@babylonjs/core 5.17.1 → 5.20.0

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Files changed (159) hide show
  1. package/Debug/debugLayer.d.ts +36 -0
  2. package/Debug/debugLayer.js.map +1 -1
  3. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  4. package/DeviceInput/InputDevices/deviceSource.js.map +1 -1
  5. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +1 -1
  6. package/DeviceInput/InputDevices/deviceSourceManager.js +1 -1
  7. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  8. package/DeviceInput/{Helpers/eventFactory.d.ts → eventFactory.d.ts} +4 -4
  9. package/DeviceInput/{Helpers/eventFactory.js → eventFactory.js} +2 -2
  10. package/DeviceInput/eventFactory.js.map +1 -0
  11. package/DeviceInput/{InputDevices/inputInterfaces.d.ts → inputInterfaces.d.ts} +2 -2
  12. package/DeviceInput/{InputDevices/inputInterfaces.js → inputInterfaces.js} +0 -0
  13. package/DeviceInput/inputInterfaces.js.map +1 -0
  14. package/DeviceInput/{InputDevices/internalDeviceSourceManager.d.ts → internalDeviceSourceManager.d.ts} +7 -7
  15. package/DeviceInput/{InputDevices/internalDeviceSourceManager.js → internalDeviceSourceManager.js} +2 -2
  16. package/DeviceInput/internalDeviceSourceManager.js.map +1 -0
  17. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.d.ts → nativeDeviceInputSystem.d.ts} +2 -2
  18. package/DeviceInput/{InputDevices/nativeDeviceInputSystem.js → nativeDeviceInputSystem.js} +2 -2
  19. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -0
  20. package/DeviceInput/{InputDevices/webDeviceInputSystem.d.ts → webDeviceInputSystem.d.ts} +3 -3
  21. package/DeviceInput/{InputDevices/webDeviceInputSystem.js → webDeviceInputSystem.js} +4 -4
  22. package/DeviceInput/webDeviceInputSystem.js.map +1 -0
  23. package/Engines/Extensions/engine.query.js +5 -1
  24. package/Engines/Extensions/engine.query.js.map +1 -1
  25. package/Engines/Extensions/engine.transformFeedback.js +5 -1
  26. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  27. package/Engines/Extensions/engine.views.d.ts +13 -0
  28. package/Engines/Extensions/engine.views.js +16 -1
  29. package/Engines/Extensions/engine.views.js.map +1 -1
  30. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  31. package/Engines/Native/nativeInterfaces.js.map +1 -1
  32. package/Engines/engine.d.ts +15 -240
  33. package/Engines/engineFeatures.d.ts +2 -0
  34. package/Engines/engineFeatures.js.map +1 -1
  35. package/Engines/nativeEngine.js +1 -0
  36. package/Engines/nativeEngine.js.map +1 -1
  37. package/Engines/nullEngine.js +1 -0
  38. package/Engines/nullEngine.js.map +1 -1
  39. package/Engines/thinEngine.d.ts +1 -1
  40. package/Engines/thinEngine.js +14 -4
  41. package/Engines/thinEngine.js.map +1 -1
  42. package/Engines/webgpuEngine.js +1 -0
  43. package/Engines/webgpuEngine.js.map +1 -1
  44. package/Gizmos/axisDragGizmo.d.ts +31 -9
  45. package/Gizmos/axisDragGizmo.js.map +1 -1
  46. package/Gizmos/axisScaleGizmo.d.ts +46 -14
  47. package/Gizmos/axisScaleGizmo.js.map +1 -1
  48. package/Gizmos/boundingBoxGizmo.d.ts +94 -19
  49. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  50. package/Gizmos/cameraGizmo.d.ts +23 -6
  51. package/Gizmos/cameraGizmo.js.map +1 -1
  52. package/Gizmos/gizmo.d.ts +48 -6
  53. package/Gizmos/gizmo.js.map +1 -1
  54. package/Gizmos/gizmoManager.d.ts +25 -17
  55. package/Gizmos/gizmoManager.js.map +1 -1
  56. package/Gizmos/lightGizmo.d.ts +25 -8
  57. package/Gizmos/lightGizmo.js.map +1 -1
  58. package/Gizmos/planeDragGizmo.d.ts +30 -9
  59. package/Gizmos/planeDragGizmo.js.map +1 -1
  60. package/Gizmos/planeRotationGizmo.d.ts +45 -15
  61. package/Gizmos/planeRotationGizmo.js.map +1 -1
  62. package/Gizmos/positionGizmo.d.ts +53 -17
  63. package/Gizmos/positionGizmo.js +1 -1
  64. package/Gizmos/positionGizmo.js.map +1 -1
  65. package/Gizmos/rotationGizmo.d.ts +35 -10
  66. package/Gizmos/rotationGizmo.js.map +1 -1
  67. package/Gizmos/scaleGizmo.d.ts +49 -18
  68. package/Gizmos/scaleGizmo.js.map +1 -1
  69. package/Loading/Plugins/babylonFileLoader.js +16 -4
  70. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  71. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +39 -0
  72. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +97 -0
  73. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -0
  74. package/Materials/Node/Blocks/Fragment/index.d.ts +1 -0
  75. package/Materials/Node/Blocks/Fragment/index.js +1 -0
  76. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  77. package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +18 -0
  78. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +85 -1
  79. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  80. package/Materials/Node/nodeMaterial.d.ts +6 -0
  81. package/Materials/Node/nodeMaterial.js +11 -0
  82. package/Materials/Node/nodeMaterial.js.map +1 -1
  83. package/Materials/Textures/Procedurals/proceduralTexture.js +5 -1
  84. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  85. package/Materials/Textures/renderTargetTexture.js +3 -0
  86. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  87. package/Materials/Textures/texture.js +9 -5
  88. package/Materials/Textures/texture.js.map +1 -1
  89. package/Materials/index.d.ts +1 -0
  90. package/Materials/index.js +1 -0
  91. package/Materials/index.js.map +1 -1
  92. package/Maths/math.vector.d.ts +134 -8
  93. package/Maths/math.vector.js +168 -36
  94. package/Maths/math.vector.js.map +1 -1
  95. package/Meshes/Compression/dracoCompression.js +1 -1
  96. package/Meshes/Compression/dracoCompression.js.map +1 -1
  97. package/Meshes/groundMesh.js +1 -1
  98. package/Meshes/groundMesh.js.map +1 -1
  99. package/Meshes/mesh.js +1 -0
  100. package/Meshes/mesh.js.map +1 -1
  101. package/Meshes/transformNode.js +1 -0
  102. package/Meshes/transformNode.js.map +1 -1
  103. package/Misc/assetsManager.d.ts +9 -0
  104. package/Misc/assetsManager.js +3 -1
  105. package/Misc/assetsManager.js.map +1 -1
  106. package/Misc/basis.js +10 -4
  107. package/Misc/basis.js.map +1 -1
  108. package/Misc/computePressure.d.ts +9 -3
  109. package/Misc/computePressure.js +13 -5
  110. package/Misc/computePressure.js.map +1 -1
  111. package/Misc/fileTools.js +2 -2
  112. package/Misc/fileTools.js.map +1 -1
  113. package/Misc/iInspectable.d.ts +12 -2
  114. package/Misc/iInspectable.js +4 -0
  115. package/Misc/iInspectable.js.map +1 -1
  116. package/Misc/khronosTextureContainer2.js +1 -1
  117. package/Misc/khronosTextureContainer2.js.map +1 -1
  118. package/Misc/sceneSerializer.js +1 -1
  119. package/Misc/sceneSerializer.js.map +1 -1
  120. package/Misc/tools.d.ts +2 -2
  121. package/Misc/tools.js +4 -1
  122. package/Misc/tools.js.map +1 -1
  123. package/Offline/database.js +6 -8
  124. package/Offline/database.js.map +1 -1
  125. package/Particles/solidParticleSystem.d.ts +1 -0
  126. package/Particles/solidParticleSystem.js +4 -1
  127. package/Particles/solidParticleSystem.js.map +1 -1
  128. package/Physics/Plugins/ammoJSPlugin.d.ts +2 -2
  129. package/Physics/Plugins/ammoJSPlugin.js +29 -29
  130. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  131. package/Physics/Plugins/cannonJSPlugin.d.ts +2 -2
  132. package/Physics/Plugins/cannonJSPlugin.js +26 -26
  133. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  134. package/Physics/Plugins/oimoJSPlugin.js +9 -11
  135. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  136. package/Physics/physicsImpostor.d.ts +6 -6
  137. package/Physics/physicsImpostor.js +15 -8
  138. package/Physics/physicsImpostor.js.map +1 -1
  139. package/Shaders/sprites.fragment.js +1 -1
  140. package/Shaders/sprites.fragment.js.map +1 -1
  141. package/Sprites/spriteRenderer.js +1 -1
  142. package/Sprites/spriteRenderer.js.map +1 -1
  143. package/XR/webXRDefaultExperience.d.ts +10 -0
  144. package/XR/webXRDefaultExperience.js +2 -12
  145. package/XR/webXRDefaultExperience.js.map +1 -1
  146. package/XR/webXRExperienceHelper.js +12 -12
  147. package/XR/webXRExperienceHelper.js.map +1 -1
  148. package/node.d.ts +2 -0
  149. package/node.js +2 -0
  150. package/node.js.map +1 -1
  151. package/package.json +1 -1
  152. package/scene.d.ts +1 -1
  153. package/scene.js +5 -3
  154. package/scene.js.map +1 -1
  155. package/DeviceInput/Helpers/eventFactory.js.map +0 -1
  156. package/DeviceInput/InputDevices/inputInterfaces.js.map +0 -1
  157. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +0 -1
  158. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +0 -1
  159. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../../lts/core/generated/Materials/Node/Blocks/Fragment/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC","sourcesContent":["export * from \"./fragmentOutputBlock\";\r\nexport * from \"./imageProcessingBlock\";\r\nexport * from \"./perturbNormalBlock\";\r\nexport * from \"./discardBlock\";\r\nexport * from \"./frontFacingBlock\";\r\nexport * from \"./derivativeBlock\";\r\nexport * from \"./fragCoordBlock\";\r\nexport * from \"./screenSizeBlock\";\r\nexport * from \"./screenSpaceBlock\";\r\nexport * from \"./twirlBlock\";\r\nexport * from \"./TBNBlock\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../../../lts/core/generated/Materials/Node/Blocks/Fragment/index.ts"],"names":[],"mappings":"AAAA,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AACnC,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,YAAY,CAAC;AAC3B,cAAc,uBAAuB,CAAC","sourcesContent":["export * from \"./fragmentOutputBlock\";\r\nexport * from \"./imageProcessingBlock\";\r\nexport * from \"./perturbNormalBlock\";\r\nexport * from \"./discardBlock\";\r\nexport * from \"./frontFacingBlock\";\r\nexport * from \"./derivativeBlock\";\r\nexport * from \"./fragCoordBlock\";\r\nexport * from \"./screenSizeBlock\";\r\nexport * from \"./screenSpaceBlock\";\r\nexport * from \"./twirlBlock\";\r\nexport * from \"./TBNBlock\";\r\nexport * from \"./heightToNormalBlock\";\r\n"]}
@@ -14,6 +14,8 @@ import type { AbstractMesh } from "../../../../Meshes/abstractMesh";
14
14
  export declare class LightInformationBlock extends NodeMaterialBlock {
15
15
  private _lightDataUniformName;
16
16
  private _lightColorUniformName;
17
+ private _lightShadowUniformName;
18
+ private _lightShadowExtraUniformName;
17
19
  private _lightTypeDefineName;
18
20
  private _forcePrepareDefines;
19
21
  /**
@@ -46,6 +48,22 @@ export declare class LightInformationBlock extends NodeMaterialBlock {
46
48
  * Gets the direction output component
47
49
  */
48
50
  get intensity(): NodeMaterialConnectionPoint;
51
+ /**
52
+ * Gets the shadow bias output component
53
+ */
54
+ get shadowBias(): NodeMaterialConnectionPoint;
55
+ /**
56
+ * Gets the shadow normal bias output component
57
+ */
58
+ get shadowNormalBias(): NodeMaterialConnectionPoint;
59
+ /**
60
+ * Gets the shadow depth scale component
61
+ */
62
+ get shadowDepthScale(): NodeMaterialConnectionPoint;
63
+ /**
64
+ * Gets the shadow depth range component
65
+ */
66
+ get shadowDepthRange(): NodeMaterialConnectionPoint;
49
67
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
50
68
  prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
51
69
  protected _buildBlock(state: NodeMaterialBuildState): this;
@@ -19,6 +19,10 @@ var LightInformationBlock = /** @class */ (function (_super) {
19
19
  _this.registerOutput("direction", NodeMaterialBlockConnectionPointTypes.Vector3);
20
20
  _this.registerOutput("color", NodeMaterialBlockConnectionPointTypes.Color3);
21
21
  _this.registerOutput("intensity", NodeMaterialBlockConnectionPointTypes.Float);
22
+ _this.registerOutput("shadowBias", NodeMaterialBlockConnectionPointTypes.Float);
23
+ _this.registerOutput("shadowNormalBias", NodeMaterialBlockConnectionPointTypes.Float);
24
+ _this.registerOutput("shadowDepthScale", NodeMaterialBlockConnectionPointTypes.Float);
25
+ _this.registerOutput("shadowDepthRange", NodeMaterialBlockConnectionPointTypes.Vector2);
22
26
  return _this;
23
27
  }
24
28
  /**
@@ -68,11 +72,51 @@ var LightInformationBlock = /** @class */ (function (_super) {
68
72
  enumerable: false,
69
73
  configurable: true
70
74
  });
75
+ Object.defineProperty(LightInformationBlock.prototype, "shadowBias", {
76
+ /**
77
+ * Gets the shadow bias output component
78
+ */
79
+ get: function () {
80
+ return this._outputs[3];
81
+ },
82
+ enumerable: false,
83
+ configurable: true
84
+ });
85
+ Object.defineProperty(LightInformationBlock.prototype, "shadowNormalBias", {
86
+ /**
87
+ * Gets the shadow normal bias output component
88
+ */
89
+ get: function () {
90
+ return this._outputs[4];
91
+ },
92
+ enumerable: false,
93
+ configurable: true
94
+ });
95
+ Object.defineProperty(LightInformationBlock.prototype, "shadowDepthScale", {
96
+ /**
97
+ * Gets the shadow depth scale component
98
+ */
99
+ get: function () {
100
+ return this._outputs[5];
101
+ },
102
+ enumerable: false,
103
+ configurable: true
104
+ });
105
+ Object.defineProperty(LightInformationBlock.prototype, "shadowDepthRange", {
106
+ /**
107
+ * Gets the shadow depth range component
108
+ */
109
+ get: function () {
110
+ return this._outputs[6];
111
+ },
112
+ enumerable: false,
113
+ configurable: true
114
+ });
71
115
  LightInformationBlock.prototype.bind = function (effect, nodeMaterial, mesh) {
72
116
  if (!mesh) {
73
117
  return;
74
118
  }
75
- if (this.light && this.light.isDisposed) {
119
+ if (this.light && this.light.isDisposed()) {
76
120
  this.light = null;
77
121
  }
78
122
  var light = this.light;
@@ -88,6 +132,24 @@ var LightInformationBlock = /** @class */ (function (_super) {
88
132
  }
89
133
  light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);
90
134
  effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);
135
+ var generator = light.getShadowGenerator();
136
+ if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {
137
+ if (generator) {
138
+ effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);
139
+ }
140
+ else {
141
+ effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);
142
+ }
143
+ }
144
+ if (this.shadowDepthRange) {
145
+ if (generator && scene.activeCamera) {
146
+ var shadowLight = light;
147
+ effect.setFloat2(this._lightShadowExtraUniformName, shadowLight.getDepthMinZ(scene.activeCamera), shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera));
148
+ }
149
+ else {
150
+ effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);
151
+ }
152
+ }
91
153
  };
92
154
  LightInformationBlock.prototype.prepareDefines = function (mesh, nodeMaterial, defines) {
93
155
  if (!defines._areLightsDirty && !this._forcePrepareDefines) {
@@ -104,8 +166,14 @@ var LightInformationBlock = /** @class */ (function (_super) {
104
166
  var direction = this.direction;
105
167
  var color = this.color;
106
168
  var intensity = this.intensity;
169
+ var shadowBias = this.shadowBias;
170
+ var shadowNormalBias = this.shadowNormalBias;
171
+ var shadowDepthScale = this.shadowDepthScale;
172
+ var shadowDepthRange = this.shadowDepthRange;
107
173
  this._lightDataUniformName = state._getFreeVariableName("lightData");
108
174
  this._lightColorUniformName = state._getFreeVariableName("lightColor");
175
+ this._lightShadowUniformName = state._getFreeVariableName("shadowData");
176
+ this._lightShadowExtraUniformName = state._getFreeVariableName("shadowExtraData");
109
177
  this._lightTypeDefineName = state._getFreeDefineName("LIGHTPOINTTYPE");
110
178
  state._emitUniformFromString(this._lightDataUniformName, "vec3");
111
179
  state._emitUniformFromString(this._lightColorUniformName, "vec4");
@@ -116,6 +184,22 @@ var LightInformationBlock = /** @class */ (function (_super) {
116
184
  state.compilationString += "#endif\r\n";
117
185
  state.compilationString += this._declareOutput(color, state) + " = ".concat(this._lightColorUniformName, ".rgb;\r\n");
118
186
  state.compilationString += this._declareOutput(intensity, state) + " = ".concat(this._lightColorUniformName, ".a;\r\n");
187
+ if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {
188
+ state._emitUniformFromString(this._lightShadowUniformName, "vec3");
189
+ if (shadowBias.hasEndpoints) {
190
+ state.compilationString += this._declareOutput(shadowBias, state) + " = ".concat(this._lightShadowUniformName, ".x;\r\n");
191
+ }
192
+ if (shadowNormalBias.hasEndpoints) {
193
+ state.compilationString += this._declareOutput(shadowNormalBias, state) + " = ".concat(this._lightShadowUniformName, ".y;\r\n");
194
+ }
195
+ if (shadowDepthScale.hasEndpoints) {
196
+ state.compilationString += this._declareOutput(shadowDepthScale, state) + " = ".concat(this._lightShadowUniformName, ".z;\r\n");
197
+ }
198
+ }
199
+ if (shadowDepthRange.hasEndpoints) {
200
+ state._emitUniformFromString(this._lightShadowExtraUniformName, "vec2");
201
+ state.compilationString += this._declareOutput(shadowDepthRange, state) + " = ".concat(this._lightShadowUniformName, ";\r\n");
202
+ }
119
203
  return this;
120
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  };
121
205
  LightInformationBlock.prototype.serialize = function () {
@@ -1 +1 @@
1
- {"version":3,"file":"lightInformationBlock.js","sourceRoot":"","sources":["../../../../../../../../lts/core/generated/Materials/Node/Blocks/Vertex/lightInformationBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAO3D,OAAO,EAAE,UAAU,EAAE,MAAM,+BAA+B,CAAC;AAE3D;;GAEG;AACH;IAA2C,yCAAiB;IAWxD;;;OAGG;IACH,+BAAmB,IAAY;QAA/B,YACI,kBAAM,IAAI,EAAE,wBAAwB,CAAC,MAAM,CAAC,SAM/C;QAJG,KAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,KAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAChF,KAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC3E,KAAI,CAAC,cAAc,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;;IAClF,CAAC;IAED;;;OAGG;IACI,4CAAY,GAAnB;QACI,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAKD,sBAAW,gDAAa;QAHxB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,4CAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAKD,sBAAW,wCAAK;QAHhB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAKD,sBAAW,4CAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAEM,oCAAI,GAAX,UAAY,MAAc,EAAE,YAA0B,EAAE,IAAW;QAC/D,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,UAAU,EAAE;YACrC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;SACrB;QAED,IAAI,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACvB,IAAM,KAAK,GAAG,YAAY,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,CAAC,KAAK,IAAI,KAAK,CAAC,MAAM,CAAC,MAAM,EAAE;YAC/B,KAAK,GAAG,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACrC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;SACpC;QAED,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YAC5B,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,qBAAqB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACtD,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1D,OAAO;SACV;QAED,KAAK,CAAC,4BAA4B,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAEvE,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,sBAAsB,EAAE,KAAK,CAAC,OAAO,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;IAClF,CAAC;IAEM,8CAAc,GAArB,UAAsB,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QAC9F,IAAI,CAAC,OAAO,CAAC,eAAe,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YACxD,OAAO;SACV;QAED,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;QAElC,IAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,oBAAoB,EAAE,KAAK,IAAI,KAAK,YAAY,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;IAC3G,CAAC;IAES,2CAAW,GAArB,UAAsB,KAA6B;QAC/C,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;QAEzB,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC3C,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE9C,IAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,IAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACzB,IAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QAEjC,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC,oBAAoB,CAAC,WAAW,CAAC,CAAC;QACrE,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC,oBAAoB,CAAC,YAAY,CAAC,CAAC;QACvE,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,CAAC;QAEvE,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;QACjE,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,sBAAsB,EAAE,MAAM,CAAC,CAAC;QAElE,KAAK,CAAC,iBAAiB,IAAI,iBAAU,IAAI,CAAC,oBAAoB,SAAM,CAAC;QACrE,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,KAAK,CAAC,GAAG,uBAAgB,IAAI,CAAC,aAAa,CAAC,sBAAsB,oBAAU,IAAI,CAAC,qBAAqB,WAAQ,CAAC;QACzK,KAAK,CAAC,iBAAiB,IAAI,WAAW,CAAC;QACvC,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,KAAK,CAAC,GAAG,aAAM,IAAI,CAAC,qBAAqB,UAAO,CAAC;QAC3G,KAAK,CAAC,iBAAiB,IAAI,YAAY,CAAC;QAExC,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,GAAG,aAAM,IAAI,CAAC,sBAAsB,cAAW,CAAC;QAC5G,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,KAAK,CAAC,GAAG,aAAM,IAAI,CAAC,sBAAsB,YAAS,CAAC;QAE9G,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,yCAAS,GAAhB;QACI,IAAM,mBAAmB,GAAG,iBAAM,SAAS,WAAE,CAAC;QAE9C,IAAI,IAAI,CAAC,KAAK,EAAE;YACZ,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;SAC/C;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEM,4CAAY,GAAnB,UAAoB,mBAAwB,EAAE,KAAY,EAAE,OAAe;QACvE,iBAAM,YAAY,YAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,mBAAmB,CAAC,OAAO,EAAE;YAC7B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;SAChE;IACL,CAAC;IACL,4BAAC;AAAD,CAAC,AAjJD,CAA2C,iBAAiB,GAiJ3D;;AAED,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, \"vec3\");\r\n state._emitUniformFromString(this._lightColorUniformName, \"vec4\");\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = ${this._lightDataUniformName};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += this._declareOutput(color, state) + ` = ${this._lightColorUniformName}.rgb;\\r\\n`;\r\n state.compilationString += this._declareOutput(intensity, state) + ` = ${this._lightColorUniformName}.a;\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport { PointLight } from \"../../../../Lights/pointLight\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ShadowGenerator } from \"../../../../Lights/Shadows/shadowGenerator\";\r\nimport type { ShadowLight } from \"../../../../Lights\";\r\n\r\n/**\r\n * Block used to get data information from a light\r\n */\r\nexport class LightInformationBlock extends NodeMaterialBlock {\r\n private _lightDataUniformName: string;\r\n private _lightColorUniformName: string;\r\n private _lightShadowUniformName: string;\r\n private _lightShadowExtraUniformName: string;\r\n private _lightTypeDefineName: string;\r\n private _forcePrepareDefines: boolean;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Creates a new LightInformationBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"direction\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerOutput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n this.registerOutput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowNormalBias\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthScale\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerOutput(\"shadowDepthRange\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightInformationBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get direction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the direction output component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the shadow bias output component\r\n */\r\n public get shadowBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the shadow normal bias output component\r\n */\r\n public get shadowNormalBias(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth scale component\r\n */\r\n public get shadowDepthScale(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the shadow depth range component\r\n */\r\n public get shadowDepthRange(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (this.light && this.light.isDisposed()) {\r\n this.light = null;\r\n }\r\n\r\n let light = this.light;\r\n const scene = nodeMaterial.getScene();\r\n\r\n if (!light && scene.lights.length) {\r\n light = this.light = scene.lights[0];\r\n this._forcePrepareDefines = true;\r\n }\r\n\r\n if (!light || !light.isEnabled) {\r\n effect.setFloat3(this._lightDataUniformName, 0, 0, 0);\r\n effect.setFloat4(this._lightColorUniformName, 0, 0, 0, 0);\r\n return;\r\n }\r\n\r\n light.transferToNodeMaterialEffect(effect, this._lightDataUniformName);\r\n\r\n effect.setColor4(this._lightColorUniformName, light.diffuse, light.intensity);\r\n\r\n const generator = light.getShadowGenerator() as ShadowGenerator;\r\n if (this.shadowBias.hasEndpoints || this.shadowNormalBias.hasEndpoints || this.shadowDepthScale.hasEndpoints) {\r\n if (generator) {\r\n effect.setFloat3(this._lightShadowUniformName, generator.bias, generator.normalBias, generator.depthScale);\r\n } else {\r\n effect.setFloat3(this._lightShadowUniformName, 0, 0, 0);\r\n }\r\n }\r\n\r\n if (this.shadowDepthRange) {\r\n if (generator && scene.activeCamera) {\r\n const shadowLight = light as ShadowLight;\r\n effect.setFloat2(\r\n this._lightShadowExtraUniformName,\r\n shadowLight.getDepthMinZ(scene.activeCamera),\r\n shadowLight.getDepthMinZ(scene.activeCamera) + shadowLight.getDepthMaxZ(scene.activeCamera)\r\n );\r\n } else {\r\n effect.setFloat2(this._lightShadowExtraUniformName, 0, 0);\r\n }\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty && !this._forcePrepareDefines) {\r\n return;\r\n }\r\n\r\n this._forcePrepareDefines = false;\r\n\r\n const light = this.light;\r\n defines.setValue(this._lightTypeDefineName, light && light instanceof PointLight ? true : false, true);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const direction = this.direction;\r\n const color = this.color;\r\n const intensity = this.intensity;\r\n const shadowBias = this.shadowBias;\r\n const shadowNormalBias = this.shadowNormalBias;\r\n const shadowDepthScale = this.shadowDepthScale;\r\n const shadowDepthRange = this.shadowDepthRange;\r\n\r\n this._lightDataUniformName = state._getFreeVariableName(\"lightData\");\r\n this._lightColorUniformName = state._getFreeVariableName(\"lightColor\");\r\n this._lightShadowUniformName = state._getFreeVariableName(\"shadowData\");\r\n this._lightShadowExtraUniformName = state._getFreeVariableName(\"shadowExtraData\");\r\n this._lightTypeDefineName = state._getFreeDefineName(\"LIGHTPOINTTYPE\");\r\n\r\n state._emitUniformFromString(this._lightDataUniformName, \"vec3\");\r\n state._emitUniformFromString(this._lightColorUniformName, \"vec4\");\r\n\r\n state.compilationString += `#ifdef ${this._lightTypeDefineName}\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = normalize(${this.worldPosition.associatedVariableName}.xyz - ${this._lightDataUniformName});\\r\\n`;\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += this._declareOutput(direction, state) + ` = ${this._lightDataUniformName};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += this._declareOutput(color, state) + ` = ${this._lightColorUniformName}.rgb;\\r\\n`;\r\n state.compilationString += this._declareOutput(intensity, state) + ` = ${this._lightColorUniformName}.a;\\r\\n`;\r\n\r\n if (shadowBias.hasEndpoints || shadowNormalBias.hasEndpoints || shadowDepthScale.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowUniformName, \"vec3\");\r\n if (shadowBias.hasEndpoints) {\r\n state.compilationString += this._declareOutput(shadowBias, state) + ` = ${this._lightShadowUniformName}.x;\\r\\n`;\r\n }\r\n if (shadowNormalBias.hasEndpoints) {\r\n state.compilationString += this._declareOutput(shadowNormalBias, state) + ` = ${this._lightShadowUniformName}.y;\\r\\n`;\r\n }\r\n if (shadowDepthScale.hasEndpoints) {\r\n state.compilationString += this._declareOutput(shadowDepthScale, state) + ` = ${this._lightShadowUniformName}.z;\\r\\n`;\r\n }\r\n }\r\n\r\n if (shadowDepthRange.hasEndpoints) {\r\n state._emitUniformFromString(this._lightShadowExtraUniformName, \"vec2\");\r\n state.compilationString += this._declareOutput(shadowDepthRange, state) + ` = ${this._lightShadowUniformName};\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightInformationBlock\", LightInformationBlock);\r\n"]}
@@ -26,6 +26,7 @@ import { NodeMaterialModes } from "./Enums/nodeMaterialModes";
26
26
  import type { IParticleSystem } from "../../Particles/IParticleSystem";
27
27
  import { ProceduralTexture } from "../Textures/Procedurals/proceduralTexture";
28
28
  import type { ImageSourceBlock } from "./Blocks/Dual/imageSourceBlock";
29
+ import type { Material } from "../material";
29
30
  /**
30
31
  * Interface used to configure the node material editor
31
32
  */
@@ -318,6 +319,11 @@ export declare class NodeMaterial extends PushMaterial {
318
319
  * @param onError defines a function to call when the effect creation has failed
319
320
  */
320
321
  createEffectForParticles(particleSystem: IParticleSystem, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
322
+ /**
323
+ * Use this material as the shadow depth wrapper of a target material
324
+ * @param targetMaterial defines the target material
325
+ */
326
+ createAsShadowDepthWrapper(targetMaterial: Material): void;
321
327
  private _processDefines;
322
328
  /**
323
329
  * Get if the submesh is ready to be used and all its information available.
@@ -846,6 +846,17 @@ var NodeMaterial = /** @class */ (function (_super) {
846
846
  this._createEffectForParticles(particleSystem, BaseParticleSystem.BLENDMODE_ONEONE, onCompiled, onError);
847
847
  this._createEffectForParticles(particleSystem, BaseParticleSystem.BLENDMODE_MULTIPLY, onCompiled, onError);
848
848
  };
849
+ /**
850
+ * Use this material as the shadow depth wrapper of a target material
851
+ * @param targetMaterial defines the target material
852
+ */
853
+ NodeMaterial.prototype.createAsShadowDepthWrapper = function (targetMaterial) {
854
+ if (this.mode !== NodeMaterialModes.Material) {
855
+ console.log("Incompatible material mode");
856
+ return;
857
+ }
858
+ targetMaterial.shadowDepthWrapper = new BABYLON.ShadowDepthWrapper(this, this.getScene());
859
+ };
849
860
  NodeMaterial.prototype._processDefines = function (mesh, defines, useInstances, subMesh) {
850
861
  var _this = this;
851
862
  if (useInstances === void 0) { useInstances = false; }