@babylonjs/core 5.0.0-alpha.59 → 5.0.0-alpha.62

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (400) hide show
  1. package/Animations/animation.d.ts +20 -0
  2. package/Animations/animation.js +57 -8
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationKey.d.ts +4 -0
  5. package/Animations/animationKey.js +4 -0
  6. package/Animations/animationKey.js.map +1 -1
  7. package/Audio/sound.js +1 -1
  8. package/Audio/sound.js.map +1 -1
  9. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
  12. package/BakedVertexAnimation/index.d.ts +2 -0
  13. package/BakedVertexAnimation/index.js +3 -0
  14. package/BakedVertexAnimation/index.js.map +1 -0
  15. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  16. package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
  17. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
  18. package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
  19. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
  22. package/Behaviors/Cameras/framingBehavior.js +8 -1
  23. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  24. package/Bones/bone.d.ts +3 -1
  25. package/Bones/bone.js +4 -1
  26. package/Bones/bone.js.map +1 -1
  27. package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
  28. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  29. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  30. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/camera.js +8 -2
  34. package/Cameras/camera.js.map +1 -1
  35. package/Cameras/targetCamera.js +1 -1
  36. package/Cameras/targetCamera.js.map +1 -1
  37. package/Culling/boundingBox.d.ts +4 -0
  38. package/Culling/boundingBox.js +8 -0
  39. package/Culling/boundingBox.js.map +1 -1
  40. package/Debug/physicsViewer.js +1 -1
  41. package/Debug/physicsViewer.js.map +1 -1
  42. package/Debug/skeletonViewer.js +2 -2
  43. package/Debug/skeletonViewer.js.map +1 -1
  44. package/DeviceInput/Implementations/nativeDeviceInputWrapper.d.ts +6 -1
  45. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +16 -1
  46. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +1 -1
  47. package/DeviceInput/Implementations/webDeviceInputSystem.js +10 -10
  48. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  49. package/DeviceInput/deviceInputSystem.js +6 -1
  50. package/DeviceInput/deviceInputSystem.js.map +1 -1
  51. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
  52. package/Engines/Extensions/engine.dynamicTexture.js +2 -1
  53. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  54. package/Engines/Extensions/engine.multiview.js +17 -6
  55. package/Engines/Extensions/engine.multiview.js.map +1 -1
  56. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
  57. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  58. package/Engines/WebGPU/Extensions/engine.multiRender.js +0 -4
  59. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  60. package/Engines/WebGPU/Extensions/engine.query.js +19 -3
  61. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  62. package/Engines/WebGPU/Extensions/engine.renderTarget.js +0 -4
  63. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  64. package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
  65. package/Engines/WebGPU/webgpuBundleList.js +27 -0
  66. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +42 -61
  68. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  69. package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
  70. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  71. package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
  72. package/Engines/WebGPU/webgpuConstants.js +62 -13
  73. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +25 -2
  75. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -1
  76. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  77. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +6 -0
  78. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +6 -0
  79. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  80. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
  81. package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
  82. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
  83. package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -4
  84. package/Engines/WebGPU/webgpuTextureHelper.js +273 -80
  85. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  86. package/Engines/constants.d.ts +2 -0
  87. package/Engines/constants.js +2 -0
  88. package/Engines/constants.js.map +1 -1
  89. package/Engines/engine.d.ts +94 -40
  90. package/Engines/engine.js +43 -1
  91. package/Engines/engine.js.map +1 -1
  92. package/Engines/engineFeatures.d.ts +2 -0
  93. package/Engines/engineFeatures.js.map +1 -1
  94. package/Engines/index.d.ts +1 -0
  95. package/Engines/index.js +1 -0
  96. package/Engines/index.js.map +1 -1
  97. package/Engines/nativeEngine.js +49 -23
  98. package/Engines/nativeEngine.js.map +1 -1
  99. package/Engines/nullEngine.js +1 -0
  100. package/Engines/nullEngine.js.map +1 -1
  101. package/Engines/thinEngine.d.ts +0 -11
  102. package/Engines/thinEngine.js +12 -40
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.d.ts +6 -6
  105. package/Engines/webgpuEngine.js +28 -71
  106. package/Engines/webgpuEngine.js.map +1 -1
  107. package/Helpers/sceneHelpers.d.ts +3 -3
  108. package/Helpers/sceneHelpers.js +1 -2
  109. package/Helpers/sceneHelpers.js.map +1 -1
  110. package/Inputs/scene.inputManager.js +12 -14
  111. package/Inputs/scene.inputManager.js.map +1 -1
  112. package/Layers/effectLayer.d.ts +13 -1
  113. package/Layers/effectLayer.js +115 -65
  114. package/Layers/effectLayer.js.map +1 -1
  115. package/Layers/highlightLayer.d.ts +2 -1
  116. package/Layers/highlightLayer.js +6 -3
  117. package/Layers/highlightLayer.js.map +1 -1
  118. package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
  119. package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
  120. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  121. package/Lights/Shadows/shadowGenerator.d.ts +4 -0
  122. package/Lights/Shadows/shadowGenerator.js +31 -3
  123. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  124. package/Lights/light.js +7 -1
  125. package/Lights/light.js.map +1 -1
  126. package/Lights/pointLight.js +1 -1
  127. package/Lights/pointLight.js.map +1 -1
  128. package/Lights/spotLight.js +1 -1
  129. package/Lights/spotLight.js.map +1 -1
  130. package/Loading/Plugins/babylonFileLoader.js +17 -4
  131. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  132. package/Materials/Background/backgroundMaterial.js +1 -0
  133. package/Materials/Background/backgroundMaterial.js.map +1 -1
  134. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
  135. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
  136. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
  138. package/Materials/Node/Blocks/Fragment/index.js +2 -0
  139. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
  141. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +128 -0
  142. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
  143. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
  144. package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
  145. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
  146. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  147. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
  149. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
  150. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/customBlock.d.ts +31 -0
  152. package/Materials/Node/Blocks/customBlock.js +144 -0
  153. package/Materials/Node/Blocks/customBlock.js.map +1 -0
  154. package/Materials/Node/Blocks/index.d.ts +2 -0
  155. package/Materials/Node/Blocks/index.js +2 -0
  156. package/Materials/Node/Blocks/index.js.map +1 -1
  157. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
  158. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
  160. package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
  161. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
  162. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
  163. package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
  164. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  165. package/Materials/Node/nodeMaterial.d.ts +1 -0
  166. package/Materials/Node/nodeMaterial.js +2 -0
  167. package/Materials/Node/nodeMaterial.js.map +1 -1
  168. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
  169. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  170. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  171. package/Materials/PBR/pbrBaseMaterial.js +12 -5
  172. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  173. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +11 -0
  174. package/Materials/PBR/pbrSubSurfaceConfiguration.js +18 -3
  175. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  176. package/Materials/Textures/dynamicTexture.d.ts +2 -1
  177. package/Materials/Textures/dynamicTexture.js +4 -2
  178. package/Materials/Textures/dynamicTexture.js.map +1 -1
  179. package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
  180. package/Materials/Textures/hdrCubeTexture.js +21 -5
  181. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  182. package/Materials/Textures/mirrorTexture.d.ts +2 -0
  183. package/Materials/Textures/mirrorTexture.js +13 -0
  184. package/Materials/Textures/mirrorTexture.js.map +1 -1
  185. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  186. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  187. package/Materials/Textures/thinTexture.d.ts +1 -2
  188. package/Materials/Textures/thinTexture.js +2 -4
  189. package/Materials/Textures/thinTexture.js.map +1 -1
  190. package/Materials/imageProcessingConfiguration.d.ts +16 -1
  191. package/Materials/imageProcessingConfiguration.js +31 -0
  192. package/Materials/imageProcessingConfiguration.js.map +1 -1
  193. package/Materials/materialHelper.d.ts +15 -1
  194. package/Materials/materialHelper.js +40 -3
  195. package/Materials/materialHelper.js.map +1 -1
  196. package/Materials/pushMaterial.d.ts +2 -2
  197. package/Materials/pushMaterial.js +7 -3
  198. package/Materials/pushMaterial.js.map +1 -1
  199. package/Materials/shaderMaterial.d.ts +6 -5
  200. package/Materials/shaderMaterial.js +70 -28
  201. package/Materials/shaderMaterial.js.map +1 -1
  202. package/Materials/shadowDepthWrapper.js +7 -7
  203. package/Materials/shadowDepthWrapper.js.map +1 -1
  204. package/Materials/standardMaterial.d.ts +2 -0
  205. package/Materials/standardMaterial.js +11 -1
  206. package/Materials/standardMaterial.js.map +1 -1
  207. package/Materials/uniformBuffer.js +1 -2
  208. package/Materials/uniformBuffer.js.map +1 -1
  209. package/Maths/math.color.d.ts +20 -0
  210. package/Maths/math.color.js +45 -2
  211. package/Maths/math.color.js.map +1 -1
  212. package/Maths/math.vector.d.ts +14 -9
  213. package/Maths/math.vector.js +36 -17
  214. package/Maths/math.vector.js.map +1 -1
  215. package/Meshes/Builders/boxBuilder.d.ts +1 -1
  216. package/Meshes/Builders/boxBuilder.js +1 -0
  217. package/Meshes/Builders/boxBuilder.js.map +1 -1
  218. package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
  219. package/Meshes/Builders/cylinderBuilder.js +1 -0
  220. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  221. package/Meshes/Builders/discBuilder.d.ts +1 -1
  222. package/Meshes/Builders/discBuilder.js +1 -0
  223. package/Meshes/Builders/discBuilder.js.map +1 -1
  224. package/Meshes/Builders/groundBuilder.d.ts +8 -8
  225. package/Meshes/Builders/groundBuilder.js +2 -0
  226. package/Meshes/Builders/groundBuilder.js.map +1 -1
  227. package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
  228. package/Meshes/Builders/hemisphereBuilder.js +1 -0
  229. package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
  230. package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
  231. package/Meshes/Builders/icoSphereBuilder.js +1 -0
  232. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  233. package/Meshes/Builders/planeBuilder.d.ts +1 -1
  234. package/Meshes/Builders/planeBuilder.js +1 -0
  235. package/Meshes/Builders/planeBuilder.js.map +1 -1
  236. package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
  237. package/Meshes/Builders/polyhedronBuilder.js +1 -0
  238. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  239. package/Meshes/Builders/sphereBuilder.d.ts +1 -1
  240. package/Meshes/Builders/sphereBuilder.js +1 -0
  241. package/Meshes/Builders/sphereBuilder.js.map +1 -1
  242. package/Meshes/Builders/torusBuilder.d.ts +8 -8
  243. package/Meshes/Builders/torusBuilder.js +1 -0
  244. package/Meshes/Builders/torusBuilder.js.map +1 -1
  245. package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
  246. package/Meshes/Builders/torusKnotBuilder.js +1 -0
  247. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  248. package/Meshes/abstractMesh.d.ts +22 -2
  249. package/Meshes/abstractMesh.js +78 -28
  250. package/Meshes/abstractMesh.js.map +1 -1
  251. package/Meshes/geometry.d.ts +3 -0
  252. package/Meshes/geometry.js +15 -7
  253. package/Meshes/geometry.js.map +1 -1
  254. package/Meshes/linesMesh.d.ts +0 -2
  255. package/Meshes/linesMesh.js +3 -35
  256. package/Meshes/linesMesh.js.map +1 -1
  257. package/Meshes/mesh.d.ts +12 -0
  258. package/Meshes/mesh.js +186 -117
  259. package/Meshes/mesh.js.map +1 -1
  260. package/Meshes/mesh.vertexData.d.ts +6 -1
  261. package/Meshes/mesh.vertexData.js +295 -114
  262. package/Meshes/mesh.vertexData.js.map +1 -1
  263. package/Meshes/thinInstanceMesh.js +6 -5
  264. package/Meshes/thinInstanceMesh.js.map +1 -1
  265. package/Meshes/transformNode.d.ts +8 -8
  266. package/Meshes/transformNode.js +25 -17
  267. package/Meshes/transformNode.js.map +1 -1
  268. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -0
  269. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +13 -8
  270. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  271. package/Misc/PerformanceViewer/performanceViewerCollector.js +1 -1
  272. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  273. package/Misc/basis.d.ts +3 -2
  274. package/Misc/basis.js +31 -15
  275. package/Misc/basis.js.map +1 -1
  276. package/Misc/coroutine.d.ts +45 -0
  277. package/Misc/coroutine.js +123 -0
  278. package/Misc/coroutine.js.map +1 -0
  279. package/Misc/index.d.ts +1 -0
  280. package/Misc/index.js +1 -0
  281. package/Misc/index.js.map +1 -1
  282. package/Misc/observableCoroutine.d.ts +9 -10
  283. package/Misc/observableCoroutine.js +31 -39
  284. package/Misc/observableCoroutine.js.map +1 -1
  285. package/Misc/sceneSerializer.js +0 -3
  286. package/Misc/sceneSerializer.js.map +1 -1
  287. package/Misc/tools.d.ts +2 -4
  288. package/Misc/tools.js +6 -10
  289. package/Misc/tools.js.map +1 -1
  290. package/Particles/particleSystem.js +19 -16
  291. package/Particles/particleSystem.js.map +1 -1
  292. package/Particles/solidParticleSystem.js +29 -5
  293. package/Particles/solidParticleSystem.js.map +1 -1
  294. package/Particles/subEmitter.js +1 -0
  295. package/Particles/subEmitter.js.map +1 -1
  296. package/Physics/Plugins/ammoJSPlugin.js +10 -8
  297. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  298. package/PostProcesses/imageProcessingPostProcess.js +1 -0
  299. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  300. package/Probes/reflectionProbe.d.ts +2 -0
  301. package/Probes/reflectionProbe.js +21 -0
  302. package/Probes/reflectionProbe.js.map +1 -1
  303. package/Rendering/boundingBoxRenderer.d.ts +3 -0
  304. package/Rendering/boundingBoxRenderer.js +49 -14
  305. package/Rendering/boundingBoxRenderer.js.map +1 -1
  306. package/Rendering/depthRenderer.d.ts +1 -1
  307. package/Rendering/depthRenderer.js +2 -2
  308. package/Rendering/depthRenderer.js.map +1 -1
  309. package/Rendering/edgesRenderer.js +3 -1
  310. package/Rendering/edgesRenderer.js.map +1 -1
  311. package/Rendering/geometryBufferRenderer.d.ts +0 -2
  312. package/Rendering/geometryBufferRenderer.js +13 -10
  313. package/Rendering/geometryBufferRenderer.js.map +1 -1
  314. package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
  315. package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
  316. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
  317. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
  318. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
  319. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
  320. package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
  321. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  322. package/Shaders/ShadersInclude/bonesVertex.js +1 -1
  323. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  324. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
  325. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  326. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  327. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  328. package/Shaders/background.fragment.js +1 -1
  329. package/Shaders/background.fragment.js.map +1 -1
  330. package/Shaders/background.vertex.d.ts +2 -0
  331. package/Shaders/background.vertex.js +3 -1
  332. package/Shaders/background.vertex.js.map +1 -1
  333. package/Shaders/color.vertex.d.ts +2 -0
  334. package/Shaders/color.vertex.js +3 -1
  335. package/Shaders/color.vertex.js.map +1 -1
  336. package/Shaders/default.vertex.d.ts +2 -0
  337. package/Shaders/default.vertex.js +3 -1
  338. package/Shaders/default.vertex.js.map +1 -1
  339. package/Shaders/depth.vertex.d.ts +2 -0
  340. package/Shaders/depth.vertex.js +3 -1
  341. package/Shaders/depth.vertex.js.map +1 -1
  342. package/Shaders/geometry.vertex.d.ts +2 -0
  343. package/Shaders/geometry.vertex.js +3 -1
  344. package/Shaders/geometry.vertex.js.map +1 -1
  345. package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
  346. package/Shaders/glowMapGeneration.vertex.js +3 -1
  347. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  348. package/Shaders/outline.vertex.d.ts +2 -0
  349. package/Shaders/outline.vertex.js +3 -1
  350. package/Shaders/outline.vertex.js.map +1 -1
  351. package/Shaders/pbr.vertex.d.ts +2 -0
  352. package/Shaders/pbr.vertex.js +3 -1
  353. package/Shaders/pbr.vertex.js.map +1 -1
  354. package/Shaders/shadowMap.vertex.d.ts +2 -0
  355. package/Shaders/shadowMap.vertex.js +3 -1
  356. package/Shaders/shadowMap.vertex.js.map +1 -1
  357. package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
  358. package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
  359. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  360. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
  361. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
  362. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
  363. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
  364. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
  365. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
  366. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  367. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  368. package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
  369. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  370. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
  371. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
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  373. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
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  375. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
  376. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
  377. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
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  379. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
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  381. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
  382. package/Sprites/spriteRenderer.d.ts +1 -0
  383. package/Sprites/spriteRenderer.js +13 -1
  384. package/Sprites/spriteRenderer.js.map +1 -1
  385. package/XR/features/WebXRControllerPointerSelection.d.ts +14 -0
  386. package/XR/features/WebXRControllerPointerSelection.js +38 -10
  387. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  388. package/XR/features/WebXRNearInteraction.d.ts +1 -0
  389. package/XR/features/WebXRNearInteraction.js +2 -0
  390. package/XR/features/WebXRNearInteraction.js.map +1 -1
  391. package/index.d.ts +1 -0
  392. package/index.js +1 -0
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  394. package/node.d.ts +30 -1
  395. package/node.js +12 -0
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  397. package/package.json +52 -1
  398. package/scene.d.ts +10 -0
  399. package/scene.js +27 -0
  400. package/scene.js.map +1 -1
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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\nimport { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\nimport { ThinMaterialHelper } from './thinMaterialHelper';\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n var matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane: Nullable<boolean> = null, useThinInstances: boolean = false): void {\r\n var changed = false;\r\n let useClipPlane1 = false;\r\n let useClipPlane2 = false;\r\n let useClipPlane3 = false;\r\n let useClipPlane4 = false;\r\n let useClipPlane5 = false;\r\n let useClipPlane6 = false;\r\n\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;\r\n\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets = false, useVertexAlpha = true): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= 6; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: 1,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: 2,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: 3,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: 0,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: 7,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: 5,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: 6,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n }];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n public static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {\r\n needNormals: boolean,\r\n needRebuild: boolean,\r\n shadowEnabled: boolean,\r\n specularEnabled: boolean,\r\n lightmapMode: boolean\r\n }) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n var lightIndex = 0;\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n let caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList: Nullable<string[]> = null, updateOnlyBuffersList = false) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex,\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex,\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\r\n \"textureProjectionMatrix\" + lightIndex,\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights = 4): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n var options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n private static _TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n let len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (var i = 0; i < len; i++) {\r\n\r\n let light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _tempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(2)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n let manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (defines[\"LOGARITHMICDEPTH\"]) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log((<Camera>scene.activeCamera).maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindClipPlane(effect: Effect, scene: Scene): void {\r\n ThinMaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n}\r\n"]}
1
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{ Logger } from \"../Misc/logger\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\nimport { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { EffectFallbacks } from './effectFallbacks';\r\nimport { ThinMaterialHelper } from './thinMaterialHelper';\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n var matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n public static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane: Nullable<boolean> = null, useThinInstances: boolean = false): void {\r\n var changed = false;\r\n let useClipPlane1 = false;\r\n let useClipPlane2 = false;\r\n let useClipPlane3 = false;\r\n let useClipPlane4 = false;\r\n let useClipPlane5 = false;\r\n let useClipPlane6 = false;\r\n\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n useClipPlane5 = useClipPlane == null ? (scene.clipPlane5 !== undefined && scene.clipPlane5 !== null) : useClipPlane;\r\n useClipPlane6 = useClipPlane == null ? (scene.clipPlane6 !== undefined && scene.clipPlane6 !== null) : useClipPlane;\r\n\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE5\"] !== useClipPlane5) {\r\n defines[\"CLIPPLANE5\"] = useClipPlane5;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"CLIPPLANE6\"] !== useClipPlane6) {\r\n defines[\"CLIPPLANE6\"] = useClipPlane6;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets = false, useVertexAlpha = true, useBakedVertexAnimation = true): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= 6; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: 1,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: 2,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: 3,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: 0,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: 7,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: 5,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: 6,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n }];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n public static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {\r\n needNormals: boolean,\r\n needRebuild: boolean,\r\n shadowEnabled: boolean,\r\n specularEnabled: boolean,\r\n lightmapMode: boolean\r\n }) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n var lightIndex = 0;\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n let caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList: Nullable<string[]> = null, updateOnlyBuffersList = false) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex,\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex,\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\r\n \"textureProjectionMatrix\" + lightIndex,\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights = 4): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n var options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n private static _TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n let len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (var i = 0; i < len; i++) {\r\n\r\n let light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _tempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(2)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n let manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"]) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindClipPlane(effect: Effect, scene: Scene): void {\r\n ThinMaterialHelper.BindClipPlane(effect, scene);\r\n }\r\n}\r\n"]}
@@ -13,7 +13,7 @@ import { SubMesh } from '../Meshes/subMesh';
13
13
  export declare class PushMaterial extends Material {
14
14
  protected _activeEffect: Effect;
15
15
  protected _normalMatrix: Matrix;
16
- constructor(name: string, scene: Scene);
16
+ constructor(name: string, scene: Scene, storeEffectOnSubMeshes?: boolean);
17
17
  getEffect(): Effect;
18
18
  isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
19
19
  protected _isReadyForSubMesh(subMesh: SubMesh): boolean;
@@ -30,6 +30,6 @@ export declare class PushMaterial extends Material {
30
30
  */
31
31
  bindOnlyNormalMatrix(normalMatrix: Matrix): void;
32
32
  bind(world: Matrix, mesh?: Mesh): void;
33
- protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
33
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
34
34
  protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
35
35
  }
@@ -7,19 +7,23 @@ import { Material } from "../Materials/material.js";
7
7
  */
8
8
  var PushMaterial = /** @class */ (function (_super) {
9
9
  __extends(PushMaterial, _super);
10
- function PushMaterial(name, scene) {
10
+ function PushMaterial(name, scene, storeEffectOnSubMeshes) {
11
+ if (storeEffectOnSubMeshes === void 0) { storeEffectOnSubMeshes = true; }
11
12
  var _this = _super.call(this, name, scene) || this;
12
13
  _this._normalMatrix = new Matrix();
13
- _this._storeEffectOnSubMeshes = true;
14
+ _this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;
14
15
  return _this;
15
16
  }
16
17
  PushMaterial.prototype.getEffect = function () {
17
- return this._activeEffect;
18
+ return this._storeEffectOnSubMeshes ? this._activeEffect : _super.prototype.getEffect.call(this);
18
19
  };
19
20
  PushMaterial.prototype.isReady = function (mesh, useInstances) {
20
21
  if (!mesh) {
21
22
  return false;
22
23
  }
24
+ if (!this._storeEffectOnSubMeshes) {
25
+ return true;
26
+ }
23
27
  if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
24
28
  return true;
25
29
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/pushMaterial.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH;IAAkC,gCAAQ;IAMtC,sBAAY,IAAY,EAAE,KAAY,EAAE,sBAA6B;QAA7B,uCAAA,EAAA,6BAA6B;QAArE,YACI,kBAAM,IAAI,EAAE,KAAK,CAAC,SAErB;QALS,mBAAa,GAAW,IAAI,MAAM,EAAE,CAAC;QAI3C,KAAI,CAAC,uBAAuB,GAAG,sBAAsB,CAAC;;IAC1D,CAAC;IAEM,gCAAS,GAAhB;QACI,OAAO,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,iBAAM,SAAS,WAAG,CAAC;IAClF,CAAC;IAEM,8BAAO,GAAd,UAAe,IAAmB,EAAE,YAAsB;QACtD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YAChD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;IACzE,CAAC;IAES,yCAAkB,GAA5B,UAA6B,OAAgB;QACzC,IAAM,OAAO,GAAG,OAAO,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,EAAE;YAC1D,IAAI,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC,WAAW,EAAE,EAAE;gBACrD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;MAIE;IACK,0CAAmB,GAA1B,UAA2B,KAAa;QACpC,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IACjD,CAAC;IAED;;;;OAIG;IACI,2CAAoB,GAA3B,UAA4B,YAAoB;QAC5C,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;IAC/D,CAAC;IAEM,2BAAI,GAAX,UAAY,KAAa,EAAE,IAAW;QAClC,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;IACxD,CAAC;IAES,iCAAU,GAApB,UAAqB,IAAW,EAAE,MAA+B;QAA/B,uBAAA,EAAA,aAA+B;QAC7D,iBAAM,UAAU,YAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC/B,IAAI,CAAC,QAAQ,EAAE,CAAC,aAAa,GAAG,MAAM,CAAC;IAC3C,CAAC;IAES,kCAAW,GAArB,UAAsB,KAAY,EAAE,MAAc,EAAE,UAAsB;QAAtB,2BAAA,EAAA,cAAsB;QACtE,OAAO,KAAK,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;IACnE,CAAC;IACL,mBAAC;AAAD,CAAC,AA5ED,CAAkC,QAAQ,GA4EzC","sourcesContent":["import { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { SubMesh } from '../Meshes/subMesh';\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nexport class PushMaterial extends Material {\r\n\r\n protected _activeEffect: Effect;\r\n\r\n protected _normalMatrix: Matrix = new Matrix();\r\n\r\n constructor(name: string, scene: Scene, storeEffectOnSubMeshes = true) {\r\n super(name, scene);\r\n this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;\r\n }\r\n\r\n public getEffect(): Effect {\r\n return this._storeEffectOnSubMeshes ? this._activeEffect : super.getEffect()!;\r\n }\r\n\r\n public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n super._afterBind(mesh, effect);\r\n this.getScene()._cachedEffect = effect;\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, visibility: number = 1) {\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n}\r\n"]}
@@ -6,12 +6,12 @@ import { Mesh } from "../Meshes/mesh";
6
6
  import { SubMesh } from "../Meshes/subMesh";
7
7
  import { BaseTexture } from "../Materials/Textures/baseTexture";
8
8
  import { Effect } from "./effect";
9
- import { Material } from "./material";
10
9
  import { Color3, Color4 } from '../Maths/math.color';
11
10
  import { ShaderLanguage } from "./shaderLanguage";
12
11
  import { UniformBuffer } from "./uniformBuffer";
13
12
  import { TextureSampler } from "./Textures/textureSampler";
14
13
  import { StorageBuffer } from "../Buffers/storageBuffer";
14
+ import { PushMaterial } from "./pushMaterial";
15
15
  declare type ExternalTexture = import("./Textures/externalTexture").ExternalTexture;
16
16
  /**
17
17
  * Defines the options associated with the creation of a shader material.
@@ -73,7 +73,7 @@ export interface IShaderMaterialOptions {
73
73
  *
74
74
  * @see https://doc.babylonjs.com/how_to/shader_material
75
75
  */
76
- export declare class ShaderMaterial extends Material {
76
+ export declare class ShaderMaterial extends PushMaterial {
77
77
  private _shaderPath;
78
78
  private _options;
79
79
  private _textures;
@@ -120,8 +120,9 @@ export declare class ShaderMaterial extends Material {
120
120
  * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
121
121
  * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
122
122
  * @param options Define the options used to create the shader
123
+ * @param storeEffectOnSubMeshes true to store effect on submeshes, false to store the effect directly in the material class.
123
124
  */
124
- constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
125
+ constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>, storeEffectOnSubMeshes?: boolean);
125
126
  /**
126
127
  * Gets the shader path used to define the shader code
127
128
  * It can be modified to trigger a new compilation
@@ -349,9 +350,9 @@ export declare class ShaderMaterial extends Material {
349
350
  * @param world defines the world transformation matrix
350
351
  * @param mesh defines the mesh to bind the material to
351
352
  * @param effectOverride - If provided, use this effect instead of internal effect
353
+ * @param subMesh defines the submesh to bind the material to
352
354
  */
353
- bind(world: Matrix, mesh?: Mesh, effectOverride?: Nullable<Effect>): void;
354
- protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
355
+ bind(world: Matrix, mesh?: Mesh, effectOverride?: Nullable<Effect>, subMesh?: SubMesh): void;
355
356
  /**
356
357
  * Gets the active textures from the material
357
358
  * @returns an array of textures