYLON.serializeAsColor3()
  338. ], GradientMaterial.prototype, "bottomColor", void 0);
  339. __decorate([
  340. BABYLON.serialize()
  341. ], GradientMaterial.prototype, "bottomColorAlpha", void 0);
  342. __decorate([
  343. BABYLON.serialize()
  344. ], GradientMaterial.prototype, "offset", void 0);
  345. __decorate([
  346. BABYLON.serialize()
  347. ], GradientMaterial.prototype, "scale", void 0);
  348. __decorate([
  349. BABYLON.serialize()
  350. ], GradientMaterial.prototype, "smoothness", void 0);
  351. __decorate([
  352. BABYLON.serialize("disableLighting")
  353. ], GradientMaterial.prototype, "_disableLighting", void 0);
  354. __decorate([
  355. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  356. ], GradientMaterial.prototype, "disableLighting", void 0);
  357. return GradientMaterial;
  358. }(BABYLON.PushMaterial));
  359. BABYLON.GradientMaterial = GradientMaterial;
  360. })(BABYLON || (BABYLON = {}));
  361. //# sourceMappingURL=babylon.gradientMaterial.js.map
  362. BABYLON.Effect.ShadersStore['gradientVertexShader'] = "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 POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[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);\nvPosition=position;\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\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";
  363. BABYLON.Effect.ShadersStore['gradientPixelShader'] = "precision highp float;\n\nuniform vec3 vEyePosition;\n\nuniform vec4 topColor;\nuniform vec4 bottomColor;\nuniform float offset;\nuniform float scale;\nuniform float smoothness;\n\nvarying vec3 vPositionW;\nvarying vec3 vPosition;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\nfloat h=vPosition.y*scale+offset;\nfloat mysmoothness=clamp(smoothness,0.01,max(smoothness,10.));\nvec4 baseColor=mix(bottomColor,topColor,max(pow(max(h,0.0),mysmoothness),0.0));\n\nvec3 diffuseColor=baseColor.rgb;\n\nfloat alpha=baseColor.a;\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\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\n#ifdef EMISSIVE\nvec3 diffuseBase=baseColor.rgb;\n#else\nvec3 diffuseBase=vec3(0.,0.,0.);\n#endif\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}\n";