@babylonjs/materials
Version:
For usage documentation please visit the [materials library documentation](https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/).
463 lines • 19 kB
JavaScript
import { __decorate } from "@babylonjs/core/tslib.es6.js";
import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from "@babylonjs/core/Misc/decorators.js";
import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
import { Scene } from "@babylonjs/core/scene.js";
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
class TerrainMaterialDefines extends MaterialDefines {
constructor() {
super();
this.DIFFUSE = false;
this.BUMP = false;
this.CLIPPLANE = false;
this.CLIPPLANE2 = false;
this.CLIPPLANE3 = false;
this.CLIPPLANE4 = false;
this.CLIPPLANE5 = false;
this.CLIPPLANE6 = false;
this.ALPHATEST = false;
this.DEPTHPREPASS = false;
this.POINTSIZE = false;
this.FOG = false;
this.SPECULARTERM = false;
this.NORMAL = false;
this.UV1 = false;
this.UV2 = false;
this.VERTEXCOLOR = false;
this.VERTEXALPHA = false;
this.NUM_BONE_INFLUENCERS = 0;
this.BonesPerMesh = 0;
this.INSTANCES = false;
this.INSTANCESCOLOR = false;
this.IMAGEPROCESSINGPOSTPROCESS = false;
this.SKIPFINALCOLORCLAMP = false;
this.LOGARITHMICDEPTH = false;
this.AREALIGHTSUPPORTED = true;
this.AREALIGHTNOROUGHTNESS = true;
this.rebuild();
}
}
export class TerrainMaterial extends PushMaterial {
/**
* Instantiates a Terrain Material in the given scene
* @param name The friendly name of the material
* @param scene The scene to add the material to
* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
*/
constructor(name, scene, forceGLSL = false) {
super(name, scene, undefined, forceGLSL);
this.diffuseColor = new Color3(1, 1, 1);
this.specularColor = new Color3(0, 0, 0);
this.specularPower = 64;
this._disableLighting = false;
this._maxSimultaneousLights = 4;
this._shadersLoaded = false;
}
needAlphaBlending() {
return this.alpha < 1.0;
}
needAlphaTesting() {
return false;
}
getAlphaTestTexture() {
return null;
}
// Methods
isReadyForSubMesh(mesh, subMesh, useInstances) {
const drawWrapper = subMesh._drawWrapper;
if (this.isFrozen) {
if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
return true;
}
}
if (!subMesh.materialDefines) {
subMesh.materialDefines = new TerrainMaterialDefines();
}
const defines = subMesh.materialDefines;
const scene = this.getScene();
if (this._isReadyForSubMesh(subMesh)) {
return true;
}
const engine = scene.getEngine();
// Textures
if (scene.texturesEnabled) {
if (!this.mixTexture || !this.mixTexture.isReady()) {
return false;
}
defines._needUVs = true;
if (MaterialFlags.DiffuseTextureEnabled) {
if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {
return false;
}
if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {
return false;
}
if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {
return false;
}
defines.DIFFUSE = true;
}
if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {
if (!this.bumpTexture1.isReady()) {
return false;
}
if (!this.bumpTexture2.isReady()) {
return false;
}
if (!this.bumpTexture3.isReady()) {
return false;
}
defines._needNormals = true;
defines.BUMP = true;
}
}
// Misc.
PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this.needAlphaTestingForMesh(mesh), defines, undefined, undefined, undefined, this._isVertexOutputInvariant);
// Lights
defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
// Values that need to be evaluated on every frame
PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
// Attribs
PrepareDefinesForAttributes(mesh, defines, true, true);
// Get correct effect
if (defines.isDirty) {
defines.markAsProcessed();
scene.resetCachedMaterial();
// Fallbacks
const fallbacks = new EffectFallbacks();
if (defines.FOG) {
fallbacks.addFallback(1, "FOG");
}
HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
if (defines.NUM_BONE_INFLUENCERS > 0) {
fallbacks.addCPUSkinningFallback(0, mesh);
}
defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
//Attributes
const attribs = [VertexBuffer.PositionKind];
if (defines.NORMAL) {
attribs.push(VertexBuffer.NormalKind);
}
if (defines.UV1) {
attribs.push(VertexBuffer.UVKind);
}
if (defines.UV2) {
attribs.push(VertexBuffer.UV2Kind);
}
if (defines.VERTEXCOLOR) {
attribs.push(VertexBuffer.ColorKind);
}
PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
PrepareAttributesForInstances(attribs, defines);
// Legacy browser patch
const shaderName = "terrain";
const join = defines.toString();
const uniforms = [
"world",
"view",
"viewProjection",
"vEyePosition",
"vLightsType",
"vDiffuseColor",
"vSpecularColor",
"vFogInfos",
"vFogColor",
"pointSize",
"vTextureInfos",
"mBones",
"textureMatrix",
"diffuse1Infos",
"diffuse2Infos",
"diffuse3Infos",
];
const samplers = [
"textureSampler",
"diffuse1Sampler",
"diffuse2Sampler",
"diffuse3Sampler",
"bump1Sampler",
"bump2Sampler",
"bump3Sampler",
"logarithmicDepthConstant",
"areaLightsLTC1Sampler",
"areaLightsLTC2Sampler",
];
const uniformBuffers = [];
AddClipPlaneUniforms(uniforms);
PrepareUniformsAndSamplersList({
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: defines,
maxSimultaneousLights: this.maxSimultaneousLights,
shaderLanguage: this._shaderLanguage,
});
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
attributes: attribs,
uniformsNames: uniforms,
uniformBuffersNames: uniformBuffers,
samplers: samplers,
defines: join,
fallbacks: fallbacks,
onCompiled: this.onCompiled,
onError: this.onError,
indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
shaderLanguage: this._shaderLanguage,
extraInitializationsAsync: this._shadersLoaded
? undefined
: async () => {
if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
await Promise.all([import("./wgsl/terrain.vertex.js"), import("./wgsl/terrain.fragment.js")]);
}
else {
await Promise.all([import("./terrain.vertex.js"), import("./terrain.fragment.js")]);
}
this._shadersLoaded = true;
},
}, engine), defines, this._materialContext);
}
// Check if Area Lights have LTC texture.
if (defines["AREALIGHTUSED"]) {
for (let index = 0; index < mesh.lightSources.length; index++) {
if (!mesh.lightSources[index]._isReady()) {
return false;
}
}
}
if (!subMesh.effect || !subMesh.effect.isReady()) {
return false;
}
defines._renderId = scene.getRenderId();
drawWrapper._wasPreviouslyReady = true;
drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
return true;
}
bindForSubMesh(world, mesh, subMesh) {
const scene = this.getScene();
const defines = subMesh.materialDefines;
if (!defines) {
return;
}
const effect = subMesh.effect;
if (!effect) {
return;
}
this._activeEffect = effect;
// Matrices
this.bindOnlyWorldMatrix(world);
this._activeEffect.setMatrix("view", scene.getViewMatrix());
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
// Bones
BindBonesParameters(mesh, this._activeEffect);
if (this._mustRebind(scene, effect, subMesh)) {
// Textures
if (this.mixTexture) {
this._activeEffect.setTexture("textureSampler", this._mixTexture);
this._activeEffect.setFloat2("vTextureInfos", this._mixTexture.coordinatesIndex, this._mixTexture.level);
this._activeEffect.setMatrix("textureMatrix", this._mixTexture.getTextureMatrix());
if (MaterialFlags.DiffuseTextureEnabled) {
if (this._diffuseTexture1) {
this._activeEffect.setTexture("diffuse1Sampler", this._diffuseTexture1);
this._activeEffect.setFloat2("diffuse1Infos", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);
}
if (this._diffuseTexture2) {
this._activeEffect.setTexture("diffuse2Sampler", this._diffuseTexture2);
this._activeEffect.setFloat2("diffuse2Infos", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);
}
if (this._diffuseTexture3) {
this._activeEffect.setTexture("diffuse3Sampler", this._diffuseTexture3);
this._activeEffect.setFloat2("diffuse3Infos", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);
}
}
if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {
if (this._bumpTexture1) {
this._activeEffect.setTexture("bump1Sampler", this._bumpTexture1);
}
if (this._bumpTexture2) {
this._activeEffect.setTexture("bump2Sampler", this._bumpTexture2);
}
if (this._bumpTexture3) {
this._activeEffect.setTexture("bump3Sampler", this._bumpTexture3);
}
}
}
// Clip plane
BindClipPlane(effect, this, scene);
// Point size
if (this.pointsCloud) {
this._activeEffect.setFloat("pointSize", this.pointSize);
}
// Log. depth
if (this._useLogarithmicDepth) {
BindLogDepth(defines, effect, scene);
}
scene.bindEyePosition(effect);
}
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
if (defines.SPECULARTERM) {
this._activeEffect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
}
if (scene.lightsEnabled && !this.disableLighting) {
BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
}
// View
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
this._activeEffect.setMatrix("view", scene.getViewMatrix());
}
// Fog
BindFogParameters(scene, mesh, this._activeEffect);
this._afterBind(mesh, this._activeEffect, subMesh);
}
getAnimatables() {
const results = [];
if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {
results.push(this.mixTexture);
}
return results;
}
getActiveTextures() {
const activeTextures = super.getActiveTextures();
if (this._mixTexture) {
activeTextures.push(this._mixTexture);
}
if (this._diffuseTexture1) {
activeTextures.push(this._diffuseTexture1);
}
if (this._diffuseTexture2) {
activeTextures.push(this._diffuseTexture2);
}
if (this._diffuseTexture3) {
activeTextures.push(this._diffuseTexture3);
}
if (this._bumpTexture1) {
activeTextures.push(this._bumpTexture1);
}
if (this._bumpTexture2) {
activeTextures.push(this._bumpTexture2);
}
if (this._bumpTexture3) {
activeTextures.push(this._bumpTexture3);
}
return activeTextures;
}
hasTexture(texture) {
if (super.hasTexture(texture)) {
return true;
}
if (this._mixTexture === texture) {
return true;
}
if (this._diffuseTexture1 === texture) {
return true;
}
if (this._diffuseTexture2 === texture) {
return true;
}
if (this._diffuseTexture3 === texture) {
return true;
}
if (this._bumpTexture1 === texture) {
return true;
}
if (this._bumpTexture2 === texture) {
return true;
}
if (this._bumpTexture3 === texture) {
return true;
}
return false;
}
dispose(forceDisposeEffect) {
if (this.mixTexture) {
this.mixTexture.dispose();
}
super.dispose(forceDisposeEffect);
}
clone(name) {
return SerializationHelper.Clone(() => new TerrainMaterial(name, this.getScene()), this);
}
serialize() {
const serializationObject = super.serialize();
serializationObject.customType = "BABYLON.TerrainMaterial";
return serializationObject;
}
getClassName() {
return "TerrainMaterial";
}
// Statics
static Parse(source, scene, rootUrl) {
return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);
}
}
__decorate([
serializeAsTexture("mixTexture")
], TerrainMaterial.prototype, "_mixTexture", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "mixTexture", void 0);
__decorate([
serializeAsTexture("diffuseTexture1")
], TerrainMaterial.prototype, "_diffuseTexture1", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "diffuseTexture1", void 0);
__decorate([
serializeAsTexture("diffuseTexture2")
], TerrainMaterial.prototype, "_diffuseTexture2", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "diffuseTexture2", void 0);
__decorate([
serializeAsTexture("diffuseTexture3")
], TerrainMaterial.prototype, "_diffuseTexture3", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "diffuseTexture3", void 0);
__decorate([
serializeAsTexture("bumpTexture1")
], TerrainMaterial.prototype, "_bumpTexture1", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "bumpTexture1", void 0);
__decorate([
serializeAsTexture("bumpTexture2")
], TerrainMaterial.prototype, "_bumpTexture2", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "bumpTexture2", void 0);
__decorate([
serializeAsTexture("bumpTexture3")
], TerrainMaterial.prototype, "_bumpTexture3", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsTexturesDirty")
], TerrainMaterial.prototype, "bumpTexture3", void 0);
__decorate([
serializeAsColor3()
], TerrainMaterial.prototype, "diffuseColor", void 0);
__decorate([
serializeAsColor3()
], TerrainMaterial.prototype, "specularColor", void 0);
__decorate([
serialize()
], TerrainMaterial.prototype, "specularPower", void 0);
__decorate([
serialize("disableLighting")
], TerrainMaterial.prototype, "_disableLighting", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsLightsDirty")
], TerrainMaterial.prototype, "disableLighting", void 0);
__decorate([
serialize("maxSimultaneousLights")
], TerrainMaterial.prototype, "_maxSimultaneousLights", void 0);
__decorate([
expandToProperty("_markAllSubMeshesAsLightsDirty")
], TerrainMaterial.prototype, "maxSimultaneousLights", void 0);
RegisterClass("BABYLON.TerrainMaterial", TerrainMaterial);
//# sourceMappingURL=terrainMaterial.js.map