@babylonjs/core 5.26.0 → 5.27.0

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Files changed (63) hide show
  1. package/Debug/debugLayer.d.ts +3 -3
  2. package/Debug/debugLayer.js +2 -2
  3. package/Debug/debugLayer.js.map +1 -1
  4. package/Engines/thinEngine.js +6 -6
  5. package/Engines/thinEngine.js.map +1 -1
  6. package/Inputs/scene.inputManager.js +1 -1
  7. package/Inputs/scene.inputManager.js.map +1 -1
  8. package/Layers/glowLayer.d.ts +5 -0
  9. package/Layers/glowLayer.js +21 -8
  10. package/Layers/glowLayer.js.map +1 -1
  11. package/Loading/Plugins/babylonFileLoader.js +3 -3
  12. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  13. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +1 -2
  14. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  15. package/Materials/PBR/pbrAnisotropicConfiguration.js +2 -0
  16. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  17. package/Materials/PBR/pbrClearCoatConfiguration.js +7 -0
  18. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  19. package/Materials/PBR/pbrIridescenceConfiguration.js +2 -0
  20. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  21. package/Materials/PBR/pbrSheenConfiguration.js +3 -0
  22. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  23. package/Materials/PBR/pbrSubSurfaceConfiguration.js +22 -0
  24. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  25. package/Materials/Textures/texture.d.ts +7 -2
  26. package/Materials/Textures/texture.js +33 -28
  27. package/Materials/Textures/texture.js.map +1 -1
  28. package/Maths/math.polar.d.ts +2 -2
  29. package/Maths/math.polar.js +4 -4
  30. package/Maths/math.polar.js.map +1 -1
  31. package/Maths/math.vector.d.ts +62 -1
  32. package/Maths/math.vector.js +62 -1
  33. package/Maths/math.vector.js.map +1 -1
  34. package/Meshes/abstractMesh.d.ts +8 -0
  35. package/Meshes/abstractMesh.js +12 -0
  36. package/Meshes/abstractMesh.js.map +1 -1
  37. package/Meshes/mesh.js +4 -1
  38. package/Meshes/mesh.js.map +1 -1
  39. package/Meshes/transformNode.js +4 -3
  40. package/Meshes/transformNode.js.map +1 -1
  41. package/Misc/screenshotTools.js +2 -12
  42. package/Misc/screenshotTools.js.map +1 -1
  43. package/Misc/tools.d.ts +2 -8
  44. package/Misc/tools.js +2 -2
  45. package/Misc/tools.js.map +1 -1
  46. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -1
  47. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  48. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -1
  49. package/PostProcesses/colorCorrectionPostProcess.js +2 -1
  50. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  51. package/PostProcesses/refractionPostProcess.d.ts +2 -1
  52. package/PostProcesses/refractionPostProcess.js.map +1 -1
  53. package/PostProcesses/tonemapPostProcess.d.ts +2 -1
  54. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  55. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -1
  56. package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
  57. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  58. package/PostProcesses/vrDistortionCorrectionPostProcess.d.ts +2 -1
  59. package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
  60. package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +2 -1
  61. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +3 -2
  62. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  63. package/package.json +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsColor3, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { Color3 } from \"../../Maths/math.color\";\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 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 MaterialSheenDefines extends MaterialDefines {\r\n public SHEEN = false;\r\n public SHEEN_TEXTURE = false;\r\n public SHEEN_GAMMATEXTURE = false;\r\n public SHEEN_TEXTURE_ROUGHNESS = false;\r\n public SHEEN_TEXTUREDIRECTUV = 0;\r\n public SHEEN_TEXTURE_ROUGHNESSDIRECTUV = 0;\r\n public SHEEN_LINKWITHALBEDO = false;\r\n public SHEEN_ROUGHNESS = false;\r\n public SHEEN_ALBEDOSCALING = false;\r\n public SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n public SHEEN_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sheen component of the PBR material.\r\n */\r\nexport class PBRSheenConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the material uses sheen.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n private _linkSheenWithAlbedo = false;\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkSheenWithAlbedo = false;\r\n\r\n /**\r\n * Defines the sheen intensity.\r\n */\r\n @serialize()\r\n public intensity = 1;\r\n\r\n /**\r\n * Defines the sheen color.\r\n */\r\n @serializeAsColor3()\r\n public color = Color3.White();\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the sheen tint values in a texture.\r\n * rgb is tint\r\n * a is a intensity or roughness if the roughness property has been defined and useRoughnessFromTexture is true (in that case, textureRoughness won't be used)\r\n * If the roughness property has been defined and useRoughnessFromTexture is false then the alpha channel is not used to modulate roughness\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 alpha channel of the texture property will be used for roughness.\r\n * Has no effect if the roughness (and texture!) property is not defined\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMainTexture = true;\r\n\r\n private _roughness: Nullable<number> = null;\r\n /**\r\n * Defines the sheen roughness.\r\n * It is not taken into account if linkSheenWithAlbedo is true.\r\n * To stay backward compatible, material roughness is used instead if sheen roughness = null\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number> = null;\r\n\r\n private _textureRoughness: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the sheen roughness in a texture.\r\n * alpha channel is the roughness. This texture won't be used if the texture property is not empty and useRoughnessFromTexture is true\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public textureRoughness: Nullable<BaseTexture> = null;\r\n\r\n private _albedoScaling = false;\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoScaling = false;\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, \"Sheen\", 120, new MaterialSheenDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSheenDefines, 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.SheenTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.SheenTextureEnabled) {\r\n if (!this._textureRoughness.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: MaterialSheenDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.SHEEN = true;\r\n defines.SHEEN_LINKWITHALBEDO = this._linkSheenWithAlbedo;\r\n defines.SHEEN_ROUGHNESS = this._roughness !== null;\r\n defines.SHEEN_ALBEDOSCALING = this._albedoScaling;\r\n defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = this._useRoughnessFromMainTexture;\r\n defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL =\r\n this._texture !== null && this._texture._texture === this._textureRoughness?._texture && this._texture.checkTransformsAreIdentical(this._textureRoughness);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"SHEEN_TEXTURE\");\r\n defines.SHEEN_GAMMATEXTURE = this._texture.gammaSpace;\r\n } else {\r\n defines.SHEEN_TEXTURE = false;\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.SheenTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._textureRoughness, defines, \"SHEEN_TEXTURE_ROUGHNESS\");\r\n } else {\r\n defines.SHEEN_TEXTURE_ROUGHNESS = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.SHEEN = false;\r\n defines.SHEEN_TEXTURE = false;\r\n defines.SHEEN_TEXTURE_ROUGHNESS = false;\r\n defines.SHEEN_LINKWITHALBEDO = false;\r\n defines.SHEEN_ROUGHNESS = false;\r\n defines.SHEEN_ALBEDOSCALING = false;\r\n defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n defines.SHEEN_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 MaterialSheenDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const identicalTextures = defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vSheenInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"sheen\");\r\n } else if ((this._texture || this._textureRoughness) && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vSheenInfos\",\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, \"sheen\");\r\n }\r\n if (this._textureRoughness && !identicalTextures && !defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._textureRoughness, uniformBuffer, \"sheenRoughness\");\r\n }\r\n }\r\n\r\n // Sheen\r\n uniformBuffer.updateFloat4(\"vSheenColor\", this.color.r, this.color.g, this.color.b, this.intensity);\r\n\r\n if (this._roughness !== null) {\r\n uniformBuffer.updateFloat(\"vSheenRoughness\", this._roughness);\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.setTexture(\"sheenSampler\", this._texture);\r\n }\r\n\r\n if (this._textureRoughness && !identicalTextures && !defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.setTexture(\"sheenRoughnessSampler\", this._textureRoughness);\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 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\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\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._textureRoughness?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSheenConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SHEEN) {\r\n fallbacks.addFallback(currentRank++, \"SHEEN\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"sheenSampler\", \"sheenRoughnessSampler\");\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: \"vSheenColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSheenRoughness\", size: 1, type: \"float\" },\r\n { name: \"vSheenInfos\", size: 4, type: \"vec4\" },\r\n { name: \"sheenMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"sheenRoughnessMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, expandToProperty, serializeAsColor3, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { Color3 } from \"../../Maths/math.color\";\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 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 MaterialSheenDefines extends MaterialDefines {\r\n public SHEEN = false;\r\n public SHEEN_TEXTURE = false;\r\n public SHEEN_GAMMATEXTURE = false;\r\n public SHEEN_TEXTURE_ROUGHNESS = false;\r\n public SHEEN_TEXTUREDIRECTUV = 0;\r\n public SHEEN_TEXTURE_ROUGHNESSDIRECTUV = 0;\r\n public SHEEN_LINKWITHALBEDO = false;\r\n public SHEEN_ROUGHNESS = false;\r\n public SHEEN_ALBEDOSCALING = false;\r\n public SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n public SHEEN_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sheen component of the PBR material.\r\n */\r\nexport class PBRSheenConfiguration extends MaterialPluginBase {\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the material uses sheen.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n private _linkSheenWithAlbedo = false;\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkSheenWithAlbedo = false;\r\n\r\n /**\r\n * Defines the sheen intensity.\r\n */\r\n @serialize()\r\n public intensity = 1;\r\n\r\n /**\r\n * Defines the sheen color.\r\n */\r\n @serializeAsColor3()\r\n public color = Color3.White();\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the sheen tint values in a texture.\r\n * rgb is tint\r\n * a is a intensity or roughness if the roughness property has been defined and useRoughnessFromTexture is true (in that case, textureRoughness won't be used)\r\n * If the roughness property has been defined and useRoughnessFromTexture is false then the alpha channel is not used to modulate roughness\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 alpha channel of the texture property will be used for roughness.\r\n * Has no effect if the roughness (and texture!) property is not defined\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMainTexture = true;\r\n\r\n private _roughness: Nullable<number> = null;\r\n /**\r\n * Defines the sheen roughness.\r\n * It is not taken into account if linkSheenWithAlbedo is true.\r\n * To stay backward compatible, material roughness is used instead if sheen roughness = null\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number> = null;\r\n\r\n private _textureRoughness: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the sheen roughness in a texture.\r\n * alpha channel is the roughness. This texture won't be used if the texture property is not empty and useRoughnessFromTexture is true\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public textureRoughness: Nullable<BaseTexture> = null;\r\n\r\n private _albedoScaling = false;\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoScaling = false;\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, \"Sheen\", 120, new MaterialSheenDefines(), addToPluginList);\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSheenDefines, 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.SheenTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.SheenTextureEnabled) {\r\n if (!this._textureRoughness.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: MaterialSheenDefines, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.SHEEN = true;\r\n defines.SHEEN_LINKWITHALBEDO = this._linkSheenWithAlbedo;\r\n defines.SHEEN_ROUGHNESS = this._roughness !== null;\r\n defines.SHEEN_ALBEDOSCALING = this._albedoScaling;\r\n defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = this._useRoughnessFromMainTexture;\r\n defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL =\r\n this._texture !== null && this._texture._texture === this._textureRoughness?._texture && this._texture.checkTransformsAreIdentical(this._textureRoughness);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"SHEEN_TEXTURE\");\r\n defines.SHEEN_GAMMATEXTURE = this._texture.gammaSpace;\r\n } else {\r\n defines.SHEEN_TEXTURE = false;\r\n }\r\n\r\n if (this._textureRoughness && MaterialFlags.SheenTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._textureRoughness, defines, \"SHEEN_TEXTURE_ROUGHNESS\");\r\n } else {\r\n defines.SHEEN_TEXTURE_ROUGHNESS = false;\r\n }\r\n }\r\n }\r\n } else {\r\n defines.SHEEN = false;\r\n defines.SHEEN_TEXTURE = false;\r\n defines.SHEEN_TEXTURE_ROUGHNESS = false;\r\n defines.SHEEN_LINKWITHALBEDO = false;\r\n defines.SHEEN_ROUGHNESS = false;\r\n defines.SHEEN_ALBEDOSCALING = false;\r\n defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE = false;\r\n defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL = false;\r\n defines.SHEEN_GAMMATEXTURE = false;\r\n defines.SHEEN_TEXTUREDIRECTUV = 0;\r\n defines.SHEEN_TEXTURE_ROUGHNESSDIRECTUV = 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 MaterialSheenDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n\r\n const identicalTextures = defines.SHEEN_TEXTURE_ROUGHNESS_IDENTICAL;\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (identicalTextures && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.updateFloat4(\"vSheenInfos\", this._texture!.coordinatesIndex, this._texture!.level, -1, -1);\r\n MaterialHelper.BindTextureMatrix(this._texture!, uniformBuffer, \"sheen\");\r\n } else if ((this._texture || this._textureRoughness) && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.updateFloat4(\r\n \"vSheenInfos\",\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, \"sheen\");\r\n }\r\n if (this._textureRoughness && !identicalTextures && !defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE) {\r\n MaterialHelper.BindTextureMatrix(this._textureRoughness, uniformBuffer, \"sheenRoughness\");\r\n }\r\n }\r\n\r\n // Sheen\r\n uniformBuffer.updateFloat4(\"vSheenColor\", this.color.r, this.color.g, this.color.b, this.intensity);\r\n\r\n if (this._roughness !== null) {\r\n uniformBuffer.updateFloat(\"vSheenRoughness\", this._roughness);\r\n }\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.setTexture(\"sheenSampler\", this._texture);\r\n }\r\n\r\n if (this._textureRoughness && !identicalTextures && !defines.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE && MaterialFlags.SheenTextureEnabled) {\r\n uniformBuffer.setTexture(\"sheenRoughnessSampler\", this._textureRoughness);\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 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\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\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n this._textureRoughness?.dispose();\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSheenConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SHEEN) {\r\n fallbacks.addFallback(currentRank++, \"SHEEN\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"sheenSampler\", \"sheenRoughnessSampler\");\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: \"vSheenColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSheenRoughness\", size: 1, type: \"float\" },\r\n { name: \"vSheenInfos\", size: 4, type: \"vec4\" },\r\n { name: \"sheenMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"sheenRoughnessMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
@@ -261,6 +261,28 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
261
261
  defines.SS_TRANSLUCENCY = false;
262
262
  defines.SS_SCATTERING = false;
263
263
  defines.SS_REFRACTION = false;
264
+ defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;
265
+ defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;
266
+ defines.SS_THICKNESSANDMASK_TEXTURE = false;
267
+ defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;
268
+ defines.SS_HAS_THICKNESS = false;
269
+ defines.SS_REFRACTIONINTENSITY_TEXTURE = false;
270
+ defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;
271
+ defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;
272
+ defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;
273
+ defines.SS_REFRACTIONMAP_3D = false;
274
+ defines.SS_REFRACTIONMAP_OPPOSITEZ = false;
275
+ defines.SS_LODINREFRACTIONALPHA = false;
276
+ defines.SS_GAMMAREFRACTION = false;
277
+ defines.SS_RGBDREFRACTION = false;
278
+ defines.SS_LINEARSPECULARREFRACTION = false;
279
+ defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;
280
+ defines.SS_ALBEDOFORREFRACTIONTINT = false;
281
+ defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;
282
+ defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;
283
+ defines.SS_USE_THICKNESS_AS_DEPTH = false;
284
+ defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;
285
+ defines.SS_USE_GLTF_TEXTURES = false;
264
286
  return;
265
287
  }
266
288
  if (defines._areTexturesDirty) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\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 MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_SCATTERING = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\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 media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.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: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n const refractionIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._refractionIntensityTexture &&\r\n this._refractionIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._refractionIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n const translucencyIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._translucencyIntensityTexture &&\r\n this._translucencyIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._translucencyIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n // if true, it means the refraction/translucency textures are the same than the thickness texture so there's no need to pass them to the shader, only thicknessTexture\r\n const useOnlyThicknessTexture =\r\n (refractionIntensityTextureIsThicknessTexture || !this._refractionIntensityTexture) &&\r\n (translucencyIntensityTextureIsThicknessTexture || !this._translucencyIntensityTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE =\r\n (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getReflectionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\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._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\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 if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\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: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\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 MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_SCATTERING = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\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 media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.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: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n const refractionIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._refractionIntensityTexture &&\r\n this._refractionIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._refractionIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n const translucencyIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._translucencyIntensityTexture &&\r\n this._translucencyIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._translucencyIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n // if true, it means the refraction/translucency textures are the same than the thickness texture so there's no need to pass them to the shader, only thicknessTexture\r\n const useOnlyThicknessTexture =\r\n (refractionIntensityTextureIsThicknessTexture || !this._refractionIntensityTexture) &&\r\n (translucencyIntensityTextureIsThicknessTexture || !this._translucencyIntensityTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE =\r\n (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getReflectionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\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._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\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 if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\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: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
@@ -213,12 +213,17 @@ export declare class Texture extends BaseTexture {
213
213
  private _cachedUAng;
214
214
  private _cachedVAng;
215
215
  private _cachedWAng;
216
- private _cachedProjectionMatrixId;
216
+ private _cachedReflectionProjectionMatrixId;
217
217
  private _cachedURotationCenter;
218
218
  private _cachedVRotationCenter;
219
219
  private _cachedWRotationCenter;
220
220
  private _cachedHomogeneousRotationInUVTransform;
221
- private _cachedCoordinatesMode;
221
+ private _cachedReflectionTextureMatrix;
222
+ private _cachedReflectionUOffset;
223
+ private _cachedReflectionVOffset;
224
+ private _cachedReflectionUScale;
225
+ private _cachedReflectionVScale;
226
+ private _cachedReflectionCoordinatesMode;
222
227
  /** @internal */
223
228
  _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
224
229
  private _deleteBuffer;
@@ -117,12 +117,17 @@ export class Texture extends BaseTexture {
117
117
  this._cachedUAng = -1;
118
118
  this._cachedVAng = -1;
119
119
  this._cachedWAng = -1;
120
- this._cachedProjectionMatrixId = -1;
120
+ this._cachedReflectionProjectionMatrixId = -1;
121
121
  this._cachedURotationCenter = -1;
122
122
  this._cachedVRotationCenter = -1;
123
123
  this._cachedWRotationCenter = -1;
124
124
  this._cachedHomogeneousRotationInUVTransform = false;
125
- this._cachedCoordinatesMode = -1;
125
+ this._cachedReflectionTextureMatrix = null;
126
+ this._cachedReflectionUOffset = -1;
127
+ this._cachedReflectionVOffset = -1;
128
+ this._cachedReflectionUScale = 0;
129
+ this._cachedReflectionVScale = 0;
130
+ this._cachedReflectionCoordinatesMode = -1;
126
131
  /** @internal */
127
132
  this._buffer = null;
128
133
  this._deleteBuffer = false;
@@ -441,52 +446,52 @@ export class Texture extends BaseTexture {
441
446
  getReflectionTextureMatrix() {
442
447
  const scene = this.getScene();
443
448
  if (!scene) {
444
- return this._cachedTextureMatrix;
449
+ return this._cachedReflectionTextureMatrix;
445
450
  }
446
- if (this.uOffset === this._cachedUOffset &&
447
- this.vOffset === this._cachedVOffset &&
448
- this.uScale === this._cachedUScale &&
449
- this.vScale === this._cachedVScale &&
450
- this.coordinatesMode === this._cachedCoordinatesMode) {
451
+ if (this.uOffset === this._cachedReflectionUOffset &&
452
+ this.vOffset === this._cachedReflectionVOffset &&
453
+ this.uScale === this._cachedReflectionUScale &&
454
+ this.vScale === this._cachedReflectionVScale &&
455
+ this.coordinatesMode === this._cachedReflectionCoordinatesMode) {
451
456
  if (this.coordinatesMode === Texture.PROJECTION_MODE) {
452
- if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
453
- return this._cachedTextureMatrix;
457
+ if (this._cachedReflectionProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
458
+ return this._cachedReflectionTextureMatrix;
454
459
  }
455
460
  }
456
461
  else {
457
- return this._cachedTextureMatrix;
462
+ return this._cachedReflectionTextureMatrix;
458
463
  }
459
464
  }
460
- if (!this._cachedTextureMatrix) {
461
- this._cachedTextureMatrix = Matrix.Zero();
465
+ if (!this._cachedReflectionTextureMatrix) {
466
+ this._cachedReflectionTextureMatrix = Matrix.Zero();
462
467
  }
463
468
  if (!this._projectionModeMatrix) {
464
469
  this._projectionModeMatrix = Matrix.Zero();
465
470
  }
466
- const flagMaterialsAsTextureDirty = this._cachedCoordinatesMode !== this.coordinatesMode;
467
- this._cachedUOffset = this.uOffset;
468
- this._cachedVOffset = this.vOffset;
469
- this._cachedUScale = this.uScale;
470
- this._cachedVScale = this.vScale;
471
- this._cachedCoordinatesMode = this.coordinatesMode;
471
+ const flagMaterialsAsTextureDirty = this._cachedReflectionCoordinatesMode !== this.coordinatesMode;
472
+ this._cachedReflectionUOffset = this.uOffset;
473
+ this._cachedReflectionVOffset = this.vOffset;
474
+ this._cachedReflectionUScale = this.uScale;
475
+ this._cachedReflectionVScale = this.vScale;
476
+ this._cachedReflectionCoordinatesMode = this.coordinatesMode;
472
477
  switch (this.coordinatesMode) {
473
478
  case Texture.PLANAR_MODE: {
474
- Matrix.IdentityToRef(this._cachedTextureMatrix);
475
- this._cachedTextureMatrix[0] = this.uScale;
476
- this._cachedTextureMatrix[5] = this.vScale;
477
- this._cachedTextureMatrix[12] = this.uOffset;
478
- this._cachedTextureMatrix[13] = this.vOffset;
479
+ Matrix.IdentityToRef(this._cachedReflectionTextureMatrix);
480
+ this._cachedReflectionTextureMatrix[0] = this.uScale;
481
+ this._cachedReflectionTextureMatrix[5] = this.vScale;
482
+ this._cachedReflectionTextureMatrix[12] = this.uOffset;
483
+ this._cachedReflectionTextureMatrix[13] = this.vOffset;
479
484
  break;
480
485
  }
481
486
  case Texture.PROJECTION_MODE: {
482
487
  Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
483
488
  const projectionMatrix = scene.getProjectionMatrix();
484
- this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
485
- projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
489
+ this._cachedReflectionProjectionMatrixId = projectionMatrix.updateFlag;
490
+ projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedReflectionTextureMatrix);
486
491
  break;
487
492
  }
488
493
  default:
489
- Matrix.IdentityToRef(this._cachedTextureMatrix);
494
+ Matrix.IdentityToRef(this._cachedReflectionTextureMatrix);
490
495
  break;
491
496
  }
492
497
  if (flagMaterialsAsTextureDirty) {
@@ -496,7 +501,7 @@ export class Texture extends BaseTexture {
496
501
  return mat.getActiveTextures().indexOf(this) !== -1;
497
502
  });
498
503
  }
499
- return this._cachedTextureMatrix;
504
+ return this._cachedReflectionTextureMatrix;
500
505
  }
501
506
  /**
502
507
  * Clones the texture.