@babylonjs/core 5.26.0 → 5.27.0
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.
- package/Debug/debugLayer.d.ts +3 -3
- package/Debug/debugLayer.js +2 -2
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Inputs/scene.inputManager.js +1 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/glowLayer.d.ts +5 -0
- package/Layers/glowLayer.js +21 -8
- package/Layers/glowLayer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +3 -3
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +1 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +7 -0
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +2 -0
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +3 -0
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/texture.d.ts +7 -2
- package/Materials/Textures/texture.js +33 -28
- package/Materials/Textures/texture.js.map +1 -1
- package/Maths/math.polar.d.ts +2 -2
- package/Maths/math.polar.js +4 -4
- package/Maths/math.polar.js.map +1 -1
- package/Maths/math.vector.d.ts +62 -1
- package/Maths/math.vector.js +62 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +8 -0
- package/Meshes/abstractMesh.js +12 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +4 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.js +4 -3
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/screenshotTools.js +2 -12
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +2 -8
- package/Misc/tools.js +2 -2
- package/Misc/tools.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +2 -1
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/refractionPostProcess.d.ts +2 -1
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.d.ts +2 -1
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +2 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +2 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +3 -2
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
- package/package.json +1 -1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\ndeclare type NodeMaterialBlock = import(\"./nodeMaterialBlock\").NodeMaterialBlock;\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes = new Array<NodeMaterialBlockConnectionPointTypes>();\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -90,6 +90,8 @@ export class PBRAnisotropicConfiguration extends MaterialPluginBase {
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else {
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defines.ANISOTROPIC = false;
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defines.ANISOTROPIC_TEXTURE = false;
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defines.ANISOTROPIC_TEXTUREDIRECTUV = 0;
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defines.MAINUV1 = false;
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}
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}
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bindForSubMesh(uniformBuffer, scene) {
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@@ -1 +1 @@
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1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type AbstractMesh = import(\"../../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialAnisotropicDefines extends MaterialDefines {\r\n public ANISOTROPIC = false;\r\n public ANISOTROPIC_TEXTURE = false;\r\n public ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n public MAINUV1 = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the anisotropic component of the PBR material\r\n */\r\nexport class PBRAnisotropicConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRAnisotropic\", 110, new MaterialAnisotropicDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialAnisotropicDefines, scene: Scene, mesh: AbstractMesh): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vAnisotropy\", size: 3, type: \"vec3\" },\r\n { name: \"vAnisotropyInfos\", size: 2, type: \"vec2\" },\r\n { name: \"anisotropyMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type AbstractMesh = import(\"../../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialAnisotropicDefines extends MaterialDefines {\r\n public ANISOTROPIC = false;\r\n public ANISOTROPIC_TEXTURE = false;\r\n public ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n public MAINUV1 = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the anisotropic component of the PBR material\r\n */\r\nexport class PBRAnisotropicConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRAnisotropic\", 110, new MaterialAnisotropicDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialAnisotropicDefines, scene: Scene, mesh: AbstractMesh): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n defines.ANISOTROPIC_TEXTUREDIRECTUV = 0;\r\n defines.MAINUV1 = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vAnisotropy\", size: 3, type: \"vec3\" },\r\n { name: \"vAnisotropyInfos\", size: 2, type: \"vec2\" },\r\n { name: \"anisotropyMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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@@ -206,6 +206,13 @@ export class PBRClearCoatConfiguration extends MaterialPluginBase {
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206
206
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defines.CLEARCOAT_TINT_TEXTURE = false;
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207
207
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defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = false;
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208
208
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defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL = false;
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209
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+
defines.CLEARCOAT_DEFAULTIOR = false;
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210
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+
defines.CLEARCOAT_TEXTUREDIRECTUV = 0;
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211
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+
defines.CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV = 0;
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212
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+
defines.CLEARCOAT_BUMPDIRECTUV = 0;
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213
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+
defines.CLEARCOAT_REMAP_F0 = false;
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214
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+
defines.CLEARCOAT_TINT_TEXTUREDIRECTUV = 0;
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215
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+
defines.CLEARCOAT_TINT_GAMMATEXTURE = false;
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209
216
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}
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210
217
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}
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211
218
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bindForSubMesh(uniformBuffer, scene, engine, subMesh) {
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialClearCoatDefines extends MaterialDefines {\r\n public CLEARCOAT = false;\r\n public CLEARCOAT_DEFAULTIOR = false;\r\n public CLEARCOAT_TEXTURE = false;\r\n public CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n public CLEARCOAT_TEXTUREDIRECTUV = 0;\r\n public CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV = 0;\r\n public CLEARCOAT_BUMP = false;\r\n public CLEARCOAT_BUMPDIRECTUV = 0;\r\n public CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n public CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n public CLEARCOAT_REMAP_F0 = false;\r\n\r\n public CLEARCOAT_TINT = false;\r\n public CLEARCOAT_TINT_TEXTURE = false;\r\n public CLEARCOAT_TINT_TEXTUREDIRECTUV = 0;\r\n public CLEARCOAT_TINT_GAMMATEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the clear coat component of the PBR material\r\n */\r\nexport class PBRClearCoatConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n /**\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n * @internal\r\n */\r\n public static readonly _DefaultIndexOfRefraction = 1.5;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the clear coat is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines the clear coat layer roughness.\r\n */\r\n @serialize()\r\n public roughness: number = 0;\r\n\r\n private _indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n /**\r\n * Defines the index of refraction of the clear coat.\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n * Changing the default value is more performance intensive.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear coat values in a texture (red channel is intensity and green channel is roughness)\r\n * If useRoughnessFromMainTexture is false, the green channel of texture is not used and the green channel of textureRoughness is used instead\r\n * if textureRoughness is not empty, else no texture roughness is used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n private _useRoughnessFromMainTexture = true;\r\n /**\r\n * Indicates that the green channel of the texture property will be used for roughness (default: true)\r\n * If false, the green channel from textureRoughness is used for roughness\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMainTexture = true;\r\n\r\n private _textureRoughness: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear coat roughness in a texture (green channel)\r\n * Not used if useRoughnessFromMainTexture is true\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public textureRoughness: Nullable<BaseTexture> = null;\r\n\r\n private _remapF0OnInterfaceChange = true;\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public remapF0OnInterfaceChange = true;\r\n\r\n private _bumpTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Define the clear coat specific bump texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture> = null;\r\n\r\n private _isTintEnabled = false;\r\n /**\r\n * Defines if the clear coat tint is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTintEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat tint of the material.\r\n * This is only use if tint is enabled\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the\r\n * clear coat media.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the clear coat layer thickness.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintThickness: number = 1;\r\n\r\n private _tintTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear tint values in a texture.\r\n * rgb is tint\r\n * a is a thickness factor\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public tintTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRClearCoat\", 100, new MaterialClearCoatDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialClearCoatDefines, scene: Scene, engine: Engine): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n const disableBumpMap = this._material._disableBumpMap;\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.ClearCoatTextureEnabled) {\r\n if (!this._textureRoughness.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (engine.getCaps().standardDerivatives && this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n // Bump texture cannot be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n if (!this._tintTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialClearCoatDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.CLEARCOAT = true;\r\n defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = this._useRoughnessFromMainTexture;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL =\r\n this._texture !== null && this._texture._texture === this._textureRoughness?._texture && this._texture.checkTransformsAreIdentical(this._textureRoughness);\r\n defines.CLEARCOAT_REMAP_F0 = this._remapF0OnInterfaceChange;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"CLEARCOAT_TEXTURE\");\r\n } else {\r\n defines.CLEARCOAT_TEXTURE = false;\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.ClearCoatTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._textureRoughness, defines, \"CLEARCOAT_TEXTURE_ROUGHNESS\");\r\n } else {\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n }\r\n\r\n if (this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"CLEARCOAT_BUMP\");\r\n } else {\r\n defines.CLEARCOAT_BUMP = false;\r\n }\r\n\r\n defines.CLEARCOAT_DEFAULTIOR = this._indexOfRefraction === PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n if (this._isTintEnabled) {\r\n defines.CLEARCOAT_TINT = true;\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._tintTexture, defines, \"CLEARCOAT_TINT_TEXTURE\");\r\n defines.CLEARCOAT_TINT_GAMMATEXTURE = this._tintTexture.gammaSpace;\r\n } else {\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n } else {\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.CLEARCOAT = false;\r\n defines.CLEARCOAT_TEXTURE = false;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n defines.CLEARCOAT_BUMP = false;\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialClearCoatDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const disableBumpMap = this._material._disableBumpMap;\r\n const invertNormalMapX = this._material._invertNormalMapX;\r\n const invertNormalMapY = this._material._invertNormalMapY;\r\n\r\n const identicalTextures = defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vClearCoatInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"clearCoat\");\r\n } else if ((this._texture || this._textureRoughness) && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vClearCoatInfos\",\r\n this._texture?.coordinatesIndex ?? 0,\r\n this._texture?.level ?? 0,\r\n this._textureRoughness?.coordinatesIndex ?? 0,\r\n this._textureRoughness?.level ?? 0\r\n );\r\n if (this._texture) {\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"clearCoat\");\r\n }\r\n if (this._textureRoughness && !identicalTextures && !defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._textureRoughness, uniformBuffer, \"clearCoatRoughness\");\r\n }\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.updateFloat2(\"vClearCoatBumpInfos\", this._bumpTexture.coordinatesIndex, this._bumpTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, uniformBuffer, \"clearCoatBump\");\r\n\r\n if (scene._mirroredCameraPosition) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? 1.0 : -1.0, invertNormalMapY ? 1.0 : -1.0);\r\n } else {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? -1.0 : 1.0, invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTintInfos\", this._tintTexture.coordinatesIndex, this._tintTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._tintTexture, uniformBuffer, \"clearCoatTint\");\r\n }\r\n\r\n // Clear Coat General params\r\n uniformBuffer.updateFloat2(\"vClearCoatParams\", this.intensity, this.roughness);\r\n\r\n // Clear Coat Refraction params\r\n const a = 1 - this._indexOfRefraction;\r\n const b = 1 + this._indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / this._indexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n if (this._isTintEnabled) {\r\n uniformBuffer.updateFloat4(\"vClearCoatTintParams\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintThickness));\r\n uniformBuffer.updateFloat(\"clearCoatColorAtDistance\", Math.max(0.00001, this.tintColorAtDistance));\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatSampler\", this._texture);\r\n }\r\n\r\n if (this._textureRoughness && !identicalTextures && !defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatRoughnessSampler\", this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.setTexture(\"clearCoatBumpSampler\", this._bumpTexture);\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatTintSampler\", this._tintTexture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._textureRoughness === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._tintTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n\r\n if (this._textureRoughness) {\r\n activeTextures.push(this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture) {\r\n activeTextures.push(this._tintTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n\r\n if (this._textureRoughness && this._textureRoughness.animations && this._textureRoughness.animations.length > 0) {\r\n animatables.push(this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n animatables.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture && this._tintTexture.animations && this._tintTexture.animations.length > 0) {\r\n animatables.push(this._tintTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._textureRoughness?.dispose();\r\n this._bumpTexture?.dispose();\r\n this._tintTexture?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRClearCoatConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.CLEARCOAT_BUMP) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_BUMP\");\r\n }\r\n if (defines.CLEARCOAT_TINT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_TINT\");\r\n }\r\n if (defines.CLEARCOAT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"clearCoatSampler\", \"clearCoatRoughnessSampler\", \"clearCoatBumpSampler\", \"clearCoatTintSampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vClearCoatParams\", size: 2, type: \"vec2\" },\r\n { name: \"vClearCoatRefractionParams\", size: 4, type: \"vec4\" },\r\n { name: \"vClearCoatInfos\", size: 4, type: \"vec4\" },\r\n { name: \"clearCoatMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"clearCoatRoughnessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vClearCoatBumpInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vClearCoatTangentSpaceParams\", size: 2, type: \"vec2\" },\r\n { name: \"clearCoatBumpMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vClearCoatTintParams\", size: 4, type: \"vec4\" },\r\n { name: \"clearCoatColorAtDistance\", size: 1, type: \"float\" },\r\n { name: \"vClearCoatTintInfos\", size: 2, type: \"vec2\" },\r\n { name: \"clearCoatTintMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialClearCoatDefines extends MaterialDefines {\r\n public CLEARCOAT = false;\r\n public CLEARCOAT_DEFAULTIOR = false;\r\n public CLEARCOAT_TEXTURE = false;\r\n public CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n public CLEARCOAT_TEXTUREDIRECTUV = 0;\r\n public CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV = 0;\r\n public CLEARCOAT_BUMP = false;\r\n public CLEARCOAT_BUMPDIRECTUV = 0;\r\n public CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n public CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n public CLEARCOAT_REMAP_F0 = false;\r\n\r\n public CLEARCOAT_TINT = false;\r\n public CLEARCOAT_TINT_TEXTURE = false;\r\n public CLEARCOAT_TINT_TEXTUREDIRECTUV = 0;\r\n public CLEARCOAT_TINT_GAMMATEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the clear coat component of the PBR material\r\n */\r\nexport class PBRClearCoatConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n /**\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n * @internal\r\n */\r\n public static readonly _DefaultIndexOfRefraction = 1.5;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the clear coat is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines the clear coat layer roughness.\r\n */\r\n @serialize()\r\n public roughness: number = 0;\r\n\r\n private _indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n /**\r\n * Defines the index of refraction of the clear coat.\r\n * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence\r\n * The default fits with a polyurethane material.\r\n * Changing the default value is more performance intensive.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear coat values in a texture (red channel is intensity and green channel is roughness)\r\n * If useRoughnessFromMainTexture is false, the green channel of texture is not used and the green channel of textureRoughness is used instead\r\n * if textureRoughness is not empty, else no texture roughness is used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n private _useRoughnessFromMainTexture = true;\r\n /**\r\n * Indicates that the green channel of the texture property will be used for roughness (default: true)\r\n * If false, the green channel from textureRoughness is used for roughness\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMainTexture = true;\r\n\r\n private _textureRoughness: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear coat roughness in a texture (green channel)\r\n * Not used if useRoughnessFromMainTexture is true\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public textureRoughness: Nullable<BaseTexture> = null;\r\n\r\n private _remapF0OnInterfaceChange = true;\r\n /**\r\n * Defines if the F0 value should be remapped to account for the interface change in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public remapF0OnInterfaceChange = true;\r\n\r\n private _bumpTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Define the clear coat specific bump texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture> = null;\r\n\r\n private _isTintEnabled = false;\r\n /**\r\n * Defines if the clear coat tint is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTintEnabled = false;\r\n\r\n /**\r\n * Defines the clear coat tint of the material.\r\n * This is only use if tint is enabled\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the\r\n * clear coat media.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the clear coat layer thickness.\r\n * This is only use if tint is enabled\r\n */\r\n @serialize()\r\n public tintThickness: number = 1;\r\n\r\n private _tintTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the clear tint values in a texture.\r\n * rgb is tint\r\n * a is a thickness factor\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public tintTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRClearCoat\", 100, new MaterialClearCoatDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialClearCoatDefines, scene: Scene, engine: Engine): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n const disableBumpMap = this._material._disableBumpMap;\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.ClearCoatTextureEnabled) {\r\n if (!this._textureRoughness.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (engine.getCaps().standardDerivatives && this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n // Bump texture cannot be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n if (!this._tintTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialClearCoatDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.CLEARCOAT = true;\r\n defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = this._useRoughnessFromMainTexture;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL =\r\n this._texture !== null && this._texture._texture === this._textureRoughness?._texture && this._texture.checkTransformsAreIdentical(this._textureRoughness);\r\n defines.CLEARCOAT_REMAP_F0 = this._remapF0OnInterfaceChange;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"CLEARCOAT_TEXTURE\");\r\n } else {\r\n defines.CLEARCOAT_TEXTURE = false;\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.ClearCoatTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._textureRoughness, defines, \"CLEARCOAT_TEXTURE_ROUGHNESS\");\r\n } else {\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n }\r\n\r\n if (this._bumpTexture && MaterialFlags.ClearCoatBumpTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"CLEARCOAT_BUMP\");\r\n } else {\r\n defines.CLEARCOAT_BUMP = false;\r\n }\r\n\r\n defines.CLEARCOAT_DEFAULTIOR = this._indexOfRefraction === PBRClearCoatConfiguration._DefaultIndexOfRefraction;\r\n\r\n if (this._isTintEnabled) {\r\n defines.CLEARCOAT_TINT = true;\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._tintTexture, defines, \"CLEARCOAT_TINT_TEXTURE\");\r\n defines.CLEARCOAT_TINT_GAMMATEXTURE = this._tintTexture.gammaSpace;\r\n } else {\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n } else {\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.CLEARCOAT = false;\r\n defines.CLEARCOAT_TEXTURE = false;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS = false;\r\n defines.CLEARCOAT_BUMP = false;\r\n defines.CLEARCOAT_TINT = false;\r\n defines.CLEARCOAT_TINT_TEXTURE = false;\r\n defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n defines.CLEARCOAT_DEFAULTIOR = false;\r\n defines.CLEARCOAT_TEXTUREDIRECTUV = 0;\r\n defines.CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV = 0;\r\n defines.CLEARCOAT_BUMPDIRECTUV = 0;\r\n defines.CLEARCOAT_REMAP_F0 = false;\r\n defines.CLEARCOAT_TINT_TEXTUREDIRECTUV = 0;\r\n defines.CLEARCOAT_TINT_GAMMATEXTURE = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialClearCoatDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const disableBumpMap = this._material._disableBumpMap;\r\n const invertNormalMapX = this._material._invertNormalMapX;\r\n const invertNormalMapY = this._material._invertNormalMapY;\r\n\r\n const identicalTextures = defines.CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vClearCoatInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"clearCoat\");\r\n } else if ((this._texture || this._textureRoughness) && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vClearCoatInfos\",\r\n this._texture?.coordinatesIndex ?? 0,\r\n this._texture?.level ?? 0,\r\n this._textureRoughness?.coordinatesIndex ?? 0,\r\n this._textureRoughness?.level ?? 0\r\n );\r\n if (this._texture) {\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"clearCoat\");\r\n }\r\n if (this._textureRoughness && !identicalTextures && !defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._textureRoughness, uniformBuffer, \"clearCoatRoughness\");\r\n }\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.updateFloat2(\"vClearCoatBumpInfos\", this._bumpTexture.coordinatesIndex, this._bumpTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, uniformBuffer, \"clearCoatBump\");\r\n\r\n if (scene._mirroredCameraPosition) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? 1.0 : -1.0, invertNormalMapY ? 1.0 : -1.0);\r\n } else {\r\n uniformBuffer.updateFloat2(\"vClearCoatTangentSpaceParams\", invertNormalMapX ? -1.0 : 1.0, invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n\r\n if (this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vClearCoatTintInfos\", this._tintTexture.coordinatesIndex, this._tintTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._tintTexture, uniformBuffer, \"clearCoatTint\");\r\n }\r\n\r\n // Clear Coat General params\r\n uniformBuffer.updateFloat2(\"vClearCoatParams\", this.intensity, this.roughness);\r\n\r\n // Clear Coat Refraction params\r\n const a = 1 - this._indexOfRefraction;\r\n const b = 1 + this._indexOfRefraction;\r\n const f0 = Math.pow(-a / b, 2); // Schlicks approx: (ior1 - ior2) / (ior1 + ior2) where ior2 for air is close to vacuum = 1.\r\n const eta = 1 / this._indexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vClearCoatRefractionParams\", f0, eta, a, b);\r\n\r\n if (this._isTintEnabled) {\r\n uniformBuffer.updateFloat4(\"vClearCoatTintParams\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintThickness));\r\n uniformBuffer.updateFloat(\"clearCoatColorAtDistance\", Math.max(0.00001, this.tintColorAtDistance));\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatSampler\", this._texture);\r\n }\r\n\r\n if (this._textureRoughness && !identicalTextures && !defines.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE && MaterialFlags.ClearCoatTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatRoughnessSampler\", this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture && engine.getCaps().standardDerivatives && MaterialFlags.ClearCoatBumpTextureEnabled && !disableBumpMap) {\r\n uniformBuffer.setTexture(\"clearCoatBumpSampler\", this._bumpTexture);\r\n }\r\n\r\n if (this._isTintEnabled && this._tintTexture && MaterialFlags.ClearCoatTintTextureEnabled) {\r\n uniformBuffer.setTexture(\"clearCoatTintSampler\", this._tintTexture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._textureRoughness === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._tintTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n\r\n if (this._textureRoughness) {\r\n activeTextures.push(this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture) {\r\n activeTextures.push(this._tintTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n\r\n if (this._textureRoughness && this._textureRoughness.animations && this._textureRoughness.animations.length > 0) {\r\n animatables.push(this._textureRoughness);\r\n }\r\n\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n animatables.push(this._bumpTexture);\r\n }\r\n\r\n if (this._tintTexture && this._tintTexture.animations && this._tintTexture.animations.length > 0) {\r\n animatables.push(this._tintTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._textureRoughness?.dispose();\r\n this._bumpTexture?.dispose();\r\n this._tintTexture?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRClearCoatConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.CLEARCOAT_BUMP) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_BUMP\");\r\n }\r\n if (defines.CLEARCOAT_TINT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT_TINT\");\r\n }\r\n if (defines.CLEARCOAT) {\r\n fallbacks.addFallback(currentRank++, \"CLEARCOAT\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"clearCoatSampler\", \"clearCoatRoughnessSampler\", \"clearCoatBumpSampler\", \"clearCoatTintSampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vClearCoatParams\", size: 2, type: \"vec2\" },\r\n { name: \"vClearCoatRefractionParams\", size: 4, type: \"vec4\" },\r\n { name: \"vClearCoatInfos\", size: 4, type: \"vec4\" },\r\n { name: \"clearCoatMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"clearCoatRoughnessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vClearCoatBumpInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vClearCoatTangentSpaceParams\", size: 2, type: \"vec2\" },\r\n { name: \"clearCoatBumpMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vClearCoatTintParams\", size: 4, type: \"vec4\" },\r\n { name: \"clearCoatColorAtDistance\", size: 1, type: \"float\" },\r\n { name: \"vClearCoatTintInfos\", size: 2, type: \"vec2\" },\r\n { name: \"clearCoatTintMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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@@ -110,6 +110,8 @@ export class PBRIridescenceConfiguration extends MaterialPluginBase {
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110
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defines.IRIDESCENCE_TEXTURE = false;
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defines.IRIDESCENCE_THICKNESS_TEXTURE = false;
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defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE = false;
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+
defines.IRIDESCENCE_TEXTUREDIRECTUV = 0;
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+
defines.IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV = 0;
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}
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}
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bindForSubMesh(uniformBuffer, scene, engine, subMesh) {
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize, serializeAsTexture, expandToProperty } from \"../../Misc/decorators\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialIridescenceDefines extends MaterialDefines {\r\n public IRIDESCENCE = false;\r\n public IRIDESCENCE_TEXTURE = false;\r\n public IRIDESCENCE_TEXTUREDIRECTUV = 0;\r\n public IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n public IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV = 0;\r\n public IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the iridescence (thin film) component of the PBR material\r\n */\r\nexport class PBRIridescenceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n /**\r\n * The default minimum thickness of the thin-film layer given in nanometers (nm).\r\n * Defaults to 100 nm.\r\n * @internal\r\n */\r\n public static readonly _DefaultMinimumThickness = 100;\r\n\r\n /**\r\n * The default maximum thickness of the thin-film layer given in nanometers (nm).\r\n * Defaults to 400 nm.\r\n * @internal\r\n */\r\n public static readonly _DefaultMaximumThickness = 400;\r\n\r\n /**\r\n * The default index of refraction of the thin-film layer.\r\n * Defaults to 1.3\r\n * @internal\r\n */\r\n public static readonly _DefaultIndexOfRefraction = 1.3;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the iridescence is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the iridescence layer strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines the minimum thickness of the thin-film layer given in nanometers (nm).\r\n */\r\n @serialize()\r\n public minimumThickness: number = PBRIridescenceConfiguration._DefaultMinimumThickness;\r\n\r\n /**\r\n * Defines the maximum thickness of the thin-film layer given in nanometers (nm). This will be the thickness used if not thickness texture has been set.\r\n */\r\n @serialize()\r\n public maximumThickness: number = PBRIridescenceConfiguration._DefaultMaximumThickness;\r\n\r\n /**\r\n * Defines the maximum thickness of the thin-film layer given in nanometers (nm).\r\n */\r\n @serialize()\r\n public indexOfRefraction: number = PBRIridescenceConfiguration._DefaultIndexOfRefraction;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the iridescence intensity in a texture (red channel)\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the iridescence thickness in a texture (green channel)\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRIridescence\", 110, new MaterialIridescenceDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialIridescenceDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._thicknessTexture && MaterialFlags.IridescenceTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialIridescenceDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.IRIDESCENCE = true;\r\n defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE =\r\n this._texture !== null && this._texture._texture === this._thicknessTexture?._texture && this._texture.checkTransformsAreIdentical(this._thicknessTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"IRIDESCENCE_TEXTURE\");\r\n } else {\r\n defines.IRIDESCENCE_TEXTURE = false;\r\n }\r\n\r\n if (!defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE && this._thicknessTexture && MaterialFlags.IridescenceTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"IRIDESCENCE_THICKNESS_TEXTURE\");\r\n } else {\r\n defines.IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.IRIDESCENCE = false;\r\n defines.IRIDESCENCE_TEXTURE = false;\r\n defines.IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE = false;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialIridescenceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const identicalTextures = defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vIridescenceInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"iridescence\");\r\n } else if ((this._texture || this._thicknessTexture) && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vIridescenceInfos\",\r\n this._texture?.coordinatesIndex ?? 0,\r\n this._texture?.level ?? 0,\r\n this._thicknessTexture?.coordinatesIndex ?? 0,\r\n this._thicknessTexture?.level ?? 0\r\n );\r\n if (this._texture) {\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"iridescence\");\r\n }\r\n if (this._thicknessTexture && !identicalTextures && !defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"iridescenceThickness\");\r\n }\r\n }\r\n\r\n // Clear Coat General params\r\n uniformBuffer.updateFloat4(\"vIridescenceParams\", this.intensity, this.indexOfRefraction, this.minimumThickness, this.maximumThickness);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.setTexture(\"iridescenceSampler\", this._texture);\r\n }\r\n\r\n if (this._thicknessTexture && !identicalTextures && !defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.setTexture(\"iridescenceThicknessSampler\", this._thicknessTexture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._thicknessTexture?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRIridescenceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialIridescenceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.IRIDESCENCE) {\r\n fallbacks.addFallback(currentRank++, \"IRIDESCENCE\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"iridescenceSampler\", \"iridescenceThicknessSampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vIridescenceParams\", size: 4, type: \"vec4\" },\r\n { name: \"vIridescenceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"iridescenceMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"iridescenceThicknessMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
|
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport { serialize, serializeAsTexture, expandToProperty } from \"../../Misc/decorators\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialIridescenceDefines extends MaterialDefines {\r\n public IRIDESCENCE = false;\r\n public IRIDESCENCE_TEXTURE = false;\r\n public IRIDESCENCE_TEXTUREDIRECTUV = 0;\r\n public IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n public IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV = 0;\r\n public IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the iridescence (thin film) component of the PBR material\r\n */\r\nexport class PBRIridescenceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n /**\r\n * The default minimum thickness of the thin-film layer given in nanometers (nm).\r\n * Defaults to 100 nm.\r\n * @internal\r\n */\r\n public static readonly _DefaultMinimumThickness = 100;\r\n\r\n /**\r\n * The default maximum thickness of the thin-film layer given in nanometers (nm).\r\n * Defaults to 400 nm.\r\n * @internal\r\n */\r\n public static readonly _DefaultMaximumThickness = 400;\r\n\r\n /**\r\n * The default index of refraction of the thin-film layer.\r\n * Defaults to 1.3\r\n * @internal\r\n */\r\n public static readonly _DefaultIndexOfRefraction = 1.3;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the iridescence is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the iridescence layer strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines the minimum thickness of the thin-film layer given in nanometers (nm).\r\n */\r\n @serialize()\r\n public minimumThickness: number = PBRIridescenceConfiguration._DefaultMinimumThickness;\r\n\r\n /**\r\n * Defines the maximum thickness of the thin-film layer given in nanometers (nm). This will be the thickness used if not thickness texture has been set.\r\n */\r\n @serialize()\r\n public maximumThickness: number = PBRIridescenceConfiguration._DefaultMaximumThickness;\r\n\r\n /**\r\n * Defines the maximum thickness of the thin-film layer given in nanometers (nm).\r\n */\r\n @serialize()\r\n public indexOfRefraction: number = PBRIridescenceConfiguration._DefaultIndexOfRefraction;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the iridescence intensity in a texture (red channel)\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the iridescence thickness in a texture (green channel)\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRIridescence\", 110, new MaterialIridescenceDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialIridescenceDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._thicknessTexture && MaterialFlags.IridescenceTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialIridescenceDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.IRIDESCENCE = true;\r\n defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE =\r\n this._texture !== null && this._texture._texture === this._thicknessTexture?._texture && this._texture.checkTransformsAreIdentical(this._thicknessTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"IRIDESCENCE_TEXTURE\");\r\n } else {\r\n defines.IRIDESCENCE_TEXTURE = false;\r\n }\r\n\r\n if (!defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE && this._thicknessTexture && MaterialFlags.IridescenceTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"IRIDESCENCE_THICKNESS_TEXTURE\");\r\n } else {\r\n defines.IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.IRIDESCENCE = false;\r\n defines.IRIDESCENCE_TEXTURE = false;\r\n defines.IRIDESCENCE_THICKNESS_TEXTURE = false;\r\n defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE = false;\r\n defines.IRIDESCENCE_TEXTUREDIRECTUV = 0;\r\n defines.IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV = 0;\r\n }\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialIridescenceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const identicalTextures = defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vIridescenceInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"iridescence\");\r\n } else if ((this._texture || this._thicknessTexture) && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vIridescenceInfos\",\r\n this._texture?.coordinatesIndex ?? 0,\r\n this._texture?.level ?? 0,\r\n this._thicknessTexture?.coordinatesIndex ?? 0,\r\n this._thicknessTexture?.level ?? 0\r\n );\r\n if (this._texture) {\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"iridescence\");\r\n }\r\n if (this._thicknessTexture && !identicalTextures && !defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"iridescenceThickness\");\r\n }\r\n }\r\n\r\n // Clear Coat General params\r\n uniformBuffer.updateFloat4(\"vIridescenceParams\", this.intensity, this.indexOfRefraction, this.minimumThickness, this.maximumThickness);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.setTexture(\"iridescenceSampler\", this._texture);\r\n }\r\n\r\n if (this._thicknessTexture && !identicalTextures && !defines.IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE && MaterialFlags.IridescenceTextureEnabled) {\r\n uniformBuffer.setTexture(\"iridescenceThicknessSampler\", this._thicknessTexture);\r\n }\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._thicknessTexture?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRIridescenceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialIridescenceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.IRIDESCENCE) {\r\n fallbacks.addFallback(currentRank++, \"IRIDESCENCE\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"iridescenceSampler\", \"iridescenceThicknessSampler\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vIridescenceParams\", size: 4, type: \"vec4\" },\r\n { name: \"vIridescenceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"iridescenceMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"iridescenceThicknessMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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@@ -147,6 +147,9 @@ export class PBRSheenConfiguration extends MaterialPluginBase {
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147
147
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defines.SHEEN_ALBEDOSCALING = false;
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148
148
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defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = false;
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149
149
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defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL = false;
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150
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+
defines.SHEEN_GAMMATEXTURE = false;
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151
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+
defines.SHEEN_TEXTUREDIRECTUV = 0;
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152
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+
defines.SHEEN_TEXTURE_ROUGHNESSDIRECTUV = 0;
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150
153
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}
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151
154
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}
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152
155
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bindForSubMesh(uniformBuffer, scene, engine, subMesh) {
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