@babylonjs/core 6.38.1 → 6.40.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (710) hide show
  1. package/Actions/action.js +3 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/condition.js +1 -0
  4. package/Actions/condition.js.map +1 -1
  5. package/Actions/directActions.d.ts +2 -2
  6. package/Actions/directActions.js +2 -2
  7. package/Actions/directActions.js.map +1 -1
  8. package/Animations/pathCursor.js +1 -0
  9. package/Animations/pathCursor.js.map +1 -1
  10. package/Animations/runtimeAnimation.js +1 -1
  11. package/Animations/runtimeAnimation.js.map +1 -1
  12. package/Audio/audioEngine.js +5 -0
  13. package/Audio/audioEngine.js.map +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -0
  15. package/Behaviors/Cameras/autoRotationBehavior.js +3 -0
  16. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -0
  18. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  19. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  20. package/Behaviors/Meshes/sixDofDragBehavior.js +14 -20
  21. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  22. package/Bones/bone.d.ts +2 -0
  23. package/Bones/bone.js +2 -0
  24. package/Bones/bone.js.map +1 -1
  25. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +11 -11
  26. package/Cameras/Inputs/BaseCameraPointersInput.js +12 -12
  27. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  28. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +9 -9
  29. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -9
  30. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  31. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +3 -0
  32. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +3 -0
  33. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  36. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  37. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  38. package/Cameras/VR/vrExperienceHelper.js +2 -2
  39. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  40. package/Cameras/arcRotateCamera.d.ts +2 -0
  41. package/Cameras/arcRotateCamera.js +2 -0
  42. package/Cameras/arcRotateCamera.js.map +1 -1
  43. package/Cameras/camera.d.ts +2 -0
  44. package/Cameras/camera.js +4 -0
  45. package/Cameras/camera.js.map +1 -1
  46. package/Cameras/followCamera.d.ts +1 -0
  47. package/Cameras/followCamera.js +1 -0
  48. package/Cameras/followCamera.js.map +1 -1
  49. package/Culling/Octrees/octree.d.ts +4 -4
  50. package/Culling/Octrees/octree.js +4 -4
  51. package/Culling/Octrees/octree.js.map +1 -1
  52. package/Debug/debugLayer.d.ts +4 -1
  53. package/Debug/debugLayer.js +4 -1
  54. package/Debug/debugLayer.js.map +1 -1
  55. package/Debug/physicsViewer.d.ts +6 -1
  56. package/Debug/physicsViewer.js +6 -1
  57. package/Debug/physicsViewer.js.map +1 -1
  58. package/Decorators/nodeDecorator.d.ts +5 -4
  59. package/Decorators/nodeDecorator.js +5 -4
  60. package/Decorators/nodeDecorator.js.map +1 -1
  61. package/DeviceInput/eventFactory.d.ts +2 -0
  62. package/DeviceInput/eventFactory.js +3 -0
  63. package/DeviceInput/eventFactory.js.map +1 -1
  64. package/DeviceInput/webDeviceInputSystem.js +3 -0
  65. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  66. package/Engines/Extensions/engine.multiview.js +2 -0
  67. package/Engines/Extensions/engine.multiview.js.map +1 -1
  68. package/Engines/Native/nativeDataStream.d.ts +32 -0
  69. package/Engines/Native/nativeDataStream.js +32 -0
  70. package/Engines/Native/nativeDataStream.js.map +1 -1
  71. package/Engines/Native/nativePipelineContext.d.ts +0 -3
  72. package/Engines/Native/nativePipelineContext.js +0 -3
  73. package/Engines/Native/nativePipelineContext.js.map +1 -1
  74. package/Engines/Native/nativeRenderTargetWrapper.js +2 -0
  75. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  76. package/Engines/WebGL/webGLHardwareTexture.js +1 -0
  77. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  78. package/Engines/WebGL/webGLPipelineContext.d.ts +0 -3
  79. package/Engines/WebGL/webGLPipelineContext.js +0 -3
  80. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  81. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -0
  82. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  83. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
  84. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -0
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -0
  87. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -0
  89. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  90. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -3
  91. package/Engines/WebGPU/webgpuPipelineContext.js +0 -3
  92. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuShaderProcessingContext.js +1 -0
  94. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  95. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -1
  96. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +11 -2
  97. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  98. package/Engines/WebGPU/webgpuTextureHelper.js +22 -0
  99. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  100. package/Engines/WebGPU/webgpuTextureManager.js +2 -1
  101. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  102. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
  103. package/Engines/WebGPU/webgpuTintWASM.js +5 -5
  104. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  105. package/Engines/engine.d.ts +1 -0
  106. package/Engines/engine.js +1 -0
  107. package/Engines/engine.js.map +1 -1
  108. package/Engines/nativeEngine.d.ts +4 -0
  109. package/Engines/nativeEngine.js +5 -0
  110. package/Engines/nativeEngine.js.map +1 -1
  111. package/Engines/thinEngine.js +7 -2
  112. package/Engines/thinEngine.js.map +1 -1
  113. package/Engines/webgpuEngine.d.ts +1 -1
  114. package/Engines/webgpuEngine.js +17 -1
  115. package/Engines/webgpuEngine.js.map +1 -1
  116. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +214 -2
  117. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +214 -6
  118. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  119. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +15 -0
  120. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js +9 -0
  121. package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.js.map +1 -1
  122. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +6 -6
  123. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  124. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +4 -0
  125. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js +4 -0
  126. package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.js.map +1 -1
  127. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +17 -1
  128. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js +14 -1
  129. package/FlowGraph/Blocks/Data/flowGraphConstantBlock.js.map +1 -1
  130. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +9 -0
  131. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js +9 -0
  132. package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.js.map +1 -1
  133. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.d.ts +5 -0
  134. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js +5 -0
  135. package/FlowGraph/Blocks/Data/flowGraphCoordinateTransformBlock.js.map +1 -1
  136. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +16 -1
  137. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js +13 -1
  138. package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.js.map +1 -1
  139. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +12 -1
  140. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js +12 -1
  141. package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.js.map +1 -1
  142. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +18 -0
  143. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js +9 -0
  144. package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.js.map +1 -1
  145. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +12 -0
  146. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js +9 -0
  147. package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.js.map +1 -1
  148. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +15 -1
  149. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +12 -1
  150. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  151. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +18 -2
  152. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +15 -4
  153. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  154. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +6 -0
  155. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +6 -0
  156. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -1
  157. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.d.ts +6 -0
  158. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js +6 -0
  159. package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.js.map +1 -1
  160. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +5 -2
  161. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js +4 -1
  162. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  163. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +15 -1
  164. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +12 -1
  165. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  166. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +4 -1
  167. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -0
  168. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  169. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.d.ts +3 -0
  170. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js +3 -0
  171. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphBranchBlock.js.map +1 -1
  172. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.d.ts +3 -0
  173. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +3 -0
  174. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  175. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.d.ts +3 -0
  176. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js +3 -0
  177. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDebounceBlock.js.map +1 -1
  178. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +14 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +11 -1
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.d.ts +3 -0
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js +3 -0
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphFlipFlopBlock.js.map +1 -1
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +3 -0
  185. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +3 -0
  186. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
  187. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.d.ts +15 -2
  188. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +12 -4
  189. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  190. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.d.ts +14 -2
  191. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js +11 -4
  192. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSequenceBlock.js.map +1 -1
  193. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.d.ts +15 -2
  194. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +12 -4
  195. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  196. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.d.ts +3 -0
  197. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +3 -0
  198. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  199. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.d.ts +6 -0
  200. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js +6 -0
  201. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphTimerBlock.js.map +1 -1
  202. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +15 -2
  203. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +12 -3
  204. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  205. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.d.ts +18 -1
  206. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +15 -1
  207. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  208. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +6 -0
  209. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +6 -0
  210. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  211. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.d.ts +14 -2
  212. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js +11 -4
  213. package/FlowGraph/Blocks/Execution/flowGraphSendCustomEventBlock.js.map +1 -1
  214. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.d.ts +15 -1
  215. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +12 -1
  216. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  217. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +14 -1
  218. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +11 -1
  219. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  220. package/FlowGraph/flowGraph.d.ts +16 -8
  221. package/FlowGraph/flowGraph.js +13 -8
  222. package/FlowGraph/flowGraph.js.map +1 -1
  223. package/FlowGraph/flowGraphBlock.d.ts +54 -5
  224. package/FlowGraph/flowGraphBlock.js +50 -11
  225. package/FlowGraph/flowGraphBlock.js.map +1 -1
  226. package/FlowGraph/flowGraphConnection.d.ts +10 -6
  227. package/FlowGraph/flowGraphConnection.js +10 -6
  228. package/FlowGraph/flowGraphConnection.js.map +1 -1
  229. package/FlowGraph/flowGraphContext.d.ts +10 -8
  230. package/FlowGraph/flowGraphContext.js +10 -8
  231. package/FlowGraph/flowGraphContext.js.map +1 -1
  232. package/FlowGraph/flowGraphCoordinator.d.ts +27 -1
  233. package/FlowGraph/flowGraphCoordinator.js +18 -2
  234. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  235. package/FlowGraph/flowGraphDataConnection.d.ts +26 -1
  236. package/FlowGraph/flowGraphDataConnection.js +23 -1
  237. package/FlowGraph/flowGraphDataConnection.js.map +1 -1
  238. package/FlowGraph/flowGraphExecutionBlock.d.ts +27 -1
  239. package/FlowGraph/flowGraphExecutionBlock.js +22 -4
  240. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  241. package/FlowGraph/flowGraphRichTypes.d.ts +24 -1
  242. package/FlowGraph/flowGraphRichTypes.js +18 -1
  243. package/FlowGraph/flowGraphRichTypes.js.map +1 -1
  244. package/FlowGraph/flowGraphSignalConnection.d.ts +2 -0
  245. package/FlowGraph/flowGraphSignalConnection.js +2 -0
  246. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  247. package/Gamepads/gamepad.d.ts +2 -2
  248. package/Gamepads/gamepad.js +2 -2
  249. package/Gamepads/gamepad.js.map +1 -1
  250. package/Gamepads/gamepadSceneComponent.js +2 -0
  251. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  252. package/Gizmos/axisScaleGizmo.d.ts +2 -0
  253. package/Gizmos/axisScaleGizmo.js +2 -0
  254. package/Gizmos/axisScaleGizmo.js.map +1 -1
  255. package/Gizmos/boundingBoxGizmo.d.ts +19 -0
  256. package/Gizmos/boundingBoxGizmo.js +36 -15
  257. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  258. package/Gizmos/cameraGizmo.js +1 -0
  259. package/Gizmos/cameraGizmo.js.map +1 -1
  260. package/Gizmos/gizmo.d.ts +4 -1
  261. package/Gizmos/gizmo.js +1 -0
  262. package/Gizmos/gizmo.js.map +1 -1
  263. package/Gizmos/gizmoManager.d.ts +18 -0
  264. package/Gizmos/gizmoManager.js +34 -0
  265. package/Gizmos/gizmoManager.js.map +1 -1
  266. package/Gizmos/lightGizmo.d.ts +1 -0
  267. package/Gizmos/lightGizmo.js +1 -0
  268. package/Gizmos/lightGizmo.js.map +1 -1
  269. package/Gizmos/planeRotationGizmo.d.ts +2 -0
  270. package/Gizmos/planeRotationGizmo.js +2 -0
  271. package/Gizmos/planeRotationGizmo.js.map +1 -1
  272. package/Gizmos/positionGizmo.d.ts +11 -0
  273. package/Gizmos/positionGizmo.js +19 -0
  274. package/Gizmos/positionGizmo.js.map +1 -1
  275. package/Gizmos/rotationGizmo.d.ts +14 -0
  276. package/Gizmos/rotationGizmo.js +14 -0
  277. package/Gizmos/rotationGizmo.js.map +1 -1
  278. package/Gizmos/scaleGizmo.d.ts +18 -1
  279. package/Gizmos/scaleGizmo.js +19 -1
  280. package/Gizmos/scaleGizmo.js.map +1 -1
  281. package/Helpers/environmentHelper.d.ts +4 -2
  282. package/Helpers/environmentHelper.js +4 -2
  283. package/Helpers/environmentHelper.js.map +1 -1
  284. package/Layers/effectLayer.d.ts +1 -0
  285. package/Layers/effectLayer.js +1 -0
  286. package/Layers/effectLayer.js.map +1 -1
  287. package/Layers/glowLayer.d.ts +3 -1
  288. package/Layers/glowLayer.js +3 -1
  289. package/Layers/glowLayer.js.map +1 -1
  290. package/Layers/highlightLayer.d.ts +3 -2
  291. package/Layers/highlightLayer.js +3 -2
  292. package/Layers/highlightLayer.js.map +1 -1
  293. package/Lights/light.d.ts +1 -1
  294. package/Lights/light.js +1 -1
  295. package/Lights/light.js.map +1 -1
  296. package/Loading/sceneLoader.d.ts +9 -0
  297. package/Loading/sceneLoader.js +11 -0
  298. package/Loading/sceneLoader.js.map +1 -1
  299. package/Materials/Background/backgroundMaterial.d.ts +2 -2
  300. package/Materials/Background/backgroundMaterial.js +2 -2
  301. package/Materials/Background/backgroundMaterial.js.map +1 -1
  302. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +72 -0
  303. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +230 -0
  304. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -0
  305. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +1 -1
  306. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  307. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +2 -2
  308. package/Materials/GreasedLine/greasedLinePluginMaterial.js +2 -2
  309. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  310. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +0 -1
  311. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +0 -1
  312. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  313. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  314. package/Materials/Node/Blocks/Dual/index.js +1 -0
  315. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  316. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +7 -1
  317. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +6 -1
  318. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  319. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -0
  320. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  321. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -0
  322. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  323. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -0
  324. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  325. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
  326. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +1 -1
  327. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +3 -1
  329. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +3 -1
  330. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  331. package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
  332. package/Materials/Node/Blocks/triPlanarBlock.js +1 -0
  333. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
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  685. package/XR/webXRCamera.d.ts +2 -0
  686. package/XR/webXRCamera.js +8 -6
  687. package/XR/webXRCamera.js.map +1 -1
  688. package/XR/webXRExperienceHelper.js +1 -0
  689. package/XR/webXRExperienceHelper.js.map +1 -1
  690. package/XR/webXRInput.js +1 -1
  691. package/XR/webXRInput.js.map +1 -1
  692. package/XR/webXRInputSource.d.ts +3 -1
  693. package/XR/webXRInputSource.js +6 -3
  694. package/XR/webXRInputSource.js.map +1 -1
  695. package/XR/webXRSessionManager.d.ts +13 -0
  696. package/XR/webXRSessionManager.js +21 -1
  697. package/XR/webXRSessionManager.js.map +1 -1
  698. package/assetContainer.d.ts +5 -2
  699. package/assetContainer.js +5 -2
  700. package/assetContainer.js.map +1 -1
  701. package/package.json +1 -1
  702. package/scene.d.ts +1 -0
  703. package/scene.js +11 -0
  704. package/scene.js.map +1 -1
  705. package/Rendering/GaussianSplatting/gaussianSplatting.d.ts +0 -81
  706. package/Rendering/GaussianSplatting/gaussianSplatting.js +0 -400
  707. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +0 -1
  708. package/Rendering/GaussianSplatting/index.d.ts +0 -1
  709. package/Rendering/GaussianSplatting/index.js +0 -2
  710. package/Rendering/GaussianSplatting/index.js.map +0 -1
@@ -174,8 +174,8 @@ export class MaterialHelper {
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  defines["MORPHTARGETS_UV"] = manager.supportsUVs && defines["UV1"];
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  defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
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  defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
177
- defines["MORPHTARGETS"] = manager.numInfluencers > 0;
178
- defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
177
+ defines["NUM_MORPH_INFLUENCERS"] = manager.numMaxInfluencers || manager.numInfluencers;
178
+ defines["MORPHTARGETS"] = defines["NUM_MORPH_INFLUENCERS"] > 0;
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  defines["MORPHTARGETS_TEXTURE"] = manager.isUsingTextureForTargets;
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  }
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  else {
@@ -552,6 +552,7 @@ export class MaterialHelper {
552
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  }
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  if (defines["NUM_MORPH_INFLUENCERS"]) {
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  uniformsList.push("morphTargetInfluences");
555
+ uniformsList.push("morphTargetCount");
555
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  }
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  if (defines["BAKED_VERTEX_ANIMATION_TEXTURE"]) {
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  uniformsList.push("bakedVertexAnimationSettings");
@@ -648,7 +649,7 @@ export class MaterialHelper {
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  /**
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  * Prepares the list of attributes required for baked vertex animations according to the effect defines.
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  * @param attribs The current list of supported attribs
651
- * @param mesh The mesh to prepare the morph targets attributes for
652
+ * @param mesh The mesh to prepare for baked vertex animations
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  * @param defines The current Defines of the effect
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654
  */
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  static PrepareAttributesForBakedVertexAnimation(attribs, mesh, defines) {
@@ -1 +1 @@
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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { LightConstants } from \"../Lights/lightConstants\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { prepareDefinesForClipPlanes } from \"./clipPlaneMaterialHelper\";\r\nimport type { Material } from \"./material\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.optimizeUVAllocation && texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n * @param applyDecalAfterDetail Defines if the decal is applied after or before the detail\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any,\r\n applyDecalAfterDetail: boolean = false\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n defines[\"DECAL_AFTER_DETAIL\"] = applyDecalAfterDetail;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the defines relative to the active camera\r\n * @param scene defines the current scene\r\n * @param defines specifies the list of active defines\r\n * @returns true if the defines have been updated, else false\r\n */\r\n public static PrepareDefinesForCamera(scene: Scene, defines: any): boolean {\r\n let changed = false;\r\n\r\n if (scene.activeCamera) {\r\n const wasOrtho = defines[\"CAMERA_ORTHOGRAPHIC\"] ? 1 : 0;\r\n const wasPersp = defines[\"CAMERA_PERSPECTIVE\"] ? 1 : 0;\r\n const isOrtho = scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 1 : 0;\r\n const isPersp = scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA ? 1 : 0;\r\n\r\n if (wasOrtho ^ isOrtho || wasPersp ^ isPersp) {\r\n defines[\"CAMERA_ORTHOGRAPHIC\"] = isOrtho === 1;\r\n defines[\"CAMERA_PERSPECTIVE\"] = isPersp === 1;\r\n changed = true;\r\n }\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param material defines the material we are compiling the shader for\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n material: Material,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = MaterialHelper.PrepareDefinesForCamera(scene, defines);\r\n\r\n if (useClipPlane !== false) {\r\n changed = prepareDefinesForClipPlanes(material, scene, defines);\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n if (defines[\"BONETEXTURE\"] !== undefined) {\r\n defines[\"BONETEXTURE\"] = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = manager.numInfluencers > 0;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind) && (mesh.hasInstances || mesh.hasThinInstances)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n defines.PREPASS_NORMAL_WORLDSPACE = scene.prePassRenderer.generateNormalsInWorldSpace;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case LightConstants.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator(scene.activeCamera) ?? light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != LightConstants.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == LightConstants.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: defines._needNormals, // prevents overriding previous reflection or other needs for normals\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n\r\n if (defines.INSTANCESCOLOR) {\r\n attribs.push(VertexBuffer.ColorInstanceKind);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor, scene.getEngine().useExactSrgbConversions);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"] || (defines.indexOf && defines.indexOf(\"LOGARITHMICDEPTH\") >= 0)) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport { LightConstants } from \"../Lights/lightConstants\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PrePassConfiguration } from \"../Materials/prePassConfiguration\";\r\n\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { Effect, IEffectCreationOptions } from \"./effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport { prepareDefinesForClipPlanes } from \"./clipPlaneMaterialHelper\";\r\nimport type { Material } from \"./material\";\r\n\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nexport class MaterialHelper {\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n public static BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n }\r\n\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can across channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.optimizeUVAllocation && texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n defines[\"MAINUV\" + (texture.coordinatesIndex + 1)] = true;\r\n } else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Binds a texture matrix value to its corresponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receiving the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n public static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void {\r\n const matrix = texture.getTextureMatrix();\r\n\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n public static GetFogState(mesh: AbstractMesh, scene: Scene) {\r\n return scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n * @param applyDecalAfterDetail Defines if the decal is applied after or before the detail\r\n */\r\n public static PrepareDefinesForMisc(\r\n mesh: AbstractMesh,\r\n scene: Scene,\r\n useLogarithmicDepth: boolean,\r\n pointsCloud: boolean,\r\n fogEnabled: boolean,\r\n alphaTest: boolean,\r\n defines: any,\r\n applyDecalAfterDetail: boolean = false\r\n ): void {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n defines[\"DECAL_AFTER_DETAIL\"] = applyDecalAfterDetail;\r\n }\r\n }\r\n\r\n /**\r\n * Helper used to prepare the defines relative to the active camera\r\n * @param scene defines the current scene\r\n * @param defines specifies the list of active defines\r\n * @returns true if the defines have been updated, else false\r\n */\r\n public static PrepareDefinesForCamera(scene: Scene, defines: any): boolean {\r\n let changed = false;\r\n\r\n if (scene.activeCamera) {\r\n const wasOrtho = defines[\"CAMERA_ORTHOGRAPHIC\"] ? 1 : 0;\r\n const wasPersp = defines[\"CAMERA_PERSPECTIVE\"] ? 1 : 0;\r\n const isOrtho = scene.activeCamera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 1 : 0;\r\n const isPersp = scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA ? 1 : 0;\r\n\r\n if (wasOrtho ^ isOrtho || wasPersp ^ isPersp) {\r\n defines[\"CAMERA_ORTHOGRAPHIC\"] = isOrtho === 1;\r\n defines[\"CAMERA_PERSPECTIVE\"] = isPersp === 1;\r\n changed = true;\r\n }\r\n }\r\n\r\n return changed;\r\n }\r\n\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param material defines the material we are compiling the shader for\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n * @param useThinInstances defines if thin instances have to be turned on\r\n */\r\n public static PrepareDefinesForFrameBoundValues(\r\n scene: Scene,\r\n engine: Engine,\r\n material: Material,\r\n defines: any,\r\n useInstances: boolean,\r\n useClipPlane: Nullable<boolean> = null,\r\n useThinInstances: boolean = false\r\n ): void {\r\n let changed = MaterialHelper.PrepareDefinesForCamera(scene, defines);\r\n\r\n if (useClipPlane !== false) {\r\n changed = prepareDefinesForClipPlanes(material, scene, defines);\r\n }\r\n\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n\r\n if (defines[\"THIN_INSTANCES\"] !== useThinInstances) {\r\n defines[\"THIN_INSTANCES\"] = useThinInstances;\r\n changed = true;\r\n }\r\n\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBones(mesh: AbstractMesh, defines: any) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n\r\n const materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n } else {\r\n defines[\"BonesPerMesh\"] = mesh.skeleton.bones.length + 1;\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n\r\n const prePassRenderer = mesh.getScene().prePassRenderer;\r\n if (prePassRenderer && prePassRenderer.enabled) {\r\n const nonExcluded = prePassRenderer.excludedSkinnedMesh.indexOf(mesh) === -1;\r\n defines[\"BONES_VELOCITY_ENABLED\"] = nonExcluded;\r\n }\r\n }\r\n } else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n if (defines[\"BONETEXTURE\"] !== undefined) {\r\n defines[\"BONETEXTURE\"] = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numMaxInfluencers || manager.numInfluencers;\r\n defines[\"MORPHTARGETS\"] = defines[\"NUM_MORPH_INFLUENCERS\"] > 0;\r\n\r\n defines[\"MORPHTARGETS_TEXTURE\"] = manager.isUsingTextureForTargets;\r\n } else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines for baked vertex animation\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any) {\r\n const manager = (<Mesh>mesh).bakedVertexAnimationManager;\r\n defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] = manager && manager.isEnabled ? true : false;\r\n }\r\n\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n public static PrepareDefinesForAttributes(\r\n mesh: AbstractMesh,\r\n defines: any,\r\n useVertexColor: boolean,\r\n useBones: boolean,\r\n useMorphTargets = false,\r\n useVertexAlpha = true,\r\n useBakedVertexAnimation = true\r\n ): boolean {\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n\r\n defines[\"NORMAL\"] = defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind);\r\n\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n\r\n for (let i = 1; i <= Constants.MAX_SUPPORTED_UV_SETS; ++i) {\r\n defines[\"UV\" + i] = defines._needUVs ? mesh.isVerticesDataPresent(`uv${i === 1 ? \"\" : i}`) : false;\r\n }\r\n\r\n if (useVertexColor) {\r\n const hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorInstanceKind) && (mesh.hasInstances || mesh.hasThinInstances)) {\r\n defines[\"INSTANCESCOLOR\"] = true;\r\n }\r\n\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n\r\n if (useBakedVertexAnimation) {\r\n this.PrepareDefinesForBakedVertexAnimation(mesh, defines);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n public static PrepareDefinesForMultiview(scene: Scene, defines: any) {\r\n if (scene.activeCamera) {\r\n const previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1;\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to order independant transparency\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param needAlphaBlending Determines if the material needs alpha blending\r\n */\r\n public static PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean) {\r\n const previousDefine = defines.ORDER_INDEPENDENT_TRANSPARENCY;\r\n const previousDefine16Bits = defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;\r\n\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY = scene.useOrderIndependentTransparency && needAlphaBlending;\r\n defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS = !scene.getEngine().getCaps().textureFloatLinearFiltering;\r\n\r\n if (previousDefine !== defines.ORDER_INDEPENDENT_TRANSPARENCY || previousDefine16Bits !== defines.ORDER_INDEPENDENT_TRANSPARENCY_16BITS) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the prepass\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\r\n */\r\n public static PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean) {\r\n const previousPrePass = defines.PREPASS;\r\n\r\n if (!defines._arePrePassDirty) {\r\n return;\r\n }\r\n\r\n const texturesList = [\r\n {\r\n type: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n define: \"PREPASS_POSITION\",\r\n index: \"PREPASS_POSITION_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n define: \"PREPASS_VELOCITY\",\r\n index: \"PREPASS_VELOCITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n define: \"PREPASS_REFLECTIVITY\",\r\n index: \"PREPASS_REFLECTIVITY_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n define: \"PREPASS_IRRADIANCE\",\r\n index: \"PREPASS_IRRADIANCE_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n define: \"PREPASS_ALBEDO_SQRT\",\r\n index: \"PREPASS_ALBEDO_SQRT_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n define: \"PREPASS_DEPTH\",\r\n index: \"PREPASS_DEPTH_INDEX\",\r\n },\r\n {\r\n type: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n define: \"PREPASS_NORMAL\",\r\n index: \"PREPASS_NORMAL_INDEX\",\r\n },\r\n ];\r\n\r\n if (scene.prePassRenderer && scene.prePassRenderer.enabled && canRenderToMRT) {\r\n defines.PREPASS = true;\r\n defines.SCENE_MRT_COUNT = scene.prePassRenderer.mrtCount;\r\n defines.PREPASS_NORMAL_WORLDSPACE = scene.prePassRenderer.generateNormalsInWorldSpace;\r\n\r\n for (let i = 0; i < texturesList.length; i++) {\r\n const index = scene.prePassRenderer.getIndex(texturesList[i].type);\r\n if (index !== -1) {\r\n defines[texturesList[i].define] = true;\r\n defines[texturesList[i].index] = index;\r\n } else {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n } else {\r\n defines.PREPASS = false;\r\n for (let i = 0; i < texturesList.length; i++) {\r\n defines[texturesList[i].define] = false;\r\n }\r\n }\r\n\r\n if (defines.PREPASS != previousPrePass) {\r\n defines.markAsUnprocessed();\r\n defines.markAsImageProcessingDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n * @param state.needNormals\r\n * @param state.needRebuild\r\n * @param state.shadowEnabled\r\n * @param state.specularEnabled\r\n * @param state.lightmapMode\r\n */\r\n public static PrepareDefinesForLight(\r\n scene: Scene,\r\n mesh: AbstractMesh,\r\n light: Light,\r\n lightIndex: number,\r\n defines: any,\r\n specularSupported: boolean,\r\n state: {\r\n needNormals: boolean;\r\n needRebuild: boolean;\r\n shadowEnabled: boolean;\r\n specularEnabled: boolean;\r\n lightmapMode: boolean;\r\n }\r\n ) {\r\n state.needNormals = true;\r\n\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n\r\n switch (light.falloffType) {\r\n case LightConstants.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case LightConstants.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWCSM\" + lightIndex] = false;\r\n defines[\"SHADOWCSMDEBUG\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + lightIndex] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + lightIndex] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + lightIndex] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCLOSEESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n const shadowGenerator = light.getShadowGenerator(scene.activeCamera) ?? light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n const shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (light.lightmapMode != LightConstants.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = light.lightmapMode == LightConstants.LIGHTMAP_SHADOWSONLY;\r\n } else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n public static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights = 4, disableLighting = false): boolean {\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n\r\n let lightIndex = 0;\r\n const state = {\r\n needNormals: defines._needNormals, // prevents overriding previous reflection or other needs for normals\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (const light of mesh.lightSources) {\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n\r\n // Resetting all other lights if any\r\n for (let index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWCSM\" + index] = false;\r\n defines[\"SHADOWCSMDEBUG\" + index] = false;\r\n defines[\"SHADOWCSMNUM_CASCADES\" + index] = false;\r\n defines[\"SHADOWCSMUSESHADOWMAXZ\" + index] = false;\r\n defines[\"SHADOWCSMNOBLEND\" + index] = false;\r\n defines[\"SHADOWCSM_RIGHTHANDED\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCLOSEESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n\r\n const caps = scene.getEngine().getCaps();\r\n\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n\r\n defines[\"SHADOWFLOAT\"] =\r\n state.shadowEnabled && ((caps.textureFloatRender && caps.textureFloatLinearFiltering) || (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n\r\n return state.needNormals;\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\r\n */\r\n public static PrepareUniformsAndSamplersForLight(\r\n lightIndex: number,\r\n uniformsList: string[],\r\n samplersList: string[],\r\n projectedLightTexture?: any,\r\n uniformBuffersList: Nullable<string[]> = null,\r\n updateOnlyBuffersList = false\r\n ) {\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n\r\n if (updateOnlyBuffersList) {\r\n return;\r\n }\r\n\r\n uniformsList.push(\r\n \"vLightData\" + lightIndex,\r\n \"vLightDiffuse\" + lightIndex,\r\n \"vLightSpecular\" + lightIndex,\r\n \"vLightDirection\" + lightIndex,\r\n \"vLightFalloff\" + lightIndex,\r\n \"vLightGround\" + lightIndex,\r\n \"lightMatrix\" + lightIndex,\r\n \"shadowsInfo\" + lightIndex,\r\n \"depthValues\" + lightIndex\r\n );\r\n\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n\r\n uniformsList.push(\r\n \"viewFrustumZ\" + lightIndex,\r\n \"cascadeBlendFactor\" + lightIndex,\r\n \"lightSizeUVCorrection\" + lightIndex,\r\n \"depthCorrection\" + lightIndex,\r\n \"penumbraDarkness\" + lightIndex,\r\n \"frustumLengths\" + lightIndex\r\n );\r\n\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\r\n */\r\n public static PrepareUniformsAndSamplersList(\r\n uniformsListOrOptions: string[] | IEffectCreationOptions,\r\n samplersList?: string[],\r\n defines?: any,\r\n maxSimultaneousLights = 4\r\n ): void {\r\n let uniformsList: string[];\r\n let uniformBuffersList: Nullable<string[]> = null;\r\n\r\n if ((<IEffectCreationOptions>uniformsListOrOptions).uniformsNames) {\r\n const options = <IEffectCreationOptions>uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights || 0;\r\n } else {\r\n uniformsList = <string[]>uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n uniformsList.push(\"morphTargetCount\");\r\n }\r\n\r\n if (defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"]) {\r\n uniformsList.push(\"bakedVertexAnimationSettings\");\r\n uniformsList.push(\"bakedVertexAnimationTextureSizeInverted\");\r\n uniformsList.push(\"bakedVertexAnimationTime\");\r\n samplersList.push(\"bakedVertexAnimationTexture\");\r\n }\r\n }\r\n\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n public static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights = 4, rank = 0): number {\r\n let lightFallbackRank = 0;\r\n for (let lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n\r\n if (defines[\"SHADOWCLOSEESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWCLOSEESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private static _TmpMorphInfluencers = { NUM_MORPH_INFLUENCERS: 0 };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n public static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n const maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n const manager = (<Mesh>mesh).morphTargetManager;\r\n if (manager?.isUsingTextureForTargets) {\r\n return;\r\n }\r\n const normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n const tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n const uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (let index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare for baked vertex animations\r\n * @param defines The current Defines of the effect\r\n */\r\n public static PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void {\r\n const enabled = defines[\"BAKED_VERTEX_ANIMATION_TEXTURE\"] && defines[\"INSTANCES\"];\r\n\r\n if (enabled) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current effect fallback strategy\r\n */\r\n public static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n public static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void {\r\n if (defines[\"INSTANCES\"] || defines[\"THIN_INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs, !!defines[\"PREPASS_VELOCITY\"]);\r\n }\r\n\r\n if (defines.INSTANCESCOLOR) {\r\n attribs.push(VertexBuffer.ColorInstanceKind);\r\n }\r\n }\r\n\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n * @param needsPreviousMatrices If the shader needs previous matrices\r\n */\r\n public static PushAttributesForInstances(attribs: string[], needsPreviousMatrices: boolean = false): void {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n if (needsPreviousMatrices) {\r\n attribs.push(\"previousWorld0\");\r\n attribs.push(\"previousWorld1\");\r\n attribs.push(\"previousWorld2\");\r\n attribs.push(\"previousWorld3\");\r\n }\r\n }\r\n\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n public static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\r\n */\r\n public static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows = true): void {\r\n light._bindLight(lightIndex, scene, effect, useSpecular, receiveShadows);\r\n }\r\n\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n */\r\n public static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights = 4): void {\r\n const len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n\r\n for (let i = 0; i < len; i++) {\r\n const light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], mesh.receiveShadows);\r\n }\r\n }\r\n\r\n private static _TempFogColor = Color3.Black();\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n public static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace = false): void {\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._TempFogColor, scene.getEngine().useExactSrgbConversions);\r\n effect.setColor3(\"vFogColor\", this._TempFogColor);\r\n } else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\r\n */\r\n public static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n const skeleton = mesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n const matrices = skeleton.getTransformMatrices(mesh);\r\n\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n if (prePassConfiguration && mesh.getScene().prePassRenderer && mesh.getScene().prePassRenderer!.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)) {\r\n if (!prePassConfiguration.previousBones[mesh.uniqueId]) {\r\n prePassConfiguration.previousBones[mesh.uniqueId] = matrices.slice();\r\n }\r\n effect.setMatrices(\"mPreviousBones\", prePassConfiguration.previousBones[mesh.uniqueId]);\r\n MaterialHelper._CopyBonesTransformationMatrices(matrices, prePassConfiguration.previousBones[mesh.uniqueId]);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private static _CopyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n target.set(source);\r\n\r\n return target;\r\n }\r\n\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n public static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void {\r\n const manager = (<Mesh>abstractMesh).morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n }\r\n\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n public static BindLogDepth(defines: any, effect: Effect, scene: Scene): void {\r\n if (!defines || defines[\"LOGARITHMICDEPTH\"] || (defines.indexOf && defines.indexOf(\"LOGARITHMICDEPTH\") >= 0)) {\r\n const camera = <Camera>scene.activeCamera;\r\n if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n Logger.Error(\"Logarithmic depth is not compatible with orthographic cameras!\", 20);\r\n }\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(camera.maxZ + 1.0) / Math.LN2));\r\n }\r\n }\r\n}\r\n"]}
@@ -33,6 +33,7 @@ export class MaterialPluginManager {
33
33
  }
34
34
  }
35
35
  if (this._material._uniformBufferLayoutBuilt) {
36
+ // eslint-disable-next-line no-throw-literal
36
37
  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.`;
37
38
  }
38
39
  const pluginClassName = plugin.getClassName();
@@ -1 +1 @@
1
- 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type { ProcessingOptions, 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\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\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\nconst rxOption = new RegExp(\"^([gimus]+)!\");\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 /** @internal */\r\n public _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 static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\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 * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\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 = (id, info) => this._handlePluginEvent(id, info);\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 return true;\r\n }\r\n\r\n /**\r\n * @internal\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<T = MaterialPluginBase>(name: string): Nullable<T> {\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] as T;\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, 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 if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\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(eventData: MaterialPluginPrepareEffect, 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 let processorOptions: Nullable<ProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n let customCode = plugin.getCustomCode(shaderType)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n const shaderLanguage = ShaderLanguage.GLSL;\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ShaderProcessor._ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = rxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\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(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\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\nlet observer: Nullable<Observer<Material>> = null;\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 observer = 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 if (plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\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 inited = false;\r\n Material.OnEventObservable.remove(observer);\r\n observer = null;\r\n}\r\n"]}
1
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type { ProcessingOptions, 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\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { ShaderProcessor } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\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\nconst rxOption = new RegExp(\"^([gimus]+)!\");\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 /** @internal */\r\n public _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 static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\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 * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n // eslint-disable-next-line no-throw-literal\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 = (id, info) => this._handlePluginEvent(id, info);\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 return true;\r\n }\r\n\r\n /**\r\n * @internal\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<T = MaterialPluginBase>(name: string): Nullable<T> {\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] as T;\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, 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 if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\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(eventData: MaterialPluginPrepareEffect, 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 let processorOptions: Nullable<ProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n let customCode = plugin.getCustomCode(shaderType)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n const shaderLanguage = ShaderLanguage.GLSL;\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n ShaderProcessor._ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = rxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\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(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\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\nlet observer: Nullable<Observer<Material>> = null;\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 observer = 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 if (plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\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 inited = false;\r\n Material.OnEventObservable.remove(observer);\r\n observer = null;\r\n}\r\n"]}
@@ -554,11 +554,11 @@ export declare class StandardMaterial extends PushMaterial {
554
554
  */
555
555
  needAlphaTesting(): boolean;
556
556
  /**
557
- * Specifies whether or not the alpha value of the diffuse texture should be used for alpha blending.
557
+ * @returns whether or not the alpha value of the diffuse texture should be used for alpha blending.
558
558
  */
559
559
  protected _shouldUseAlphaFromDiffuseTexture(): boolean;
560
560
  /**
561
- * Specifies whether or not there is a usable alpha channel for transparency.
561
+ * @returns whether or not there is a usable alpha channel for transparency.
562
562
  */
563
563
  protected _hasAlphaChannel(): boolean;
564
564
  /**
@@ -501,13 +501,13 @@ export class StandardMaterial extends PushMaterial {
501
501
  return this._hasAlphaChannel() && (this._transparencyMode == null || this._transparencyMode === Material.MATERIAL_ALPHATEST);
502
502
  }
503
503
  /**
504
- * Specifies whether or not the alpha value of the diffuse texture should be used for alpha blending.
504
+ * @returns whether or not the alpha value of the diffuse texture should be used for alpha blending.
505
505
  */
506
506
  _shouldUseAlphaFromDiffuseTexture() {
507
507
  return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture && this._transparencyMode !== Material.MATERIAL_OPAQUE;
508
508
  }
509
509
  /**
510
- * Specifies whether or not there is a usable alpha channel for transparency.
510
+ * @returns whether or not there is a usable alpha channel for transparency.
511
511
  */
512
512
  _hasAlphaChannel() {
513
513
  return (this._diffuseTexture != null && this._diffuseTexture.hasAlpha) || this._opacityTexture != null;
@@ -1457,7 +1457,7 @@ export class StandardMaterial extends PushMaterial {
1457
1457
  if (source.stencil) {
1458
1458
  material.stencil.parse(source.stencil, scene, rootUrl);
1459
1459
  }
1460
- Material._parsePlugins(source, material, scene, rootUrl);
1460
+ Material._ParsePlugins(source, material, scene, rootUrl);
1461
1461
  return material;
1462
1462
  }
1463
1463
  // Flags used to enable or disable a type of texture for all Standard Materials