@babylonjs/core 5.9.1 → 5.12.0

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Files changed (87) hide show
  1. package/Cameras/Inputs/freeCameraTouchInput.d.ts +1 -0
  2. package/Cameras/Inputs/freeCameraTouchInput.js +3 -2
  3. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  4. package/Engines/Extensions/engine.query.js +1 -1
  5. package/Engines/Extensions/engine.query.js.map +1 -1
  6. package/Engines/ICanvas.d.ts +5 -0
  7. package/Engines/ICanvas.js.map +1 -1
  8. package/Engines/WebGPU/webgpuConstants.d.ts +1 -1
  9. package/Engines/WebGPU/webgpuConstants.js +5 -5
  10. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  11. package/Engines/engine.d.ts +2 -2
  12. package/Engines/thinEngine.js +2 -2
  13. package/Engines/thinEngine.js.map +1 -1
  14. package/Engines/webgpuEngine.js +1 -1
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/Materials/Background/backgroundMaterial.js +2 -1
  17. package/Materials/Background/backgroundMaterial.js.map +1 -1
  18. package/Materials/Node/nodeMaterial.js +2 -1
  19. package/Materials/Node/nodeMaterial.js.map +1 -1
  20. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +1 -1
  21. package/Materials/PBR/pbrAnisotropicConfiguration.js +1 -1
  22. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  23. package/Materials/PBR/pbrBaseMaterial.js +9 -4
  24. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  25. package/Materials/Textures/baseTexture.d.ts +2 -1
  26. package/Materials/Textures/baseTexture.js +6 -3
  27. package/Materials/Textures/baseTexture.js.map +1 -1
  28. package/Materials/Textures/cubeTexture.js +1 -1
  29. package/Materials/Textures/cubeTexture.js.map +1 -1
  30. package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
  31. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  32. package/Materials/Textures/hdrCubeTexture.js +1 -1
  33. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  34. package/Materials/effect.d.ts +5 -0
  35. package/Materials/effect.js +5 -0
  36. package/Materials/effect.js.map +1 -1
  37. package/Materials/material.d.ts +2 -0
  38. package/Materials/material.js +4 -1
  39. package/Materials/material.js.map +1 -1
  40. package/Materials/materialPluginBase.d.ts +14 -0
  41. package/Materials/materialPluginBase.js +16 -0
  42. package/Materials/materialPluginBase.js.map +1 -1
  43. package/Materials/materialPluginEvent.d.ts +2 -0
  44. package/Materials/materialPluginEvent.js.map +1 -1
  45. package/Materials/materialPluginManager.d.ts +1 -0
  46. package/Materials/materialPluginManager.js +13 -1
  47. package/Materials/materialPluginManager.js.map +1 -1
  48. package/Materials/shaderMaterial.d.ts +17 -2
  49. package/Materials/shaderMaterial.js +65 -4
  50. package/Materials/shaderMaterial.js.map +1 -1
  51. package/Materials/standardMaterial.js +8 -3
  52. package/Materials/standardMaterial.js.map +1 -1
  53. package/Maths/math.vector.d.ts +7 -0
  54. package/Maths/math.vector.js +43 -11
  55. package/Maths/math.vector.js.map +1 -1
  56. package/Meshes/Builders/shapeBuilder.d.ts +12 -0
  57. package/Meshes/Builders/shapeBuilder.js +48 -10
  58. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  59. package/Meshes/mesh.js +1 -1
  60. package/Meshes/mesh.js.map +1 -1
  61. package/Meshes/subMesh.d.ts +2 -1
  62. package/Meshes/subMesh.js +4 -2
  63. package/Meshes/subMesh.js.map +1 -1
  64. package/Misc/computePressure.js +4 -3
  65. package/Misc/computePressure.js.map +1 -1
  66. package/Misc/iInspectable.d.ts +1 -1
  67. package/Misc/iInspectable.js.map +1 -1
  68. package/Misc/screenshotTools.js +31 -14
  69. package/Misc/screenshotTools.js.map +1 -1
  70. package/Misc/tools.d.ts +16 -0
  71. package/Misc/tools.js +44 -30
  72. package/Misc/tools.js.map +1 -1
  73. package/Offline/database.js +2 -2
  74. package/Offline/database.js.map +1 -1
  75. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -1
  76. package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
  77. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  78. package/Rendering/prePassRendererSceneComponent.js +2 -2
  79. package/Rendering/prePassRendererSceneComponent.js.map +1 -1
  80. package/XR/webXRCamera.js +11 -0
  81. package/XR/webXRCamera.js.map +1 -1
  82. package/XR/webXRExperienceHelper.js +2 -1
  83. package/XR/webXRExperienceHelper.js.map +1 -1
  84. package/package.json +2 -2
  85. package/sceneComponent.d.ts +2 -2
  86. package/sceneComponent.js +2 -2
  87. package/sceneComponent.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"AA0FA;;GAEG;AACH,MAAM,CAAN,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC3B,mEAAgB,CAAA;IAChB,qEAAiB,CAAA;IACjB,iFAAuB,CAAA;IACvB,6FAA6B,CAAA;IAC7B,wFAA0B,CAAA;IAC1B,kFAAuB,CAAA;IACvB,kFAAuB,CAAA;IACvB,iFAAsB,CAAA;IACtB,mFAAuB,CAAA;IACvB,yFAA0B,CAAA;IAC1B,4EAAmB,CAAA;IACnB,wGAAiC,CAAA;IACjC,sGAAgC,CAAA;IAChC,4FAA2B,CAAA;AAC/B,CAAC,EAfW,mBAAmB,KAAnB,mBAAmB,QAe9B","sourcesContent":["import type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\n\r\ndeclare type BaseTexture = import(\"./Textures/baseTexture\").BaseTexture;\r\ndeclare type EffectFallbacks = import(\"./effectFallbacks\").EffectFallbacks;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\ndeclare type UniformBuffer = import(\"./uniformBuffer\").UniformBuffer;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type IAnimatable = import(\"../Animations/animatable.interface\").IAnimatable;\r\ndeclare type RenderTargetTexture = import(\"./Textures/renderTargetTexture\").RenderTargetTexture;\r\n\r\n/** @hidden */\r\nexport type MaterialPluginCreated = {};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginDisposed = {\r\n forceDisposeTextures?: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasTexture = {\r\n hasTexture: boolean;\r\n texture: BaseTexture;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginIsReadyForSubMesh = {\r\n isReadyForSubMesh: boolean;\r\n defines: MaterialDefines;\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetDefineNames = {\r\n defineNames?: { [name: string]: { type: string; default: any } };\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareEffect = {\r\n defines: MaterialDefines;\r\n fallbacks: EffectFallbacks;\r\n fallbackRank: number;\r\n customCode?: ShaderCustomProcessingFunction;\r\n uniforms: string[];\r\n samplers: string[];\r\n uniformBuffersNames: string[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareDefines = {\r\n defines: MaterialDefines;\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareUniformBuffer = {\r\n ubo: UniformBuffer;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetAnimatables = {\r\n animatables: IAnimatable[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetActiveTextures = {\r\n activeTextures: BaseTexture[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginFillRenderTargetTextures = {\r\n renderTargets: SmartArray<RenderTargetTexture>;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasRenderTargetTextures = {\r\n hasRenderTargetTextures: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHardBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport enum MaterialPluginEvent {\r\n Created = 0x0001,\r\n Disposed = 0x0002,\r\n GetDefineNames = 0x0004,\r\n PrepareUniformBuffer = 0x0008,\r\n IsReadyForSubMesh = 0x0010,\r\n PrepareDefines = 0x0020,\r\n BindForSubMesh = 0x0040,\r\n PrepareEffect = 0x0080,\r\n GetAnimatables = 0x0100,\r\n GetActiveTextures = 0x0200,\r\n HasTexture = 0x0400,\r\n FillRenderTargetTextures = 0x0800,\r\n HasRenderTargetTextures = 0x1000,\r\n HardBindForSubMesh = 0x2000,\r\n}\r\n"]}
1
+ {"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"AA4FA;;GAEG;AACH,MAAM,CAAN,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC3B,mEAAgB,CAAA;IAChB,qEAAiB,CAAA;IACjB,iFAAuB,CAAA;IACvB,6FAA6B,CAAA;IAC7B,wFAA0B,CAAA;IAC1B,kFAAuB,CAAA;IACvB,kFAAuB,CAAA;IACvB,iFAAsB,CAAA;IACtB,mFAAuB,CAAA;IACvB,yFAA0B,CAAA;IAC1B,4EAAmB,CAAA;IACnB,wGAAiC,CAAA;IACjC,sGAAgC,CAAA;IAChC,4FAA2B,CAAA;AAC/B,CAAC,EAfW,mBAAmB,KAAnB,mBAAmB,QAe9B","sourcesContent":["import type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\n\r\ndeclare type BaseTexture = import(\"./Textures/baseTexture\").BaseTexture;\r\ndeclare type EffectFallbacks = import(\"./effectFallbacks\").EffectFallbacks;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\ndeclare type UniformBuffer = import(\"./uniformBuffer\").UniformBuffer;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type IAnimatable = import(\"../Animations/animatable.interface\").IAnimatable;\r\ndeclare type RenderTargetTexture = import(\"./Textures/renderTargetTexture\").RenderTargetTexture;\r\n\r\n/** @hidden */\r\nexport type MaterialPluginCreated = {};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginDisposed = {\r\n forceDisposeTextures?: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasTexture = {\r\n hasTexture: boolean;\r\n texture: BaseTexture;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginIsReadyForSubMesh = {\r\n isReadyForSubMesh: boolean;\r\n defines: MaterialDefines;\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetDefineNames = {\r\n defineNames?: { [name: string]: { type: string; default: any } };\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareEffect = {\r\n defines: MaterialDefines;\r\n fallbacks: EffectFallbacks;\r\n fallbackRank: number;\r\n customCode?: ShaderCustomProcessingFunction;\r\n attributes: string[];\r\n uniforms: string[];\r\n samplers: string[];\r\n uniformBuffersNames: string[];\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareDefines = {\r\n defines: MaterialDefines;\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginPrepareUniformBuffer = {\r\n ubo: UniformBuffer;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetAnimatables = {\r\n animatables: IAnimatable[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginGetActiveTextures = {\r\n activeTextures: BaseTexture[];\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginFillRenderTargetTextures = {\r\n renderTargets: SmartArray<RenderTargetTexture>;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHasRenderTargetTextures = {\r\n hasRenderTargetTextures: boolean;\r\n};\r\n\r\n/** @hidden */\r\nexport type MaterialPluginHardBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport enum MaterialPluginEvent {\r\n Created = 0x0001,\r\n Disposed = 0x0002,\r\n GetDefineNames = 0x0004,\r\n PrepareUniformBuffer = 0x0008,\r\n IsReadyForSubMesh = 0x0010,\r\n PrepareDefines = 0x0020,\r\n BindForSubMesh = 0x0040,\r\n PrepareEffect = 0x0080,\r\n GetAnimatables = 0x0100,\r\n GetActiveTextures = 0x0200,\r\n HasTexture = 0x0400,\r\n FillRenderTargetTextures = 0x0800,\r\n HasRenderTargetTextures = 0x1000,\r\n HardBindForSubMesh = 0x2000,\r\n}\r\n"]}
@@ -66,6 +66,7 @@ export declare class MaterialPluginManager {
66
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  */
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  getPlugin(name: string): Nullable<MaterialPluginBase>;
68
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  protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void;
69
+ protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void;
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  protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void;
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  protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void;
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  protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void;
@@ -60,6 +60,7 @@ var MaterialPluginManager = /** @class */ (function () {
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  this._activePlugins.push(plugin);
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  this._activePlugins.sort(function (a, b) { return a.priority - b.priority; });
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  this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);
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+ this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);
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  this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);
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  this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);
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  if (plugin.registerForExtraEvents) {
@@ -92,6 +93,12 @@ var MaterialPluginManager = /** @class */ (function () {
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  }
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  eventData.isReadyForSubMesh = isReady;
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  };
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+ MaterialPluginManager.prototype._handlePluginEventPrepareDefinesBeforeAttributes = function (eventData) {
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+ for (var _i = 0, _a = this._activePlugins; _i < _a.length; _i++) {
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+ var plugin = _a[_i];
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+ plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);
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+ }
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+ };
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  MaterialPluginManager.prototype._handlePluginEventPrepareDefines = function (eventData) {
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  for (var _i = 0, _a = this._activePlugins; _i < _a.length; _i++) {
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  var plugin = _a[_i];
@@ -177,6 +184,7 @@ var MaterialPluginManager = /** @class */ (function () {
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  for (var _l = 0, _m = this._activePlugins; _l < _m.length; _l++) {
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  var plugin = _m[_l];
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  eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);
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+ plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);
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  }
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  if (this._uniformList.length > 0) {
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  (_a = eventData.uniforms).push.apply(_a, this._uniformList);
@@ -270,7 +278,11 @@ var MaterialPluginManager = /** @class */ (function () {
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  var rx = new RegExp(pointName.substring(1), "g");
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  var match = rx.exec(code);
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  while (match !== null) {
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- code = code.replace(match[0], injectedCode);
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+ var newCode = injectedCode;
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+ for (var i = 0; i < match.length; ++i) {
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+ newCode = newCode.replace("$" + i, match[i]);
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+ }
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+ code = code.replace(match[0], newCode);
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  match = rx.exec(code);
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  }
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  }
@@ -1 +1 @@
1
- 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type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type MaterialPluginBase = import(\"./materialPluginBase\").MaterialPluginBase;\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): void {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n throw `Plugin \"${plugin.name}\" already added to the material \"${this._material.name}\"!`;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n eventData.ubo.addUniform(uniform.name, uniform.size);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name};\\r\\n`;\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (const pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n const rx = new RegExp(pointName.substring(1), \"g\");\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n code = code.replace(match[0], injectedCode);\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n}\r\n"]}
1
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type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type MaterialPluginBase = import(\"./materialPluginBase\").MaterialPluginBase;\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): void {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n throw `Plugin \"${plugin.name}\" already added to the material \"${this._material.name}\"!`;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n }\r\n\r\n /**\r\n * @param plugin\r\n * @hidden\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n eventData.ubo.addUniform(uniform.name, uniform.size);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name};\\r\\n`;\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (const pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n const rx = new RegExp(pointName.substring(1), \"g\");\r\n let match = rx.exec(code);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(code);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { Nullable } from "../types";
2
2
  import type { Scene } from "../scene";
3
- import { Matrix, Vector3, Vector2, Vector4 } from "../Maths/math.vector";
3
+ import { Matrix, Vector3, Vector2, Vector4, Quaternion } from "../Maths/math.vector";
4
4
  import type { AbstractMesh } from "../Meshes/abstractMesh";
5
5
  import type { Mesh } from "../Meshes/mesh";
6
6
  import type { SubMesh } from "../Meshes/subMesh";
@@ -89,6 +89,8 @@ export declare class ShaderMaterial extends PushMaterial {
89
89
  private _vectors2;
90
90
  private _vectors3;
91
91
  private _vectors4;
92
+ private _quaternions;
93
+ private _quaternionsArrays;
92
94
  private _matrices;
93
95
  private _matrixArrays;
94
96
  private _matrices3x3;
@@ -102,7 +104,6 @@ export declare class ShaderMaterial extends PushMaterial {
102
104
  private _cachedWorldViewMatrix;
103
105
  private _cachedWorldViewProjectionMatrix;
104
106
  private _multiview;
105
- private _effectUsesInstances;
106
107
  /** Define the Url to load snippets */
107
108
  static SnippetUrl: string;
108
109
  /** Snippet ID if the material was created from the snippet server */
@@ -246,6 +247,20 @@ export declare class ShaderMaterial extends PushMaterial {
246
247
  * @return the material itself allowing "fluent" like uniform updates
247
248
  */
248
249
  setVector4(name: string, value: Vector4): ShaderMaterial;
250
+ /**
251
+ * Set a vec4 in the shader from a Quaternion.
252
+ * @param name Define the name of the uniform as defined in the shader
253
+ * @param value Define the value to give to the uniform
254
+ * @return the material itself allowing "fluent" like uniform updates
255
+ */
256
+ setQuaternion(name: string, value: Quaternion): ShaderMaterial;
257
+ /**
258
+ * Set a vec4 array in the shader from a Quaternion array.
259
+ * @param name Define the name of the uniform as defined in the shader
260
+ * @param value Define the value to give to the uniform
261
+ * @return the material itself allowing "fluent" like uniform updates
262
+ */
263
+ setQuaternionArray(name: string, value: Quaternion[]): ShaderMaterial;
249
264
  /**
250
265
  * Set a mat4 in the shader from a Matrix.
251
266
  * @param name Define the name of the uniform as defined in the shader
@@ -1,6 +1,6 @@
1
1
  import { __assign, __extends } from "tslib";
2
2
  import { SerializationHelper } from "../Misc/decorators.js";
3
- import { Matrix, Vector3, Vector2, Vector4 } from "../Maths/math.vector.js";
3
+ import { Matrix, Vector3, Vector2, Vector4, Quaternion } from "../Maths/math.vector.js";
4
4
  import { VertexBuffer } from "../Buffers/buffer.js";
5
5
  import { Texture } from "../Materials/Textures/texture.js";
6
6
  import { MaterialHelper } from "./materialHelper.js";
@@ -53,6 +53,8 @@ var ShaderMaterial = /** @class */ (function (_super) {
53
53
  _this._vectors2 = {};
54
54
  _this._vectors3 = {};
55
55
  _this._vectors4 = {};
56
+ _this._quaternions = {};
57
+ _this._quaternionsArrays = {};
56
58
  _this._matrices = {};
57
59
  _this._matrixArrays = {};
58
60
  _this._matrices3x3 = {};
@@ -282,6 +284,31 @@ var ShaderMaterial = /** @class */ (function (_super) {
282
284
  this._vectors4[name] = value;
283
285
  return this;
284
286
  };
287
+ /**
288
+ * Set a vec4 in the shader from a Quaternion.
289
+ * @param name Define the name of the uniform as defined in the shader
290
+ * @param value Define the value to give to the uniform
291
+ * @return the material itself allowing "fluent" like uniform updates
292
+ */
293
+ ShaderMaterial.prototype.setQuaternion = function (name, value) {
294
+ this._checkUniform(name);
295
+ this._quaternions[name] = value;
296
+ return this;
297
+ };
298
+ /**
299
+ * Set a vec4 array in the shader from a Quaternion array.
300
+ * @param name Define the name of the uniform as defined in the shader
301
+ * @param value Define the value to give to the uniform
302
+ * @return the material itself allowing "fluent" like uniform updates
303
+ */
304
+ ShaderMaterial.prototype.setQuaternionArray = function (name, value) {
305
+ this._checkUniform(name);
306
+ this._quaternionsArrays[name] = value.reduce(function (arr, quaternion) {
307
+ quaternion.toArray(arr, arr.length);
308
+ return arr;
309
+ }, []);
310
+ return this;
311
+ };
285
312
  /**
286
313
  * Set a mat4 in the shader from a Matrix.
287
314
  * @param name Define the name of the uniform as defined in the shader
@@ -431,7 +458,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
431
458
  }
432
459
  else {
433
460
  var effect_1 = this._drawWrapper.effect;
434
- if (effect_1 && effect_1._wasPreviouslyReady && this._effectUsesInstances === useInstances) {
461
+ if (effect_1 && effect_1._wasPreviouslyReady && effect_1._wasPreviouslyUsingInstances === useInstances) {
435
462
  return true;
436
463
  }
437
464
  }
@@ -658,7 +685,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
658
685
  this._onEffectCreatedObservable.notifyObservers(onCreatedEffectParameters);
659
686
  }
660
687
  }
661
- this._effectUsesInstances = !!useInstances;
688
+ effect._wasPreviouslyUsingInstances = !!useInstances;
662
689
  if ((_d = !(effect === null || effect === void 0 ? void 0 : effect.isReady())) !== null && _d !== void 0 ? _d : true) {
663
690
  return false;
664
691
  }
@@ -813,6 +840,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
813
840
  for (name_2 in this._vectors4) {
814
841
  effect.setVector4(name_2, this._vectors4[name_2]);
815
842
  }
843
+ // Quaternion
844
+ for (name_2 in this._quaternions) {
845
+ effect.setQuaternion(name_2, this._quaternions[name_2]);
846
+ }
816
847
  // Matrix
817
848
  for (name_2 in this._matrices) {
818
849
  effect.setMatrix(name_2, this._matrices[name_2]);
@@ -841,6 +872,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
841
872
  for (name_2 in this._vectors4Arrays) {
842
873
  effect.setArray4(name_2, this._vectors4Arrays[name_2]);
843
874
  }
875
+ // QuaternionArray
876
+ for (name_2 in this._quaternionsArrays) {
877
+ effect.setArray4(name_2, this._quaternionsArrays[name_2]);
878
+ }
844
879
  // Uniform buffers
845
880
  for (name_2 in this._uniformBuffers) {
846
881
  var buffer = this._uniformBuffers[name_2].getBuffer();
@@ -865,7 +900,7 @@ var ShaderMaterial = /** @class */ (function (_super) {
865
900
  }
866
901
  var bvaManager = mesh.bakedVertexAnimationManager;
867
902
  if (bvaManager && bvaManager.isEnabled) {
868
- (_a = mesh.bakedVertexAnimationManager) === null || _a === void 0 ? void 0 : _a.bind(effect, this._effectUsesInstances);
903
+ (_a = mesh.bakedVertexAnimationManager) === null || _a === void 0 ? void 0 : _a.bind(effect, !!effect._wasPreviouslyUsingInstances);
869
904
  }
870
905
  }
871
906
  this._afterBind(mesh, effect);
@@ -987,6 +1022,14 @@ var ShaderMaterial = /** @class */ (function (_super) {
987
1022
  for (var key in this._vectors4) {
988
1023
  result.setVector4(key, this._vectors4[key]);
989
1024
  }
1025
+ // Quaternion
1026
+ for (var key in this._quaternions) {
1027
+ result.setQuaternion(key, this._quaternions[key]);
1028
+ }
1029
+ // QuaternionArray
1030
+ for (var key in this._quaternionsArrays) {
1031
+ result._quaternionsArrays[key] = this._quaternionsArrays[key];
1032
+ }
990
1033
  // Matrix
991
1034
  for (var key in this._matrices) {
992
1035
  result.setMatrix(key, this._matrices[key]);
@@ -1129,6 +1172,11 @@ var ShaderMaterial = /** @class */ (function (_super) {
1129
1172
  for (name in this._vectors4) {
1130
1173
  serializationObject.vectors4[name] = this._vectors4[name].asArray();
1131
1174
  }
1175
+ // Quaternion
1176
+ serializationObject.quaternions = {};
1177
+ for (name in this._quaternions) {
1178
+ serializationObject.quaternions[name] = this._quaternions[name].asArray();
1179
+ }
1132
1180
  // Matrix
1133
1181
  serializationObject.matrices = {};
1134
1182
  for (name in this._matrices) {
@@ -1164,6 +1212,11 @@ var ShaderMaterial = /** @class */ (function (_super) {
1164
1212
  for (name in this._vectors4Arrays) {
1165
1213
  serializationObject.vectors4Arrays[name] = this._vectors4Arrays[name];
1166
1214
  }
1215
+ // QuaternionArray
1216
+ serializationObject.quaternionsArrays = {};
1217
+ for (name in this._quaternionsArrays) {
1218
+ serializationObject.quaternionsArrays[name] = this._quaternionsArrays[name];
1219
+ }
1167
1220
  return serializationObject;
1168
1221
  };
1169
1222
  /**
@@ -1255,6 +1308,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
1255
1308
  for (name in source.vectors4) {
1256
1309
  material.setVector4(name, Vector4.FromArray(source.vectors4[name]));
1257
1310
  }
1311
+ // Quaternion
1312
+ for (name in source.quaternions) {
1313
+ material.setQuaternion(name, Quaternion.FromArray(source.quaternions[name]));
1314
+ }
1258
1315
  // Matrix
1259
1316
  for (name in source.matrices) {
1260
1317
  material.setMatrix(name, Matrix.FromArray(source.matrices[name]));
@@ -1283,6 +1340,10 @@ var ShaderMaterial = /** @class */ (function (_super) {
1283
1340
  for (name in source.vectors4Arrays) {
1284
1341
  material.setArray4(name, source.vectors4Arrays[name]);
1285
1342
  }
1343
+ // QuaternionArray
1344
+ for (name in source.quaternionsArrays) {
1345
+ material.setArray4(name, source.quaternionsArrays[name]);
1346
+ }
1286
1347
  return material;
1287
1348
  };
1288
1349
  /**