@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.64

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 (709) hide show
  1. package/Animations/animation.d.ts +20 -0
  2. package/Animations/animation.js +99 -10
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -1
  5. package/Animations/animationGroup.js +19 -1
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/animationKey.d.ts +4 -0
  8. package/Animations/animationKey.js +4 -0
  9. package/Animations/animationKey.js.map +1 -1
  10. package/Audio/sound.js +15 -1
  11. package/Audio/sound.js.map +1 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
  13. package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
  14. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
  15. package/BakedVertexAnimation/index.d.ts +2 -0
  16. package/BakedVertexAnimation/index.js +3 -0
  17. package/BakedVertexAnimation/index.js.map +1 -0
  18. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  19. package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
  20. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
  21. package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
  22. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  23. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  24. package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
  25. package/Behaviors/Cameras/framingBehavior.js +8 -1
  26. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  27. package/Behaviors/Meshes/followBehavior.js +1 -1
  28. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  29. package/Behaviors/Meshes/handConstraintBehavior.js +16 -12
  30. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  31. package/Bones/bone.d.ts +3 -1
  32. package/Bones/bone.js +4 -1
  33. package/Bones/bone.js.map +1 -1
  34. package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
  35. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  36. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  37. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
  39. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  40. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  41. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  42. package/Cameras/VR/vrExperienceHelper.d.ts +1 -1
  43. package/Cameras/VR/vrExperienceHelper.js +1 -1
  44. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  45. package/Cameras/camera.js +8 -2
  46. package/Cameras/camera.js.map +1 -1
  47. package/Cameras/targetCamera.js +1 -1
  48. package/Cameras/targetCamera.js.map +1 -1
  49. package/Culling/boundingBox.d.ts +4 -0
  50. package/Culling/boundingBox.js +8 -0
  51. package/Culling/boundingBox.js.map +1 -1
  52. package/Debug/physicsViewer.js +1 -1
  53. package/Debug/physicsViewer.js.map +1 -1
  54. package/Debug/skeletonViewer.js +2 -2
  55. package/Debug/skeletonViewer.js.map +1 -1
  56. package/DeviceInput/Implementations/{nativeDeviceInputWrapper.d.ts → nativeDeviceInputSystem.d.ts} +11 -22
  57. package/DeviceInput/Implementations/nativeDeviceInputSystem.js +80 -0
  58. package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +1 -0
  59. package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +7 -20
  60. package/DeviceInput/Implementations/webDeviceInputSystem.js +80 -72
  61. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  62. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -2
  63. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -1
  64. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  65. package/DeviceInput/Interfaces/inputInterfaces.d.ts +6 -13
  66. package/DeviceInput/Interfaces/inputInterfaces.js.map +1 -1
  67. package/DeviceInput/deviceInputSystem.d.ts +49 -5
  68. package/DeviceInput/deviceInputSystem.js +66 -9
  69. package/DeviceInput/deviceInputSystem.js.map +1 -1
  70. package/DeviceInput/index.d.ts +1 -1
  71. package/DeviceInput/index.js +1 -1
  72. package/DeviceInput/index.js.map +1 -1
  73. package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
  74. package/Engines/Extensions/engine.dynamicTexture.js +2 -1
  75. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  76. package/Engines/Extensions/engine.multiview.js +17 -6
  77. package/Engines/Extensions/engine.multiview.js.map +1 -1
  78. package/Engines/Extensions/engine.views.d.ts +1 -1
  79. package/Engines/Extensions/engine.views.js +1 -1
  80. package/Engines/Extensions/engine.views.js.map +1 -1
  81. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  82. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  83. package/Engines/Processors/shaderProcessingOptions.d.ts +5 -0
  84. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  85. package/Engines/Processors/shaderProcessor.js +8 -2
  86. package/Engines/Processors/shaderProcessor.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
  88. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  89. package/Engines/WebGPU/Extensions/engine.multiRender.js +0 -4
  90. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  91. package/Engines/WebGPU/Extensions/engine.query.js +19 -3
  92. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  93. package/Engines/WebGPU/Extensions/engine.renderTarget.js +0 -4
  94. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  95. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  96. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  97. package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
  98. package/Engines/WebGPU/webgpuBundleList.js +27 -0
  99. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  100. package/Engines/WebGPU/webgpuCacheBindGroups.js +3 -3
  101. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  102. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +42 -61
  103. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  104. package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
  105. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  106. package/Engines/WebGPU/webgpuClearQuad.js +17 -8
  107. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  108. package/Engines/WebGPU/webgpuComputeContext.js +2 -2
  109. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  110. package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
  111. package/Engines/WebGPU/webgpuConstants.js +62 -13
  112. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  113. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +27 -3
  114. package/Engines/WebGPU/webgpuHardwareTexture.js +12 -2
  115. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -0
  117. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  118. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +2 -0
  119. package/Engines/WebGPU/webgpuShaderProcessor.js +23 -0
  120. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  121. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -0
  122. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +17 -1
  123. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  124. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +7 -2
  125. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +16 -29
  126. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  127. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
  128. package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
  129. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
  130. package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -4
  131. package/Engines/WebGPU/webgpuTextureHelper.js +277 -83
  132. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  133. package/Engines/constants.d.ts +2 -0
  134. package/Engines/constants.js +2 -0
  135. package/Engines/constants.js.map +1 -1
  136. package/Engines/engine.d.ts +157 -46
  137. package/Engines/engine.js +38 -1
  138. package/Engines/engine.js.map +1 -1
  139. package/Engines/engineFeatures.d.ts +2 -0
  140. package/Engines/engineFeatures.js.map +1 -1
  141. package/Engines/index.d.ts +1 -0
  142. package/Engines/index.js +1 -0
  143. package/Engines/index.js.map +1 -1
  144. package/Engines/nativeEngine.js +34 -17
  145. package/Engines/nativeEngine.js.map +1 -1
  146. package/Engines/nullEngine.js +1 -0
  147. package/Engines/nullEngine.js.map +1 -1
  148. package/Engines/renderTargetWrapper.d.ts +1 -1
  149. package/Engines/renderTargetWrapper.js +1 -1
  150. package/Engines/renderTargetWrapper.js.map +1 -1
  151. package/Engines/thinEngine.d.ts +0 -11
  152. package/Engines/thinEngine.js +12 -40
  153. package/Engines/thinEngine.js.map +1 -1
  154. package/Engines/webgpuEngine.d.ts +11 -19
  155. package/Engines/webgpuEngine.js +46 -126
  156. package/Engines/webgpuEngine.js.map +1 -1
  157. package/Gizmos/positionGizmo.js +1 -1
  158. package/Gizmos/positionGizmo.js.map +1 -1
  159. package/Helpers/sceneHelpers.d.ts +3 -3
  160. package/Helpers/sceneHelpers.js +1 -2
  161. package/Helpers/sceneHelpers.js.map +1 -1
  162. package/Inputs/scene.inputManager.js +18 -15
  163. package/Inputs/scene.inputManager.js.map +1 -1
  164. package/Layers/effectLayer.d.ts +13 -1
  165. package/Layers/effectLayer.js +115 -65
  166. package/Layers/effectLayer.js.map +1 -1
  167. package/Layers/glowLayer.d.ts +8 -0
  168. package/Layers/glowLayer.js +7 -3
  169. package/Layers/glowLayer.js.map +1 -1
  170. package/Layers/highlightLayer.d.ts +2 -1
  171. package/Layers/highlightLayer.js +8 -3
  172. package/Layers/highlightLayer.js.map +1 -1
  173. package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
  174. package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
  175. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  176. package/Lights/Shadows/shadowGenerator.d.ts +4 -0
  177. package/Lights/Shadows/shadowGenerator.js +31 -3
  178. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  179. package/Lights/light.js +10 -1
  180. package/Lights/light.js.map +1 -1
  181. package/Lights/pointLight.js +1 -1
  182. package/Lights/pointLight.js.map +1 -1
  183. package/Lights/spotLight.js +1 -1
  184. package/Lights/spotLight.js.map +1 -1
  185. package/Loading/Plugins/babylonFileLoader.js +20 -4
  186. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  187. package/Materials/Background/backgroundMaterial.js +1 -0
  188. package/Materials/Background/backgroundMaterial.js.map +1 -1
  189. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
  190. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
  191. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
  193. package/Materials/Node/Blocks/Fragment/index.js +2 -0
  194. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  195. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
  196. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +128 -0
  197. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
  198. package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
  199. package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
  200. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
  201. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  202. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
  204. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
  205. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/customBlock.d.ts +31 -0
  207. package/Materials/Node/Blocks/customBlock.js +144 -0
  208. package/Materials/Node/Blocks/customBlock.js.map +1 -0
  209. package/Materials/Node/Blocks/index.d.ts +2 -0
  210. package/Materials/Node/Blocks/index.js +2 -0
  211. package/Materials/Node/Blocks/index.js.map +1 -1
  212. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
  213. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
  215. package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
  216. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
  217. package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
  218. package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
  219. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  220. package/Materials/Node/nodeMaterial.d.ts +1 -0
  221. package/Materials/Node/nodeMaterial.js +10 -0
  222. package/Materials/Node/nodeMaterial.js.map +1 -1
  223. package/Materials/Node/nodeMaterialBlock.js +1 -1
  224. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  225. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
  226. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  227. package/Materials/PBR/index.d.ts +4 -0
  228. package/Materials/PBR/index.js +4 -0
  229. package/Materials/PBR/index.js.map +1 -1
  230. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +28 -96
  231. package/Materials/PBR/pbrAnisotropicConfiguration.js +50 -111
  232. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  233. package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -37
  234. package/Materials/PBR/pbrBRDFConfiguration.js +39 -52
  235. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  236. package/Materials/PBR/pbrBaseMaterial.d.ts +17 -74
  237. package/Materials/PBR/pbrBaseMaterial.js +75 -183
  238. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  240. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +23 -98
  241. package/Materials/PBR/pbrClearCoatConfiguration.js +91 -143
  242. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  243. package/Materials/PBR/pbrSheenConfiguration.d.ts +25 -93
  244. package/Materials/PBR/pbrSheenConfiguration.js +71 -126
  245. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  246. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +29 -104
  247. package/Materials/PBR/pbrSubSurfaceConfiguration.js +158 -204
  248. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  249. package/Materials/Textures/dynamicTexture.d.ts +3 -2
  250. package/Materials/Textures/dynamicTexture.js +5 -3
  251. package/Materials/Textures/dynamicTexture.js.map +1 -1
  252. package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
  253. package/Materials/Textures/hdrCubeTexture.js +21 -5
  254. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  255. package/Materials/Textures/mirrorTexture.d.ts +2 -0
  256. package/Materials/Textures/mirrorTexture.js +13 -0
  257. package/Materials/Textures/mirrorTexture.js.map +1 -1
  258. package/Materials/Textures/renderTargetTexture.js +1 -1
  259. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  260. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  261. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  262. package/Materials/Textures/thinTexture.d.ts +1 -2
  263. package/Materials/Textures/thinTexture.js +2 -4
  264. package/Materials/Textures/thinTexture.js.map +1 -1
  265. package/Materials/Textures/videoTexture.d.ts +1 -1
  266. package/Materials/Textures/videoTexture.js +1 -1
  267. package/Materials/Textures/videoTexture.js.map +1 -1
  268. package/Materials/effect.d.ts +6 -1
  269. package/Materials/effect.js +4 -1
  270. package/Materials/effect.js.map +1 -1
  271. package/Materials/fresnelParameters.d.ts +1 -1
  272. package/Materials/fresnelParameters.js +1 -1
  273. package/Materials/fresnelParameters.js.map +1 -1
  274. package/Materials/imageProcessingConfiguration.d.ts +16 -1
  275. package/Materials/imageProcessingConfiguration.js +31 -0
  276. package/Materials/imageProcessingConfiguration.js.map +1 -1
  277. package/Materials/index.d.ts +4 -0
  278. package/Materials/index.js +4 -0
  279. package/Materials/index.js.map +1 -1
  280. package/Materials/material.d.ts +43 -2
  281. package/Materials/material.detailMapConfiguration.d.ts +29 -87
  282. package/Materials/material.detailMapConfiguration.js +50 -106
  283. package/Materials/material.detailMapConfiguration.js.map +1 -1
  284. package/Materials/material.js +99 -8
  285. package/Materials/material.js.map +1 -1
  286. package/Materials/materialDefines.d.ts +16 -0
  287. package/Materials/materialDefines.js +17 -5
  288. package/Materials/materialDefines.js.map +1 -1
  289. package/Materials/materialHelper.d.ts +15 -1
  290. package/Materials/materialHelper.js +40 -3
  291. package/Materials/materialHelper.js.map +1 -1
  292. package/Materials/materialPluginBase.d.ts +182 -0
  293. package/Materials/materialPluginBase.js +209 -0
  294. package/Materials/materialPluginBase.js.map +1 -0
  295. package/Materials/materialPluginEvent.d.ts +98 -0
  296. package/Materials/materialPluginEvent.js +21 -0
  297. package/Materials/materialPluginEvent.js.map +1 -0
  298. package/Materials/materialPluginFactoryExport.d.ts +40 -0
  299. package/Materials/materialPluginFactoryExport.js +75 -0
  300. package/Materials/materialPluginFactoryExport.js.map +1 -0
  301. package/Materials/materialPluginManager.d.ts +90 -0
  302. package/Materials/materialPluginManager.js +323 -0
  303. package/Materials/materialPluginManager.js.map +1 -0
  304. package/Materials/pushMaterial.d.ts +2 -2
  305. package/Materials/pushMaterial.js +7 -3
  306. package/Materials/pushMaterial.js.map +1 -1
  307. package/Materials/shaderMaterial.d.ts +7 -6
  308. package/Materials/shaderMaterial.js +71 -29
  309. package/Materials/shaderMaterial.js.map +1 -1
  310. package/Materials/shadowDepthWrapper.js +7 -7
  311. package/Materials/shadowDepthWrapper.js.map +1 -1
  312. package/Materials/standardMaterial.d.ts +15 -10
  313. package/Materials/standardMaterial.js +53 -49
  314. package/Materials/standardMaterial.js.map +1 -1
  315. package/Materials/uniformBuffer.js +1 -2
  316. package/Materials/uniformBuffer.js.map +1 -1
  317. package/Maths/math.color.d.ts +20 -0
  318. package/Maths/math.color.js +45 -2
  319. package/Maths/math.color.js.map +1 -1
  320. package/Maths/math.vector.d.ts +14 -9
  321. package/Maths/math.vector.js +36 -17
  322. package/Maths/math.vector.js.map +1 -1
  323. package/Meshes/Builders/boxBuilder.d.ts +1 -1
  324. package/Meshes/Builders/boxBuilder.js +1 -0
  325. package/Meshes/Builders/boxBuilder.js.map +1 -1
  326. package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
  327. package/Meshes/Builders/capsuleBuilder.js +1 -1
  328. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
  329. package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
  330. package/Meshes/Builders/cylinderBuilder.js +1 -0
  331. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  332. package/Meshes/Builders/discBuilder.d.ts +1 -1
  333. package/Meshes/Builders/discBuilder.js +1 -0
  334. package/Meshes/Builders/discBuilder.js.map +1 -1
  335. package/Meshes/Builders/groundBuilder.d.ts +8 -8
  336. package/Meshes/Builders/groundBuilder.js +2 -0
  337. package/Meshes/Builders/groundBuilder.js.map +1 -1
  338. package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
  339. package/Meshes/Builders/hemisphereBuilder.js +1 -0
  340. package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
  341. package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
  342. package/Meshes/Builders/icoSphereBuilder.js +1 -0
  343. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  344. package/Meshes/Builders/planeBuilder.d.ts +1 -1
  345. package/Meshes/Builders/planeBuilder.js +1 -0
  346. package/Meshes/Builders/planeBuilder.js.map +1 -1
  347. package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
  348. package/Meshes/Builders/polyhedronBuilder.js +1 -0
  349. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  350. package/Meshes/Builders/sphereBuilder.d.ts +1 -1
  351. package/Meshes/Builders/sphereBuilder.js +1 -0
  352. package/Meshes/Builders/sphereBuilder.js.map +1 -1
  353. package/Meshes/Builders/torusBuilder.d.ts +8 -8
  354. package/Meshes/Builders/torusBuilder.js +1 -0
  355. package/Meshes/Builders/torusBuilder.js.map +1 -1
  356. package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
  357. package/Meshes/Builders/torusKnotBuilder.js +1 -0
  358. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  359. package/Meshes/abstractMesh.d.ts +23 -3
  360. package/Meshes/abstractMesh.js +79 -29
  361. package/Meshes/abstractMesh.js.map +1 -1
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{ serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @hidden\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess: boolean = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n let aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : (inverseHeight / inverseWidth);\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n let vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n let textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
1
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{ serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @hidden\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess: boolean = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n let aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : (inverseHeight / inverseWidth);\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n let vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n let vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n let textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
@@ -23,3 +23,7 @@ export * from "./Node/index";
23
23
  export * from "./effectRenderer";
24
24
  export * from "./shadowDepthWrapper";
25
25
  export * from "./drawWrapper";
26
+ export * from "./materialPluginBase";
27
+ export * from "./materialPluginManager";
28
+ export * from "./material.detailMapConfiguration";
29
+ export * from "./materialPluginFactoryExport";
@@ -23,4 +23,8 @@ export * from "./Node/index.js";
23
23
  export * from "./effectRenderer.js";
24
24
  export * from "./shadowDepthWrapper.js";
25
25
  export * from "./drawWrapper.js";
26
+ export * from "./materialPluginBase.js";
27
+ export * from "./materialPluginManager.js";
28
+ export * from "./material.detailMapConfiguration.js";
29
+ export * from "./materialPluginFactoryExport.js";
26
30
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,UAAU,CAAC;AACzB,cAAc,qBAAqB,CAAC;AACpC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,YAAY,CAAC;AAC3B,cAAc,mBAAmB,CAAC;AAClC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,eAAe,CAAC","sourcesContent":["export * from \"./Background/index\";\r\nexport * from \"./colorCurves\";\r\nexport * from \"./iEffectFallbacks\";\r\nexport * from \"./effectFallbacks\";\r\nexport * from \"./effect\";\r\nexport * from \"./fresnelParameters\";\r\nexport * from \"./imageProcessingConfiguration\";\r\nexport * from \"./material\";\r\nexport * from \"./materialDefines\";\r\nexport * from \"./thinMaterialHelper\";\r\nexport * from \"./materialHelper\";\r\nexport * from \"./multiMaterial\";\r\nexport * from \"./Occlusion/index\";\r\nexport * from \"./PBR/index\";\r\nexport * from \"./pushMaterial\";\r\nexport * from \"./shaderLanguage\";\r\nexport * from \"./shaderMaterial\";\r\nexport * from \"./standardMaterial\";\r\nexport * from \"./Textures/index\";\r\nexport * from \"./uniformBuffer\";\r\nexport * from \"./materialFlags\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./effectRenderer\";\r\nexport * from \"./shadowDepthWrapper\";\r\nexport * from \"./drawWrapper\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../sourceES6/core/Materials/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,eAAe,CAAC;AAC9B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,UAAU,CAAC;AACzB,cAAc,qBAAqB,CAAC;AACpC,cAAc,gCAAgC,CAAC;AAC/C,cAAc,YAAY,CAAC;AAC3B,cAAc,mBAAmB,CAAC;AAClC,cAAc,sBAAsB,CAAC;AACrC,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,sBAAsB,CAAC;AACrC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC","sourcesContent":["export * from \"./Background/index\";\r\nexport * from \"./colorCurves\";\r\nexport * from \"./iEffectFallbacks\";\r\nexport * from \"./effectFallbacks\";\r\nexport * from \"./effect\";\r\nexport * from \"./fresnelParameters\";\r\nexport * from \"./imageProcessingConfiguration\";\r\nexport * from \"./material\";\r\nexport * from \"./materialDefines\";\r\nexport * from \"./thinMaterialHelper\";\r\nexport * from \"./materialHelper\";\r\nexport * from \"./multiMaterial\";\r\nexport * from \"./Occlusion/index\";\r\nexport * from \"./PBR/index\";\r\nexport * from \"./pushMaterial\";\r\nexport * from \"./shaderLanguage\";\r\nexport * from \"./shaderMaterial\";\r\nexport * from \"./standardMaterial\";\r\nexport * from \"./Textures/index\";\r\nexport * from \"./uniformBuffer\";\r\nexport * from \"./materialFlags\";\r\nexport * from \"./Node/index\";\r\nexport * from \"./effectRenderer\";\r\nexport * from \"./shadowDepthWrapper\";\r\nexport * from \"./drawWrapper\";\r\nexport * from \"./materialPluginBase\";\r\nexport * from \"./materialPluginManager\";\r\nexport * from \"./material.detailMapConfiguration\";\r\nexport * from \"./materialPluginFactoryExport\";\r\n"]}
@@ -17,6 +17,8 @@ import { DrawWrapper } from "./drawWrapper";
17
17
  import { MaterialStencilState } from "./materialStencilState";
18
18
  import { Scene } from "../scene";
19
19
  import { AbstractScene } from "../abstractScene";
20
+ import { MaterialPluginDisposed, MaterialPluginIsReadyForSubMesh, MaterialPluginGetDefineNames, MaterialPluginBindForSubMesh, MaterialPluginGetActiveTextures, MaterialPluginHasTexture, MaterialPluginGetAnimatables, MaterialPluginPrepareDefines, MaterialPluginPrepareEffect, MaterialPluginPrepareUniformBuffer, MaterialPluginCreated, MaterialPluginFillRenderTargetTextures, MaterialPluginHasRenderTargetTextures, MaterialPluginHardBindForSubMesh } from "./materialPluginEvent";
21
+ import { ShaderCustomProcessingFunction } from "../Engines/Processors/shaderProcessingOptions";
20
22
  declare type PrePassRenderer = import("../Rendering/prePassRenderer").PrePassRenderer;
21
23
  declare type Mesh = import("../Meshes/mesh").Mesh;
22
24
  declare type Animation = import("../Animations/animation").Animation;
@@ -40,7 +42,7 @@ export interface ICustomShaderNameResolveOptions {
40
42
  /**
41
43
  * If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
42
44
  */
43
- processFinalCode?: Nullable<(shaderType: string, code: string) => string>;
45
+ processFinalCode?: Nullable<ShaderCustomProcessingFunction>;
44
46
  }
45
47
  /**
46
48
  * Base class for the main features of a material in Babylon.js
@@ -145,6 +147,10 @@ export declare class Material implements IAnimatable {
145
147
  * Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
146
148
  */
147
149
  static readonly MATERIAL_NORMALBLENDMETHOD_RNM = 1;
150
+ /**
151
+ * Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)
152
+ */
153
+ static OnEventObservable: Observable<Material>;
148
154
  /**
149
155
  * Custom callback helping to override the default shader used in the material.
150
156
  */
@@ -458,8 +464,9 @@ export declare class Material implements IAnimatable {
458
464
  private _cachedDepthFunctionState;
459
465
  /**
460
466
  * Stores the uniform buffer
467
+ * @hidden
461
468
  */
462
- protected _uniformBuffer: UniformBuffer;
469
+ _uniformBuffer: UniformBuffer;
463
470
  /** @hidden */
464
471
  _indexInSceneMaterialArray: number;
465
472
  /** @hidden */
@@ -468,6 +475,27 @@ export declare class Material implements IAnimatable {
468
475
  }>;
469
476
  /** @hidden */
470
477
  _parentContainer: Nullable<AbstractScene>;
478
+ /** @hidden */
479
+ _dirtyCallbacks: {
480
+ [code: number]: () => void;
481
+ };
482
+ /** @hidden */
483
+ _uniformBufferLayoutBuilt: boolean;
484
+ protected _eventInfo: MaterialPluginCreated & MaterialPluginDisposed & MaterialPluginHasTexture & MaterialPluginIsReadyForSubMesh & MaterialPluginGetDefineNames & MaterialPluginPrepareEffect & MaterialPluginPrepareDefines & MaterialPluginPrepareUniformBuffer & MaterialPluginBindForSubMesh & MaterialPluginGetAnimatables & MaterialPluginGetActiveTextures & MaterialPluginFillRenderTargetTextures & MaterialPluginHasRenderTargetTextures & MaterialPluginHardBindForSubMesh;
485
+ /** @hidden */
486
+ _callbackPluginEventGeneric: (id: number, info: MaterialPluginGetActiveTextures | MaterialPluginGetAnimatables | MaterialPluginHasTexture | MaterialPluginDisposed | MaterialPluginGetDefineNames | MaterialPluginPrepareEffect | MaterialPluginPrepareUniformBuffer) => void;
487
+ /** @hidden */
488
+ _callbackPluginEventIsReadyForSubMesh: (eventData: MaterialPluginIsReadyForSubMesh) => void;
489
+ /** @hidden */
490
+ _callbackPluginEventPrepareDefines: (eventData: MaterialPluginPrepareDefines) => void;
491
+ /** @hidden */
492
+ _callbackPluginEventHardBindForSubMesh: (eventData: MaterialPluginHardBindForSubMesh) => void;
493
+ /** @hidden */
494
+ _callbackPluginEventBindForSubMesh: (eventData: MaterialPluginBindForSubMesh) => void;
495
+ /** @hidden */
496
+ _callbackPluginEventHasRenderTargetTextures: (eventData: MaterialPluginHasRenderTargetTextures) => void;
497
+ /** @hidden */
498
+ _callbackPluginEventFillRenderTargetTextures: (eventData: MaterialPluginFillRenderTargetTextures) => void;
471
499
  /**
472
500
  * Creates a material instance
473
501
  * @param name defines the name of the material
@@ -589,6 +617,10 @@ export declare class Material implements IAnimatable {
589
617
  * @param mesh defines the mesh to bind the material to
590
618
  */
591
619
  bind(world: Matrix, mesh?: Mesh): void;
620
+ /**
621
+ * Initializes the uniform buffer layout for the shader.
622
+ */
623
+ buildUniformLayout(): void;
592
624
  /**
593
625
  * Binds the submesh to the material
594
626
  * @param world defines the world transformation matrix
@@ -626,6 +658,11 @@ export declare class Material implements IAnimatable {
626
658
  * Unbinds the material from the mesh
627
659
  */
628
660
  unbind(): void;
661
+ /**
662
+ * Returns the animatable textures.
663
+ * @returns - Array of animatable textures.
664
+ */
665
+ getAnimatables(): IAnimatable[];
629
666
  /**
630
667
  * Gets the active textures from the material
631
668
  * @returns an array of textures
@@ -680,6 +717,10 @@ export declare class Material implements IAnimatable {
680
717
  * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
681
718
  */
682
719
  markAsDirty(flag: number): void;
720
+ /**
721
+ * Resets the draw wrappers cache for all submeshes that are using this material
722
+ */
723
+ resetDrawCache(): void;
683
724
  /**
684
725
  * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
685
726
  * @param func defines a function which checks material defines against the submeshes
@@ -1,27 +1,32 @@
1
1
  import { Nullable } from "../types";
2
- import { Scene } from "../scene";
3
- import { BaseTexture } from './Textures/baseTexture';
4
- import { UniformBuffer } from './uniformBuffer';
5
- import { IAnimatable } from '../Animations/animatable.interface';
2
+ import { BaseTexture } from "./Textures/baseTexture";
3
+ import { UniformBuffer } from "./uniformBuffer";
4
+ import { IAnimatable } from "../Animations/animatable.interface";
5
+ import { MaterialDefines } from "./materialDefines";
6
+ import { MaterialPluginBase } from "./materialPluginBase";
7
+ import { SubMesh } from "../Meshes/subMesh";
8
+ declare type Engine = import("../Engines/engine").Engine;
9
+ declare type Scene = import("../scene").Scene;
10
+ declare type AbstractMesh = import("../Meshes/abstractMesh").AbstractMesh;
11
+ declare type StandardMaterial = import("./standardMaterial").StandardMaterial;
12
+ declare type PBRBaseMaterial = import("./PBR/pbrBaseMaterial").PBRBaseMaterial;
6
13
  /**
7
14
  * @hidden
8
15
  */
9
- export interface IMaterialDetailMapDefines {
16
+ export declare class MaterialDetailMapDefines extends MaterialDefines {
10
17
  DETAIL: boolean;
11
18
  DETAILDIRECTUV: number;
12
19
  DETAIL_NORMALBLENDMETHOD: number;
13
- /** @hidden */
14
- _areTexturesDirty: boolean;
15
20
  }
16
21
  /**
17
- * Define the code related to the detail map parameters of a material
22
+ * Plugin that implements the detail map component of a material
18
23
  *
19
24
  * Inspired from:
20
25
  * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html
21
26
  * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html
22
27
  * Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps
23
28
  */
24
- export declare class DetailMapConfiguration {
29
+ export declare class DetailMapConfiguration extends MaterialPluginBase {
25
30
  private _texture;
26
31
  /**
27
32
  * The detail texture of the material.
@@ -56,87 +61,24 @@ export declare class DetailMapConfiguration {
56
61
  private _internalMarkAllSubMeshesAsTexturesDirty;
57
62
  /** @hidden */
58
63
  _markAllSubMeshesAsTexturesDirty(): void;
59
- /**
60
- * Instantiate a new detail map
61
- * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
62
- */
63
- constructor(markAllSubMeshesAsTexturesDirty: () => void);
64
- /**
65
- * Gets whether the submesh is ready to be used or not.
66
- * @param defines the list of "defines" to update.
67
- * @param scene defines the scene the material belongs to.
68
- * @returns - boolean indicating that the submesh is ready or not.
69
- */
70
- isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boolean;
71
- /**
72
- * Update the defines for detail map usage
73
- * @param defines the list of "defines" to update.
74
- * @param scene defines the scene the material belongs to.
75
- */
76
- prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void;
77
- /**
78
- * Binds the material data.
79
- * @param uniformBuffer defines the Uniform buffer to fill in.
80
- * @param scene defines the scene the material belongs to.
81
- * @param isFrozen defines whether the material is frozen or not.
82
- */
83
- bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
84
- /**
85
- * Checks to see if a texture is used in the material.
86
- * @param texture - Base texture to use.
87
- * @returns - Boolean specifying if a texture is used in the material.
88
- */
64
+ constructor(material: PBRBaseMaterial | StandardMaterial, addToPluginList?: boolean);
65
+ isReadyForSubMesh(defines: MaterialDetailMapDefines, scene: Scene, engine: Engine): boolean;
66
+ prepareDefines(defines: MaterialDetailMapDefines, scene: Scene, mesh: AbstractMesh): void;
67
+ bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void;
89
68
  hasTexture(texture: BaseTexture): boolean;
90
- /**
91
- * Returns an array of the actively used textures.
92
- * @param activeTextures Array of BaseTextures
93
- */
94
69
  getActiveTextures(activeTextures: BaseTexture[]): void;
95
- /**
96
- * Returns the animatable textures.
97
- * @param animatables Array of animatable textures.
98
- */
99
70
  getAnimatables(animatables: IAnimatable[]): void;
100
- /**
101
- * Disposes the resources of the material.
102
- * @param forceDisposeTextures - Forces the disposal of all textures.
103
- */
104
71
  dispose(forceDisposeTextures?: boolean): void;
105
- /**
106
- * Get the current class name useful for serialization or dynamic coding.
107
- * @returns "DetailMapConfiguration"
108
- */
109
72
  getClassName(): string;
110
- /**
111
- * Add the required uniforms to the current list.
112
- * @param uniforms defines the current uniform list.
113
- */
114
- static AddUniforms(uniforms: string[]): void;
115
- /**
116
- * Add the required samplers to the current list.
117
- * @param samplers defines the current sampler list.
118
- */
119
- static AddSamplers(samplers: string[]): void;
120
- /**
121
- * Add the required uniforms to the current buffer.
122
- * @param uniformBuffer defines the current uniform buffer.
123
- */
124
- static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
125
- /**
126
- * Makes a duplicate of the current instance into another one.
127
- * @param detailMap define the instance where to copy the info
128
- */
129
- copyTo(detailMap: DetailMapConfiguration): void;
130
- /**
131
- * Serializes this detail map instance
132
- * @returns - An object with the serialized instance.
133
- */
134
- serialize(): any;
135
- /**
136
- * Parses a detail map setting from a serialized object.
137
- * @param source - Serialized object.
138
- * @param scene Defines the scene we are parsing for
139
- * @param rootUrl Defines the rootUrl to load from
140
- */
141
- parse(source: any, scene: Scene, rootUrl: string): void;
73
+ getSamplers(samplers: string[]): void;
74
+ getUniforms(): {
75
+ ubo?: Array<{
76
+ name: string;
77
+ size: number;
78
+ type: string;
79
+ }>;
80
+ vertex?: string;
81
+ fragment?: string;
82
+ };
142
83
  }
84
+ export {};