@babylonjs/core 6.40.0 → 6.41.1

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 (729) hide show
  1. package/Animations/animatable.js +1 -2
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/animation.js +4 -6
  4. package/Animations/animation.js.map +1 -1
  5. package/Animations/animationGroup.js +3 -3
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/runtimeAnimation.js +3 -3
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Audio/audioEngine.js +3 -5
  10. package/Audio/audioEngine.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +1 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.js +48 -74
  14. package/Audio/sound.js.map +1 -1
  15. package/Audio/soundTrack.js +6 -12
  16. package/Audio/soundTrack.js.map +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -2
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  20. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/fadeInOutBehavior.js +2 -4
  22. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/followBehavior.js +1 -2
  24. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  25. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  26. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  27. package/Bones/bone.js +4 -6
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.js +2 -3
  30. package/Bones/skeleton.js.map +1 -1
  31. package/Buffers/buffer.align.js +5 -8
  32. package/Buffers/buffer.align.js.map +1 -1
  33. package/Buffers/buffer.js +6 -8
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -4
  36. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  37. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -5
  38. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  40. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  42. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  43. package/Cameras/arcRotateCamera.js +1 -2
  44. package/Cameras/arcRotateCamera.js.map +1 -1
  45. package/Cameras/camera.d.ts +5 -0
  46. package/Cameras/camera.js +18 -11
  47. package/Cameras/camera.js.map +1 -1
  48. package/Collisions/pickingInfo.js +1 -1
  49. package/Collisions/pickingInfo.js.map +1 -1
  50. package/Compute/computeEffect.js +5 -8
  51. package/Compute/computeEffect.js.map +1 -1
  52. package/Compute/computeShader.js +12 -9
  53. package/Compute/computeShader.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +1 -2
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Culling/boundingBox.js +2 -3
  57. package/Culling/boundingBox.js.map +1 -1
  58. package/Culling/ray.d.ts +6 -1
  59. package/Culling/ray.js +9 -4
  60. package/Culling/ray.js.map +1 -1
  61. package/Debug/debugLayer.js +4 -1
  62. package/Debug/debugLayer.js.map +1 -1
  63. package/Debug/directionalLightFrustumViewer.js +7 -9
  64. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  65. package/Debug/physicsViewer.js +7 -9
  66. package/Debug/physicsViewer.js.map +1 -1
  67. package/Debug/rayHelper.js +1 -2
  68. package/Debug/rayHelper.js.map +1 -1
  69. package/Debug/skeletonViewer.js +26 -31
  70. package/Debug/skeletonViewer.js.map +1 -1
  71. package/Decorators/nodeDecorator.js +1 -1
  72. package/Decorators/nodeDecorator.js.map +1 -1
  73. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -5
  74. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  75. package/DeviceInput/eventFactory.js +1 -1
  76. package/DeviceInput/eventFactory.js.map +1 -1
  77. package/DeviceInput/internalDeviceSourceManager.js +1 -2
  78. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  79. package/DeviceInput/webDeviceInputSystem.js +9 -12
  80. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  81. package/Engines/Extensions/engine.cubeTexture.js +6 -1
  82. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  83. package/Engines/Extensions/engine.multiRender.js +3 -4
  84. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  85. package/Engines/Extensions/engine.rawTexture.js +4 -4
  86. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  87. package/Engines/Extensions/engine.readTexture.js +2 -3
  88. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  89. package/Engines/Extensions/engine.renderTarget.js +9 -5
  90. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  91. package/Engines/Extensions/engine.renderTargetCube.js +9 -1
  92. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  93. package/Engines/Extensions/engine.views.js +1 -2
  94. package/Engines/Extensions/engine.views.js.map +1 -1
  95. package/Engines/Processors/shaderCodeNode.js +6 -7
  96. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  97. package/Engines/Processors/shaderProcessor.js +6 -11
  98. package/Engines/Processors/shaderProcessor.js.map +1 -1
  99. package/Engines/WebGL/webGLHardwareTexture.js +1 -2
  100. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  101. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -5
  102. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  103. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -2
  104. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -2
  106. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -6
  108. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.query.js +2 -4
  110. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  112. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -5
  114. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +11 -3
  116. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +2 -3
  118. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  119. package/Engines/WebGPU/Extensions/engine.textureSampler.js +1 -2
  120. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  121. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -2
  122. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  123. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  124. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  125. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -7
  126. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  127. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +15 -20
  128. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  129. package/Engines/WebGPU/webgpuCacheSampler.js +10 -5
  130. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  131. package/Engines/WebGPU/webgpuClearQuad.js +2 -3
  132. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  133. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -2
  134. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  135. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  136. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  137. package/Engines/WebGPU/webgpuDrawContext.js +1 -2
  138. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  139. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -6
  140. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  141. package/Engines/WebGPU/webgpuMaterialContext.js +2 -3
  142. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  143. package/Engines/WebGPU/webgpuOcclusionQuery.js +3 -5
  144. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  145. package/Engines/WebGPU/webgpuPipelineContext.js +2 -4
  146. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  147. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  148. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  149. package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -4
  150. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  151. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -4
  152. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  153. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +5 -4
  154. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  155. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -2
  156. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  157. package/Engines/WebGPU/webgpuTextureManager.js +40 -43
  158. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  159. package/Engines/WebGPU/webgpuTimestampQuery.js +12 -7
  160. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  161. package/Engines/WebGPU/webgpuTintWASM.js +4 -1
  162. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  163. package/Engines/engine.js +4 -7
  164. package/Engines/engine.js.map +1 -1
  165. package/Engines/nativeEngine.js +16 -22
  166. package/Engines/nativeEngine.js.map +1 -1
  167. package/Engines/nullEngine.js +9 -1
  168. package/Engines/nullEngine.js.map +1 -1
  169. package/Engines/renderTargetWrapper.js +11 -16
  170. package/Engines/renderTargetWrapper.js.map +1 -1
  171. package/Engines/thinEngine.js +32 -45
  172. package/Engines/thinEngine.js.map +1 -1
  173. package/Engines/webgpuEngine.js +77 -95
  174. package/Engines/webgpuEngine.js.map +1 -1
  175. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +2 -3
  176. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  177. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +3 -6
  178. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  179. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js +1 -2
  180. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCounterBlock.js.map +1 -1
  181. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js +1 -2
  182. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphMultiGateBlock.js.map +1 -1
  183. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js +2 -4
  184. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWhileLoopBlock.js.map +1 -1
  185. package/FlowGraph/flowGraph.js +1 -2
  186. package/FlowGraph/flowGraph.js.map +1 -1
  187. package/FlowGraph/flowGraphBlock.js +2 -4
  188. package/FlowGraph/flowGraphBlock.js.map +1 -1
  189. package/FlowGraph/flowGraphContext.js +1 -2
  190. package/FlowGraph/flowGraphContext.js.map +1 -1
  191. package/FlowGraph/flowGraphCoordinator.js +4 -7
  192. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  193. package/FlowGraph/flowGraphSignalConnection.js +1 -2
  194. package/FlowGraph/flowGraphSignalConnection.js.map +1 -1
  195. package/FlowGraph/serialization.js +2 -3
  196. package/FlowGraph/serialization.js.map +1 -1
  197. package/Gamepads/gamepadManager.js +1 -1
  198. package/Gamepads/gamepadManager.js.map +1 -1
  199. package/Gizmos/axisDragGizmo.js +2 -4
  200. package/Gizmos/axisDragGizmo.js.map +1 -1
  201. package/Gizmos/axisScaleGizmo.js +5 -8
  202. package/Gizmos/axisScaleGizmo.js.map +1 -1
  203. package/Gizmos/boundingBoxGizmo.js +1 -1
  204. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  205. package/Gizmos/cameraGizmo.js +2 -3
  206. package/Gizmos/cameraGizmo.js.map +1 -1
  207. package/Gizmos/gizmo.js +4 -7
  208. package/Gizmos/gizmo.js.map +1 -1
  209. package/Gizmos/gizmoManager.js +3 -4
  210. package/Gizmos/gizmoManager.js.map +1 -1
  211. package/Gizmos/planeDragGizmo.js +2 -4
  212. package/Gizmos/planeDragGizmo.js.map +1 -1
  213. package/Gizmos/planeRotationGizmo.js +2 -4
  214. package/Gizmos/planeRotationGizmo.js.map +1 -1
  215. package/Helpers/environmentHelper.js +8 -2
  216. package/Helpers/environmentHelper.js.map +1 -1
  217. package/Helpers/videoDome.js +1 -2
  218. package/Helpers/videoDome.js.map +1 -1
  219. package/Inputs/scene.inputManager.js +8 -10
  220. package/Inputs/scene.inputManager.js.map +1 -1
  221. package/Layers/effectLayer.js +16 -10
  222. package/Layers/effectLayer.js.map +1 -1
  223. package/Layers/glowLayer.js +16 -6
  224. package/Layers/glowLayer.js.map +1 -1
  225. package/Layers/highlightLayer.js +12 -3
  226. package/Layers/highlightLayer.js.map +1 -1
  227. package/Layers/layer.js +1 -2
  228. package/Layers/layer.js.map +1 -1
  229. package/LensFlares/lensFlareSystem.js +1 -2
  230. package/LensFlares/lensFlareSystem.js.map +1 -1
  231. package/Lights/Shadows/cascadedShadowGenerator.js +21 -25
  232. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  233. package/Lights/Shadows/shadowGenerator.js +18 -21
  234. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  235. package/Lights/light.js +2 -4
  236. package/Lights/light.js.map +1 -1
  237. package/Lights/shadowLight.js +1 -1
  238. package/Lights/shadowLight.js.map +1 -1
  239. package/Loading/Plugins/babylonFileLoader.js +1 -2
  240. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  241. package/Loading/sceneLoader.js +1 -1
  242. package/Loading/sceneLoader.js.map +1 -1
  243. package/Materials/Background/backgroundMaterial.js +8 -7
  244. package/Materials/Background/backgroundMaterial.js.map +1 -1
  245. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +7 -6
  246. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  247. package/Materials/GreasedLine/greasedLinePluginMaterial.js +26 -32
  248. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  249. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +22 -27
  250. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -7
  252. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -2
  254. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -2
  256. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -1
  258. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -16
  260. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/TBNBlock.js +2 -3
  262. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -2
  264. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -4
  266. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/Input/inputBlock.js +1 -2
  268. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +24 -26
  270. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  272. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +45 -49
  274. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  276. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  278. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  280. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -28
  282. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +1 -2
  284. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  286. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +43 -33
  288. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
  290. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/cloudBlock.js +2 -3
  292. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/colorMergerBlock.js +4 -5
  294. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/customBlock.js +4 -6
  296. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +2 -4
  298. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/triPlanarBlock.js +14 -23
  300. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/vectorMergerBlock.js +4 -5
  302. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  303. package/Materials/Node/nodeMaterial.js +25 -23
  304. package/Materials/Node/nodeMaterial.js.map +1 -1
  305. package/Materials/Node/nodeMaterialBlock.js +3 -4
  306. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  307. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  308. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  309. package/Materials/PBR/pbrBaseMaterial.js +33 -35
  310. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  311. package/Materials/PBR/pbrClearCoatConfiguration.js +6 -9
  312. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  313. package/Materials/PBR/pbrIridescenceConfiguration.js +4 -7
  314. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  315. package/Materials/PBR/pbrSheenConfiguration.js +4 -7
  316. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  317. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  318. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  319. package/Materials/Textures/Packer/packer.js +13 -14
  320. package/Materials/Textures/Packer/packer.js.map +1 -1
  321. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -2
  322. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  323. package/Materials/Textures/Procedurals/proceduralTexture.js +19 -11
  324. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  325. package/Materials/Textures/baseTexture.js +2 -4
  326. package/Materials/Textures/baseTexture.js.map +1 -1
  327. package/Materials/Textures/cubeTexture.js +7 -13
  328. package/Materials/Textures/cubeTexture.js.map +1 -1
  329. package/Materials/Textures/dynamicTexture.js +1 -2
  330. package/Materials/Textures/dynamicTexture.js.map +1 -1
  331. package/Materials/Textures/hdrCubeTexture.js +2 -4
  332. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  333. package/Materials/Textures/htmlElementTexture.js +5 -3
  334. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  335. package/Materials/Textures/internalTexture.js +3 -5
  336. package/Materials/Textures/internalTexture.js.map +1 -1
  337. package/Materials/Textures/mirrorTexture.js +3 -6
  338. package/Materials/Textures/mirrorTexture.js.map +1 -1
  339. package/Materials/Textures/multiRenderTarget.js +5 -8
  340. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  341. package/Materials/Textures/rawTexture.js +1 -1
  342. package/Materials/Textures/rawTexture.js.map +1 -1
  343. package/Materials/Textures/renderTargetTexture.js +22 -34
  344. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  345. package/Materials/Textures/texture.js +16 -21
  346. package/Materials/Textures/texture.js.map +1 -1
  347. package/Materials/Textures/thinRenderTargetTexture.js +2 -4
  348. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  349. package/Materials/Textures/thinTexture.js +1 -1
  350. package/Materials/Textures/thinTexture.js.map +1 -1
  351. package/Materials/Textures/videoTexture.js +12 -10
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  718. package/XR/webXRFeaturesManager.js.map +1 -1
  719. package/XR/webXRInput.js +6 -1
  720. package/XR/webXRInput.js.map +1 -1
  721. package/XR/webXRInputSource.js +1 -2
  722. package/XR/webXRInputSource.js.map +1 -1
  723. package/XR/webXRSessionManager.js +16 -29
  724. package/XR/webXRSessionManager.js.map +1 -1
  725. package/assetContainer.js +4 -1
  726. package/assetContainer.js.map +1 -1
  727. package/package.json +1 -1
  728. package/scene.js +18 -17
  729. package/scene.js.map +1 -1
@@ -2,6 +2,7 @@ import { Effect } from "./effect.js";
2
2
  import { RandomGUID } from "../Misc/guid.js";
3
3
  import { DrawWrapper } from "./drawWrapper.js";
4
4
  import { EngineStore } from "../Engines/engineStore.js";
5
+ import { ShaderLanguage } from "./shaderLanguage.js";
5
6
  class MapMap {
6
7
  constructor() {
7
8
  this.mm = new Map();
@@ -27,8 +28,7 @@ class MapMap {
27
28
  export class ShadowDepthWrapper {
28
29
  /** Gets the standalone status of the wrapper */
29
30
  get standalone() {
30
- var _a, _b;
31
- return (_b = (_a = this._options) === null || _a === void 0 ? void 0 : _a.standalone) !== null && _b !== void 0 ? _b : false;
31
+ return this._options?.standalone ?? false;
32
32
  }
33
33
  /** Gets the base material the wrapper is built upon */
34
34
  get baseMaterial() {
@@ -36,8 +36,7 @@ export class ShadowDepthWrapper {
36
36
  }
37
37
  /** Gets the doNotInjectCode status of the wrapper */
38
38
  get doNotInjectCode() {
39
- var _a, _b;
40
- return (_b = (_a = this._options) === null || _a === void 0 ? void 0 : _a.doNotInjectCode) !== null && _b !== void 0 ? _b : false;
39
+ return this._options?.doNotInjectCode ?? false;
41
40
  }
42
41
  /**
43
42
  * Instantiate a new shadow depth wrapper.
@@ -50,7 +49,7 @@ export class ShadowDepthWrapper {
50
49
  */
51
50
  constructor(baseMaterial, scene, options) {
52
51
  this._baseMaterial = baseMaterial;
53
- this._scene = scene !== null && scene !== void 0 ? scene : EngineStore.LastCreatedScene;
52
+ this._scene = scene ?? EngineStore.LastCreatedScene;
54
53
  this._options = options;
55
54
  this._subMeshToEffect = new Map();
56
55
  this._subMeshToDepthWrapper = new MapMap();
@@ -58,22 +57,21 @@ export class ShadowDepthWrapper {
58
57
  // Register for onEffectCreated to store the effect of the base material when it is (re)generated. This effect will be used
59
58
  // to create the depth effect later on
60
59
  this._onEffectCreatedObserver = this._baseMaterial.onEffectCreatedObservable.add((params) => {
61
- var _a, _b;
62
- const mesh = (_a = params.subMesh) === null || _a === void 0 ? void 0 : _a.getMesh();
60
+ const mesh = params.subMesh?.getMesh();
63
61
  if (mesh && !this._meshes.has(mesh)) {
64
62
  // Register for mesh onDispose to clean up our internal maps when a mesh is disposed
65
63
  this._meshes.set(mesh, mesh.onDisposeObservable.add((mesh) => {
66
64
  const iterator = this._subMeshToEffect.keys();
67
65
  for (let key = iterator.next(); key.done !== true; key = iterator.next()) {
68
66
  const subMesh = key.value;
69
- if ((subMesh === null || subMesh === void 0 ? void 0 : subMesh.getMesh()) === mesh) {
67
+ if (subMesh?.getMesh() === mesh) {
70
68
  this._subMeshToEffect.delete(subMesh);
71
69
  this._deleteDepthWrapperEffect(subMesh);
72
70
  }
73
71
  }
74
72
  }));
75
73
  }
76
- if (((_b = this._subMeshToEffect.get(params.subMesh)) === null || _b === void 0 ? void 0 : _b[0]) !== params.effect) {
74
+ if (this._subMeshToEffect.get(params.subMesh)?.[0] !== params.effect) {
77
75
  this._subMeshToEffect.set(params.subMesh, [params.effect, this._scene.getEngine().currentRenderPassId]);
78
76
  this._deleteDepthWrapperEffect(params.subMesh);
79
77
  }
@@ -84,8 +82,7 @@ export class ShadowDepthWrapper {
84
82
  if (depthWrapperEntries) {
85
83
  // find and release the previous depth effect
86
84
  depthWrapperEntries.forEach((depthWrapper) => {
87
- var _a;
88
- (_a = depthWrapper.mainDrawWrapper.effect) === null || _a === void 0 ? void 0 : _a.dispose();
85
+ depthWrapper.mainDrawWrapper.effect?.dispose();
89
86
  });
90
87
  this._subMeshToDepthWrapper.mm.delete(subMesh); // trigger a depth effect recreation
91
88
  }
@@ -98,8 +95,7 @@ export class ShadowDepthWrapper {
98
95
  * @returns the effect to use to generate the depth map for the subMesh + shadow generator specified
99
96
  */
100
97
  getEffect(subMesh, shadowGenerator, passIdForDrawWrapper) {
101
- var _a;
102
- const entry = (_a = this._subMeshToDepthWrapper.mm.get(subMesh)) === null || _a === void 0 ? void 0 : _a.get(shadowGenerator);
98
+ const entry = this._subMeshToDepthWrapper.mm.get(subMesh)?.get(shadowGenerator);
103
99
  if (!entry) {
104
100
  return null;
105
101
  }
@@ -120,14 +116,13 @@ export class ShadowDepthWrapper {
120
116
  * @returns a boolean indicating that the submesh is ready or not
121
117
  */
122
118
  isReadyForSubMesh(subMesh, defines, shadowGenerator, useInstances, passIdForDrawWrapper) {
123
- var _a, _b;
124
119
  if (this.standalone) {
125
120
  // will ensure the effect is (re)created for the base material
126
121
  if (!this._baseMaterial.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
127
122
  return false;
128
123
  }
129
124
  }
130
- return (_b = (_a = this._makeEffect(subMesh, defines, shadowGenerator, passIdForDrawWrapper)) === null || _a === void 0 ? void 0 : _a.isReady()) !== null && _b !== void 0 ? _b : false;
125
+ return this._makeEffect(subMesh, defines, shadowGenerator, passIdForDrawWrapper)?.isReady() ?? false;
131
126
  }
132
127
  /**
133
128
  * Disposes the resources
@@ -142,7 +137,6 @@ export class ShadowDepthWrapper {
142
137
  }
143
138
  }
144
139
  _makeEffect(subMesh, defines, shadowGenerator, passIdForDrawWrapper) {
145
- var _a, _b, _c;
146
140
  const engine = this._scene.getEngine();
147
141
  const origEffectAndRenderPassId = this._subMeshToEffect.get(subMesh);
148
142
  if (!origEffectAndRenderPassId) {
@@ -152,7 +146,7 @@ export class ShadowDepthWrapper {
152
146
  let params = this._subMeshToDepthWrapper.get(subMesh, shadowGenerator);
153
147
  if (!params) {
154
148
  const mainDrawWrapper = new DrawWrapper(engine);
155
- mainDrawWrapper.defines = (_b = (_a = subMesh._getDrawWrapper(origRenderPassId)) === null || _a === void 0 ? void 0 : _a.defines) !== null && _b !== void 0 ? _b : null;
149
+ mainDrawWrapper.defines = subMesh._getDrawWrapper(origRenderPassId)?.defines ?? null;
156
150
  params = {
157
151
  drawWrapper: [],
158
152
  mainDrawWrapper,
@@ -174,15 +168,21 @@ export class ShadowDepthWrapper {
174
168
  // the depth effect is either out of date or has not been created yet
175
169
  let vertexCode = origEffect.vertexSourceCodeBeforeMigration, fragmentCode = origEffect.fragmentSourceCodeBeforeMigration;
176
170
  if (!this.doNotInjectCode) {
177
- // vertex code
171
+ // Declare the shadow map includes
178
172
  const vertexNormalBiasCode = this._options && this._options.remappedVariables
179
173
  ? `#include<shadowMapVertexNormalBias>(${this._options.remappedVariables.join(",")})`
180
- : Effect.IncludesShadersStore["shadowMapVertexNormalBias"], vertexMetricCode = this._options && this._options.remappedVariables
174
+ : `#include<shadowMapVertexNormalBias>`, vertexMetricCode = this._options && this._options.remappedVariables
181
175
  ? `#include<shadowMapVertexMetric>(${this._options.remappedVariables.join(",")})`
182
- : Effect.IncludesShadersStore["shadowMapVertexMetric"], fragmentSoftTransparentShadow = this._options && this._options.remappedVariables
176
+ : `#include<shadowMapVertexMetric>`, fragmentSoftTransparentShadow = this._options && this._options.remappedVariables
183
177
  ? `#include<shadowMapFragmentSoftTransparentShadow>(${this._options.remappedVariables.join(",")})`
184
- : Effect.IncludesShadersStore["shadowMapFragmentSoftTransparentShadow"], fragmentBlockCode = Effect.IncludesShadersStore["shadowMapFragment"];
185
- vertexCode = vertexCode.replace(/void\s+?main/g, Effect.IncludesShadersStore["shadowMapVertexExtraDeclaration"] + "\nvoid main");
178
+ : `#include<shadowMapFragmentSoftTransparentShadow>`, fragmentBlockCode = `#include<shadowMapFragment>`, vertexExtraDeclartion = `#include<shadowMapVertexExtraDeclaration>`;
179
+ // vertex code
180
+ if (origEffect.shaderLanguage === ShaderLanguage.GLSL) {
181
+ vertexCode = vertexCode.replace(/void\s+?main/g, `\n${vertexExtraDeclartion}\nvoid main`);
182
+ }
183
+ else {
184
+ vertexCode = vertexCode.replace(/@vertex/g, `\n${vertexExtraDeclartion}\n@vertex`);
185
+ }
186
186
  vertexCode = vertexCode.replace(/#define SHADOWDEPTH_NORMALBIAS|#define CUSTOM_VERTEX_UPDATE_WORLDPOS/g, vertexNormalBiasCode);
187
187
  if (vertexCode.indexOf("#define SHADOWDEPTH_METRIC") !== -1) {
188
188
  vertexCode = vertexCode.replace(/#define SHADOWDEPTH_METRIC/g, vertexMetricCode);
@@ -225,10 +225,11 @@ export class ShadowDepthWrapper {
225
225
  samplers: origEffect.getSamplers(),
226
226
  defines: join + "\n" + origEffect.defines.replace("#define SHADOWS", "").replace(/#define SHADOW\d/g, ""),
227
227
  indexParameters: origEffect.getIndexParameters(),
228
+ shaderLanguage: origEffect.shaderLanguage,
228
229
  }, engine);
229
230
  for (let id = 0; id < params.drawWrapper.length; ++id) {
230
231
  if (id !== passIdForDrawWrapper) {
231
- (_c = params.drawWrapper[id]) === null || _c === void 0 ? void 0 : _c.setEffect(params.mainDrawWrapper.effect, params.mainDrawWrapper.defines);
232
+ params.drawWrapper[id]?.setEffect(params.mainDrawWrapper.effect, params.mainDrawWrapper.defines);
232
233
  }
233
234
  }
234
235
  return params.mainDrawWrapper.effect;
@@ -1 +1 @@
1
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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Material } from \"./material\";\r\nimport type { IEffectCreationOptions } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport type { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { RandomGUID } from \"../Misc/guid\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Options to be used when creating a shadow depth material\r\n */\r\nexport interface IIOptionShadowDepthMaterial {\r\n /** Variables in the vertex shader code that need to have their names remapped.\r\n * The format is: [\"var_name\", \"var_remapped_name\", \"var_name\", \"var_remapped_name\", ...]\r\n * \"var_name\" should be either: worldPos or vNormalW\r\n * So, if the variable holding the world position in your vertex shader is not named worldPos, you must tell the system\r\n * the name to use instead by using: [\"worldPos\", \"myWorldPosVar\"] assuming the variable is named myWorldPosVar in your code.\r\n * If the normal must also be remapped: [\"worldPos\", \"myWorldPosVar\", \"vNormalW\", \"myWorldNormal\"]\r\n */\r\n remappedVariables?: string[];\r\n\r\n /** Set standalone to true if the base material wrapped by ShadowDepthMaterial is not used for a regular object but for depth shadow generation only */\r\n standalone?: boolean;\r\n\r\n /** Set doNotInjectCode if the specific shadow map generation code is already implemented by the material. That will prevent this code to be injected twice by ShadowDepthWrapper */\r\n doNotInjectCode?: boolean;\r\n}\r\n\r\nclass MapMap<Ka, Kb, V> {\r\n readonly mm = new Map<Ka, Map<Kb, V>>();\r\n\r\n get(a: Ka, b: Kb): V | undefined {\r\n const m = this.mm.get(a);\r\n if (m !== undefined) {\r\n return m.get(b);\r\n }\r\n return undefined;\r\n }\r\n\r\n set(a: Ka, b: Kb, v: V): void {\r\n let m = this.mm.get(a);\r\n if (m === undefined) {\r\n this.mm.set(a, (m = new Map()));\r\n }\r\n m.set(b, v);\r\n }\r\n}\r\n\r\n/**\r\n * Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material\r\n */\r\nexport class ShadowDepthWrapper {\r\n private _scene: Scene;\r\n private _options?: IIOptionShadowDepthMaterial;\r\n private _baseMaterial: Material;\r\n private _onEffectCreatedObserver: Nullable<Observer<{ effect: Effect; subMesh: Nullable<SubMesh> }>>;\r\n private _subMeshToEffect: Map<Nullable<SubMesh>, [Effect, number]>;\r\n private _subMeshToDepthWrapper: MapMap<\r\n Nullable<SubMesh>,\r\n ShadowGenerator,\r\n { drawWrapper: Array<Nullable<DrawWrapper>>; mainDrawWrapper: DrawWrapper; depthDefines: string; token: string }\r\n >; // key is (subMesh + shadowGenerator)\r\n private _meshes: Map<AbstractMesh, Nullable<Observer<Node>>>;\r\n\r\n /** Gets the standalone status of the wrapper */\r\n public get standalone(): boolean {\r\n return this._options?.standalone ?? false;\r\n }\r\n\r\n /** Gets the base material the wrapper is built upon */\r\n public get baseMaterial(): Material {\r\n return this._baseMaterial;\r\n }\r\n\r\n /** Gets the doNotInjectCode status of the wrapper */\r\n public get doNotInjectCode(): boolean {\r\n return this._options?.doNotInjectCode ?? false;\r\n }\r\n\r\n /**\r\n * Instantiate a new shadow depth wrapper.\r\n * It works by injecting some specific code in the vertex/fragment shaders of the base material and is used by a shadow generator to\r\n * generate the shadow depth map. For more information, please refer to the documentation:\r\n * https://doc.babylonjs.com/features/featuresDeepDive/lights/shadows\r\n * @param baseMaterial Material to wrap\r\n * @param scene Define the scene the material belongs to\r\n * @param options Options used to create the wrapper\r\n */\r\n constructor(baseMaterial: Material, scene?: Scene, options?: IIOptionShadowDepthMaterial) {\r\n this._baseMaterial = baseMaterial;\r\n this._scene = scene ?? <Scene>EngineStore.LastCreatedScene;\r\n this._options = options;\r\n\r\n this._subMeshToEffect = new Map();\r\n this._subMeshToDepthWrapper = new MapMap();\r\n this._meshes = new Map();\r\n\r\n // Register for onEffectCreated to store the effect of the base material when it is (re)generated. This effect will be used\r\n // to create the depth effect later on\r\n this._onEffectCreatedObserver = this._baseMaterial.onEffectCreatedObservable.add((params: { effect: Effect; subMesh: Nullable<SubMesh> }) => {\r\n const mesh = params.subMesh?.getMesh();\r\n\r\n if (mesh && !this._meshes.has(mesh)) {\r\n // Register for mesh onDispose to clean up our internal maps when a mesh is disposed\r\n this._meshes.set(\r\n mesh,\r\n mesh.onDisposeObservable.add((mesh: Node) => {\r\n const iterator = this._subMeshToEffect.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const subMesh = key.value;\r\n if (subMesh?.getMesh() === (mesh as AbstractMesh)) {\r\n this._subMeshToEffect.delete(subMesh);\r\n this._deleteDepthWrapperEffect(subMesh);\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (this._subMeshToEffect.get(params.subMesh)?.[0] !== params.effect) {\r\n this._subMeshToEffect.set(params.subMesh, [params.effect, this._scene.getEngine().currentRenderPassId]);\r\n this._deleteDepthWrapperEffect(params.subMesh);\r\n }\r\n });\r\n }\r\n\r\n private _deleteDepthWrapperEffect(subMesh: Nullable<SubMesh>): void {\r\n const depthWrapperEntries = this._subMeshToDepthWrapper.mm.get(subMesh);\r\n if (depthWrapperEntries) {\r\n // find and release the previous depth effect\r\n depthWrapperEntries.forEach((depthWrapper) => {\r\n depthWrapper.mainDrawWrapper.effect?.dispose();\r\n });\r\n this._subMeshToDepthWrapper.mm.delete(subMesh); // trigger a depth effect recreation\r\n }\r\n }\r\n\r\n /**\r\n * Gets the effect to use to generate the depth map\r\n * @param subMesh subMesh to get the effect for\r\n * @param shadowGenerator shadow generator to get the effect for\r\n * @param passIdForDrawWrapper Id of the pass for which the effect from the draw wrapper must be retrieved from\r\n * @returns the effect to use to generate the depth map for the subMesh + shadow generator specified\r\n */\r\n public getEffect(subMesh: Nullable<SubMesh>, shadowGenerator: ShadowGenerator, passIdForDrawWrapper: number): Nullable<DrawWrapper> {\r\n const entry = this._subMeshToDepthWrapper.mm.get(subMesh)?.get(shadowGenerator);\r\n if (!entry) {\r\n return null;\r\n }\r\n let drawWrapper = entry.drawWrapper[passIdForDrawWrapper];\r\n if (!drawWrapper) {\r\n drawWrapper = entry.drawWrapper[passIdForDrawWrapper] = new DrawWrapper(this._scene.getEngine());\r\n drawWrapper.setEffect(entry.mainDrawWrapper.effect, entry.mainDrawWrapper.defines);\r\n }\r\n\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used for depth rendering\r\n * @param subMesh submesh to check\r\n * @param defines the list of defines to take into account when checking the effect\r\n * @param shadowGenerator combined with subMesh, it defines the effect to check\r\n * @param useInstances specifies that instances should be used\r\n * @param passIdForDrawWrapper Id of the pass for which the draw wrapper should be created\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, useInstances: boolean, passIdForDrawWrapper: number): boolean {\r\n if (this.standalone) {\r\n // will ensure the effect is (re)created for the base material\r\n if (!this._baseMaterial.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {\r\n return false;\r\n }\r\n }\r\n\r\n return this._makeEffect(subMesh, defines, shadowGenerator, passIdForDrawWrapper)?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n this._baseMaterial.onEffectCreatedObservable.remove(this._onEffectCreatedObserver);\r\n this._onEffectCreatedObserver = null;\r\n\r\n const iterator = this._meshes.entries();\r\n for (let entry = iterator.next(); entry.done !== true; entry = iterator.next()) {\r\n const [mesh, observer] = entry.value;\r\n\r\n mesh.onDisposeObservable.remove(observer);\r\n }\r\n }\r\n\r\n private _makeEffect(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, passIdForDrawWrapper: number): Nullable<Effect> {\r\n const engine = this._scene.getEngine();\r\n const origEffectAndRenderPassId = this._subMeshToEffect.get(subMesh);\r\n\r\n if (!origEffectAndRenderPassId) {\r\n return null;\r\n }\r\n\r\n const [origEffect, origRenderPassId] = origEffectAndRenderPassId;\r\n\r\n let params = this._subMeshToDepthWrapper.get(subMesh, shadowGenerator);\r\n if (!params) {\r\n const mainDrawWrapper = new DrawWrapper(engine);\r\n mainDrawWrapper.defines = subMesh._getDrawWrapper(origRenderPassId)?.defines ?? null;\r\n\r\n params = {\r\n drawWrapper: [],\r\n mainDrawWrapper,\r\n depthDefines: \"\",\r\n token: RandomGUID(),\r\n };\r\n params.drawWrapper[passIdForDrawWrapper] = mainDrawWrapper;\r\n this._subMeshToDepthWrapper.set(subMesh, shadowGenerator, params);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (params.mainDrawWrapper.effect) {\r\n if (join === params.depthDefines) {\r\n // we already created the depth effect and it is still up to date for this submesh + shadow generator\r\n return params.mainDrawWrapper.effect;\r\n }\r\n }\r\n\r\n params.depthDefines = join;\r\n\r\n const uniforms = origEffect.getUniformNames().slice();\r\n\r\n // the depth effect is either out of date or has not been created yet\r\n let vertexCode = origEffect.vertexSourceCodeBeforeMigration,\r\n fragmentCode = origEffect.fragmentSourceCodeBeforeMigration;\r\n\r\n if (!this.doNotInjectCode) {\r\n // vertex code\r\n const vertexNormalBiasCode =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapVertexNormalBias>(${this._options.remappedVariables.join(\",\")})`\r\n : Effect.IncludesShadersStore[\"shadowMapVertexNormalBias\"],\r\n vertexMetricCode =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapVertexMetric>(${this._options.remappedVariables.join(\",\")})`\r\n : Effect.IncludesShadersStore[\"shadowMapVertexMetric\"],\r\n fragmentSoftTransparentShadow =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapFragmentSoftTransparentShadow>(${this._options.remappedVariables.join(\",\")})`\r\n : Effect.IncludesShadersStore[\"shadowMapFragmentSoftTransparentShadow\"],\r\n fragmentBlockCode = Effect.IncludesShadersStore[\"shadowMapFragment\"];\r\n\r\n vertexCode = vertexCode.replace(/void\\s+?main/g, Effect.IncludesShadersStore[\"shadowMapVertexExtraDeclaration\"] + \"\\nvoid main\");\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_NORMALBIAS|#define CUSTOM_VERTEX_UPDATE_WORLDPOS/g, vertexNormalBiasCode);\r\n\r\n if (vertexCode.indexOf(\"#define SHADOWDEPTH_METRIC\") !== -1) {\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_METRIC/g, vertexMetricCode);\r\n } else {\r\n vertexCode = vertexCode.replace(/}\\s*$/g, vertexMetricCode + \"\\n}\");\r\n }\r\n vertexCode = vertexCode.replace(/#define SHADER_NAME.*?\\n|out vec4 glFragColor;\\n/g, \"\");\r\n\r\n // fragment code\r\n const hasLocationForSoftTransparentShadow =\r\n fragmentCode.indexOf(\"#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW\") >= 0 || fragmentCode.indexOf(\"#define CUSTOM_FRAGMENT_BEFORE_FOG\") >= 0;\r\n const hasLocationForFragment = fragmentCode.indexOf(\"#define SHADOWDEPTH_FRAGMENT\") !== -1;\r\n\r\n let fragmentCodeToInjectAtEnd = \"\";\r\n\r\n if (!hasLocationForSoftTransparentShadow) {\r\n fragmentCodeToInjectAtEnd = fragmentSoftTransparentShadow + \"\\n\";\r\n } else {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW|#define CUSTOM_FRAGMENT_BEFORE_FOG/g, fragmentSoftTransparentShadow);\r\n }\r\n\r\n fragmentCode = fragmentCode.replace(/void\\s+?main/g, Effect.IncludesShadersStore[\"shadowMapFragmentExtraDeclaration\"] + \"\\nvoid main\");\r\n\r\n if (hasLocationForFragment) {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_FRAGMENT/g, fragmentBlockCode);\r\n } else {\r\n fragmentCodeToInjectAtEnd += fragmentBlockCode + \"\\n\";\r\n }\r\n if (fragmentCodeToInjectAtEnd) {\r\n fragmentCode = fragmentCode.replace(/}\\s*$/g, fragmentCodeToInjectAtEnd + \"}\");\r\n }\r\n\r\n uniforms.push(\"biasAndScaleSM\", \"depthValuesSM\", \"lightDataSM\", \"softTransparentShadowSM\");\r\n }\r\n\r\n params.mainDrawWrapper.effect = engine.createEffect(\r\n {\r\n vertexSource: vertexCode,\r\n fragmentSource: fragmentCode,\r\n vertexToken: params.token,\r\n fragmentToken: params.token,\r\n },\r\n <IEffectCreationOptions>{\r\n attributes: origEffect.getAttributesNames(),\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: origEffect.getUniformBuffersNames(),\r\n samplers: origEffect.getSamplers(),\r\n defines: join + \"\\n\" + origEffect.defines.replace(\"#define SHADOWS\", \"\").replace(/#define SHADOW\\d/g, \"\"),\r\n indexParameters: origEffect.getIndexParameters(),\r\n },\r\n engine\r\n );\r\n\r\n for (let id = 0; id < params.drawWrapper.length; ++id) {\r\n if (id !== passIdForDrawWrapper) {\r\n params.drawWrapper[id]?.setEffect(params.mainDrawWrapper.effect, params.mainDrawWrapper.defines);\r\n }\r\n }\r\n return params.mainDrawWrapper.effect;\r\n }\r\n}\r\n"]}
1
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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Material } from \"./material\";\r\nimport type { IEffectCreationOptions } from \"./effect\";\r\nimport { Effect } from \"./effect\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport type { ShadowGenerator } from \"../Lights/Shadows/shadowGenerator\";\r\nimport { RandomGUID } from \"../Misc/guid\";\r\nimport { DrawWrapper } from \"./drawWrapper\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\n\r\n/**\r\n * Options to be used when creating a shadow depth material\r\n */\r\nexport interface IIOptionShadowDepthMaterial {\r\n /** Variables in the vertex shader code that need to have their names remapped.\r\n * The format is: [\"var_name\", \"var_remapped_name\", \"var_name\", \"var_remapped_name\", ...]\r\n * \"var_name\" should be either: worldPos or vNormalW\r\n * So, if the variable holding the world position in your vertex shader is not named worldPos, you must tell the system\r\n * the name to use instead by using: [\"worldPos\", \"myWorldPosVar\"] assuming the variable is named myWorldPosVar in your code.\r\n * If the normal must also be remapped: [\"worldPos\", \"myWorldPosVar\", \"vNormalW\", \"myWorldNormal\"]\r\n */\r\n remappedVariables?: string[];\r\n\r\n /** Set standalone to true if the base material wrapped by ShadowDepthMaterial is not used for a regular object but for depth shadow generation only */\r\n standalone?: boolean;\r\n\r\n /** Set doNotInjectCode if the specific shadow map generation code is already implemented by the material. That will prevent this code to be injected twice by ShadowDepthWrapper */\r\n doNotInjectCode?: boolean;\r\n}\r\n\r\nclass MapMap<Ka, Kb, V> {\r\n readonly mm = new Map<Ka, Map<Kb, V>>();\r\n\r\n get(a: Ka, b: Kb): V | undefined {\r\n const m = this.mm.get(a);\r\n if (m !== undefined) {\r\n return m.get(b);\r\n }\r\n return undefined;\r\n }\r\n\r\n set(a: Ka, b: Kb, v: V): void {\r\n let m = this.mm.get(a);\r\n if (m === undefined) {\r\n this.mm.set(a, (m = new Map()));\r\n }\r\n m.set(b, v);\r\n }\r\n}\r\n\r\n/**\r\n * Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material\r\n */\r\nexport class ShadowDepthWrapper {\r\n private _scene: Scene;\r\n private _options?: IIOptionShadowDepthMaterial;\r\n private _baseMaterial: Material;\r\n private _onEffectCreatedObserver: Nullable<Observer<{ effect: Effect; subMesh: Nullable<SubMesh> }>>;\r\n private _subMeshToEffect: Map<Nullable<SubMesh>, [Effect, number]>;\r\n private _subMeshToDepthWrapper: MapMap<\r\n Nullable<SubMesh>,\r\n ShadowGenerator,\r\n { drawWrapper: Array<Nullable<DrawWrapper>>; mainDrawWrapper: DrawWrapper; depthDefines: string; token: string }\r\n >; // key is (subMesh + shadowGenerator)\r\n private _meshes: Map<AbstractMesh, Nullable<Observer<Node>>>;\r\n\r\n /** Gets the standalone status of the wrapper */\r\n public get standalone(): boolean {\r\n return this._options?.standalone ?? false;\r\n }\r\n\r\n /** Gets the base material the wrapper is built upon */\r\n public get baseMaterial(): Material {\r\n return this._baseMaterial;\r\n }\r\n\r\n /** Gets the doNotInjectCode status of the wrapper */\r\n public get doNotInjectCode(): boolean {\r\n return this._options?.doNotInjectCode ?? false;\r\n }\r\n\r\n /**\r\n * Instantiate a new shadow depth wrapper.\r\n * It works by injecting some specific code in the vertex/fragment shaders of the base material and is used by a shadow generator to\r\n * generate the shadow depth map. For more information, please refer to the documentation:\r\n * https://doc.babylonjs.com/features/featuresDeepDive/lights/shadows\r\n * @param baseMaterial Material to wrap\r\n * @param scene Define the scene the material belongs to\r\n * @param options Options used to create the wrapper\r\n */\r\n constructor(baseMaterial: Material, scene?: Scene, options?: IIOptionShadowDepthMaterial) {\r\n this._baseMaterial = baseMaterial;\r\n this._scene = scene ?? <Scene>EngineStore.LastCreatedScene;\r\n this._options = options;\r\n\r\n this._subMeshToEffect = new Map();\r\n this._subMeshToDepthWrapper = new MapMap();\r\n this._meshes = new Map();\r\n\r\n // Register for onEffectCreated to store the effect of the base material when it is (re)generated. This effect will be used\r\n // to create the depth effect later on\r\n this._onEffectCreatedObserver = this._baseMaterial.onEffectCreatedObservable.add((params: { effect: Effect; subMesh: Nullable<SubMesh> }) => {\r\n const mesh = params.subMesh?.getMesh();\r\n\r\n if (mesh && !this._meshes.has(mesh)) {\r\n // Register for mesh onDispose to clean up our internal maps when a mesh is disposed\r\n this._meshes.set(\r\n mesh,\r\n mesh.onDisposeObservable.add((mesh: Node) => {\r\n const iterator = this._subMeshToEffect.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const subMesh = key.value;\r\n if (subMesh?.getMesh() === (mesh as AbstractMesh)) {\r\n this._subMeshToEffect.delete(subMesh);\r\n this._deleteDepthWrapperEffect(subMesh);\r\n }\r\n }\r\n })\r\n );\r\n }\r\n\r\n if (this._subMeshToEffect.get(params.subMesh)?.[0] !== params.effect) {\r\n this._subMeshToEffect.set(params.subMesh, [params.effect, this._scene.getEngine().currentRenderPassId]);\r\n this._deleteDepthWrapperEffect(params.subMesh);\r\n }\r\n });\r\n }\r\n\r\n private _deleteDepthWrapperEffect(subMesh: Nullable<SubMesh>): void {\r\n const depthWrapperEntries = this._subMeshToDepthWrapper.mm.get(subMesh);\r\n if (depthWrapperEntries) {\r\n // find and release the previous depth effect\r\n depthWrapperEntries.forEach((depthWrapper) => {\r\n depthWrapper.mainDrawWrapper.effect?.dispose();\r\n });\r\n this._subMeshToDepthWrapper.mm.delete(subMesh); // trigger a depth effect recreation\r\n }\r\n }\r\n\r\n /**\r\n * Gets the effect to use to generate the depth map\r\n * @param subMesh subMesh to get the effect for\r\n * @param shadowGenerator shadow generator to get the effect for\r\n * @param passIdForDrawWrapper Id of the pass for which the effect from the draw wrapper must be retrieved from\r\n * @returns the effect to use to generate the depth map for the subMesh + shadow generator specified\r\n */\r\n public getEffect(subMesh: Nullable<SubMesh>, shadowGenerator: ShadowGenerator, passIdForDrawWrapper: number): Nullable<DrawWrapper> {\r\n const entry = this._subMeshToDepthWrapper.mm.get(subMesh)?.get(shadowGenerator);\r\n if (!entry) {\r\n return null;\r\n }\r\n let drawWrapper = entry.drawWrapper[passIdForDrawWrapper];\r\n if (!drawWrapper) {\r\n drawWrapper = entry.drawWrapper[passIdForDrawWrapper] = new DrawWrapper(this._scene.getEngine());\r\n drawWrapper.setEffect(entry.mainDrawWrapper.effect, entry.mainDrawWrapper.defines);\r\n }\r\n\r\n return drawWrapper;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used for depth rendering\r\n * @param subMesh submesh to check\r\n * @param defines the list of defines to take into account when checking the effect\r\n * @param shadowGenerator combined with subMesh, it defines the effect to check\r\n * @param useInstances specifies that instances should be used\r\n * @param passIdForDrawWrapper Id of the pass for which the draw wrapper should be created\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, useInstances: boolean, passIdForDrawWrapper: number): boolean {\r\n if (this.standalone) {\r\n // will ensure the effect is (re)created for the base material\r\n if (!this._baseMaterial.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {\r\n return false;\r\n }\r\n }\r\n\r\n return this._makeEffect(subMesh, defines, shadowGenerator, passIdForDrawWrapper)?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Disposes the resources\r\n */\r\n public dispose(): void {\r\n this._baseMaterial.onEffectCreatedObservable.remove(this._onEffectCreatedObserver);\r\n this._onEffectCreatedObserver = null;\r\n\r\n const iterator = this._meshes.entries();\r\n for (let entry = iterator.next(); entry.done !== true; entry = iterator.next()) {\r\n const [mesh, observer] = entry.value;\r\n\r\n mesh.onDisposeObservable.remove(observer);\r\n }\r\n }\r\n\r\n private _makeEffect(subMesh: SubMesh, defines: string[], shadowGenerator: ShadowGenerator, passIdForDrawWrapper: number): Nullable<Effect> {\r\n const engine = this._scene.getEngine();\r\n const origEffectAndRenderPassId = this._subMeshToEffect.get(subMesh);\r\n\r\n if (!origEffectAndRenderPassId) {\r\n return null;\r\n }\r\n\r\n const [origEffect, origRenderPassId] = origEffectAndRenderPassId;\r\n\r\n let params = this._subMeshToDepthWrapper.get(subMesh, shadowGenerator);\r\n if (!params) {\r\n const mainDrawWrapper = new DrawWrapper(engine);\r\n mainDrawWrapper.defines = subMesh._getDrawWrapper(origRenderPassId)?.defines ?? null;\r\n\r\n params = {\r\n drawWrapper: [],\r\n mainDrawWrapper,\r\n depthDefines: \"\",\r\n token: RandomGUID(),\r\n };\r\n params.drawWrapper[passIdForDrawWrapper] = mainDrawWrapper;\r\n this._subMeshToDepthWrapper.set(subMesh, shadowGenerator, params);\r\n }\r\n\r\n const join = defines.join(\"\\n\");\r\n\r\n if (params.mainDrawWrapper.effect) {\r\n if (join === params.depthDefines) {\r\n // we already created the depth effect and it is still up to date for this submesh + shadow generator\r\n return params.mainDrawWrapper.effect;\r\n }\r\n }\r\n\r\n params.depthDefines = join;\r\n\r\n const uniforms = origEffect.getUniformNames().slice();\r\n\r\n // the depth effect is either out of date or has not been created yet\r\n let vertexCode = origEffect.vertexSourceCodeBeforeMigration,\r\n fragmentCode = origEffect.fragmentSourceCodeBeforeMigration;\r\n\r\n if (!this.doNotInjectCode) {\r\n // Declare the shadow map includes\r\n const vertexNormalBiasCode =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapVertexNormalBias>(${this._options.remappedVariables.join(\",\")})`\r\n : `#include<shadowMapVertexNormalBias>`,\r\n vertexMetricCode =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapVertexMetric>(${this._options.remappedVariables.join(\",\")})`\r\n : `#include<shadowMapVertexMetric>`,\r\n fragmentSoftTransparentShadow =\r\n this._options && this._options.remappedVariables\r\n ? `#include<shadowMapFragmentSoftTransparentShadow>(${this._options.remappedVariables.join(\",\")})`\r\n : `#include<shadowMapFragmentSoftTransparentShadow>`,\r\n fragmentBlockCode = `#include<shadowMapFragment>`,\r\n vertexExtraDeclartion = `#include<shadowMapVertexExtraDeclaration>`;\r\n\r\n // vertex code\r\n if (origEffect.shaderLanguage === ShaderLanguage.GLSL) {\r\n vertexCode = vertexCode.replace(/void\\s+?main/g, `\\n${vertexExtraDeclartion}\\nvoid main`);\r\n } else {\r\n vertexCode = vertexCode.replace(/@vertex/g, `\\n${vertexExtraDeclartion}\\n@vertex`);\r\n }\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_NORMALBIAS|#define CUSTOM_VERTEX_UPDATE_WORLDPOS/g, vertexNormalBiasCode);\r\n\r\n if (vertexCode.indexOf(\"#define SHADOWDEPTH_METRIC\") !== -1) {\r\n vertexCode = vertexCode.replace(/#define SHADOWDEPTH_METRIC/g, vertexMetricCode);\r\n } else {\r\n vertexCode = vertexCode.replace(/}\\s*$/g, vertexMetricCode + \"\\n}\");\r\n }\r\n vertexCode = vertexCode.replace(/#define SHADER_NAME.*?\\n|out vec4 glFragColor;\\n/g, \"\");\r\n\r\n // fragment code\r\n const hasLocationForSoftTransparentShadow =\r\n fragmentCode.indexOf(\"#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW\") >= 0 || fragmentCode.indexOf(\"#define CUSTOM_FRAGMENT_BEFORE_FOG\") >= 0;\r\n const hasLocationForFragment = fragmentCode.indexOf(\"#define SHADOWDEPTH_FRAGMENT\") !== -1;\r\n\r\n let fragmentCodeToInjectAtEnd = \"\";\r\n\r\n if (!hasLocationForSoftTransparentShadow) {\r\n fragmentCodeToInjectAtEnd = fragmentSoftTransparentShadow + \"\\n\";\r\n } else {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_SOFTTRANSPARENTSHADOW|#define CUSTOM_FRAGMENT_BEFORE_FOG/g, fragmentSoftTransparentShadow);\r\n }\r\n\r\n fragmentCode = fragmentCode.replace(/void\\s+?main/g, Effect.IncludesShadersStore[\"shadowMapFragmentExtraDeclaration\"] + \"\\nvoid main\");\r\n\r\n if (hasLocationForFragment) {\r\n fragmentCode = fragmentCode.replace(/#define SHADOWDEPTH_FRAGMENT/g, fragmentBlockCode);\r\n } else {\r\n fragmentCodeToInjectAtEnd += fragmentBlockCode + \"\\n\";\r\n }\r\n if (fragmentCodeToInjectAtEnd) {\r\n fragmentCode = fragmentCode.replace(/}\\s*$/g, fragmentCodeToInjectAtEnd + \"}\");\r\n }\r\n\r\n uniforms.push(\"biasAndScaleSM\", \"depthValuesSM\", \"lightDataSM\", \"softTransparentShadowSM\");\r\n }\r\n\r\n params.mainDrawWrapper.effect = engine.createEffect(\r\n {\r\n vertexSource: vertexCode,\r\n fragmentSource: fragmentCode,\r\n vertexToken: params.token,\r\n fragmentToken: params.token,\r\n },\r\n <IEffectCreationOptions>{\r\n attributes: origEffect.getAttributesNames(),\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: origEffect.getUniformBuffersNames(),\r\n samplers: origEffect.getSamplers(),\r\n defines: join + \"\\n\" + origEffect.defines.replace(\"#define SHADOWS\", \"\").replace(/#define SHADOW\\d/g, \"\"),\r\n indexParameters: origEffect.getIndexParameters(),\r\n shaderLanguage: origEffect.shaderLanguage,\r\n },\r\n engine\r\n );\r\n\r\n for (let id = 0; id < params.drawWrapper.length; ++id) {\r\n if (id !== passIdForDrawWrapper) {\r\n params.drawWrapper[id]?.setEffect(params.mainDrawWrapper.effect, params.mainDrawWrapper.defines);\r\n }\r\n }\r\n return params.mainDrawWrapper.effect;\r\n }\r\n}\r\n"]}
@@ -531,8 +531,9 @@ export class StandardMaterial extends PushMaterial {
531
531
  if (!this._uniformBufferLayoutBuilt) {
532
532
  this.buildUniformLayout();
533
533
  }
534
- if (subMesh.effect && this.isFrozen) {
535
- if (subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {
534
+ const drawWrapper = subMesh._drawWrapper;
535
+ if (drawWrapper.effect && this.isFrozen) {
536
+ if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
536
537
  return true;
537
538
  }
538
539
  }
@@ -1023,8 +1024,8 @@ export class StandardMaterial extends PushMaterial {
1023
1024
  return false;
1024
1025
  }
1025
1026
  defines._renderId = scene.getRenderId();
1026
- subMesh.effect._wasPreviouslyReady = forceWasNotReadyPreviously ? false : true;
1027
- subMesh.effect._wasPreviouslyUsingInstances = useInstances;
1027
+ drawWrapper._wasPreviouslyReady = forceWasNotReadyPreviously ? false : true;
1028
+ drawWrapper._wasPreviouslyUsingInstances = useInstances;
1028
1029
  this._checkScenePerformancePriority();
1029
1030
  return true;
1030
1031
  }
@@ -1082,7 +1083,6 @@ export class StandardMaterial extends PushMaterial {
1082
1083
  * @param subMesh defines the submesh to bind the material to
1083
1084
  */
1084
1085
  bindForSubMesh(world, mesh, subMesh) {
1085
- var _a;
1086
1086
  const scene = this.getScene();
1087
1087
  const defines = subMesh.materialDefines;
1088
1088
  if (!defines) {
@@ -1106,13 +1106,13 @@ export class StandardMaterial extends PushMaterial {
1106
1106
  world.toNormalMatrix(this._normalMatrix);
1107
1107
  this.bindOnlyNormalMatrix(this._normalMatrix);
1108
1108
  }
1109
- const mustRebind = effect._forceRebindOnNextCall || this._mustRebind(scene, effect, mesh.visibility);
1109
+ const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);
1110
1110
  // Bones
1111
1111
  MaterialHelper.BindBonesParameters(mesh, effect);
1112
1112
  const ubo = this._uniformBuffer;
1113
1113
  if (mustRebind) {
1114
1114
  this.bindViewProjection(effect);
1115
- if (!ubo.useUbo || !this.isFrozen || !ubo.isSync || effect._forceRebindOnNextCall) {
1115
+ if (!ubo.useUbo || !this.isFrozen || !ubo.isSync || subMesh._drawWrapper._forceRebindOnNextCall) {
1116
1116
  if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
1117
1117
  // Fresnel
1118
1118
  if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
@@ -1285,7 +1285,7 @@ export class StandardMaterial extends PushMaterial {
1285
1285
  MaterialHelper.BindMorphTargetParameters(mesh, effect);
1286
1286
  }
1287
1287
  if (defines.BAKED_VERTEX_ANIMATION_TEXTURE) {
1288
- (_a = mesh.bakedVertexAnimationManager) === null || _a === void 0 ? void 0 : _a.bind(effect, defines.INSTANCES);
1288
+ mesh.bakedVertexAnimationManager?.bind(effect, defines.INSTANCES);
1289
1289
  }
1290
1290
  // Log. depth
1291
1291
  if (this.useLogarithmicDepth) {
@@ -1296,7 +1296,7 @@ export class StandardMaterial extends PushMaterial {
1296
1296
  this._imageProcessingConfiguration.bind(this._activeEffect);
1297
1297
  }
1298
1298
  }
1299
- this._afterBind(mesh, this._activeEffect);
1299
+ this._afterBind(mesh, this._activeEffect, subMesh);
1300
1300
  ubo.update();
1301
1301
  }
1302
1302
  /**
@@ -1413,17 +1413,16 @@ export class StandardMaterial extends PushMaterial {
1413
1413
  * @param forceDisposeTextures specifies if textures should be forcefully disposed
1414
1414
  */
1415
1415
  dispose(forceDisposeEffect, forceDisposeTextures) {
1416
- var _a, _b, _c, _d, _e, _f, _g, _h, _j;
1417
1416
  if (forceDisposeTextures) {
1418
- (_a = this._diffuseTexture) === null || _a === void 0 ? void 0 : _a.dispose();
1419
- (_b = this._ambientTexture) === null || _b === void 0 ? void 0 : _b.dispose();
1420
- (_c = this._opacityTexture) === null || _c === void 0 ? void 0 : _c.dispose();
1421
- (_d = this._reflectionTexture) === null || _d === void 0 ? void 0 : _d.dispose();
1422
- (_e = this._emissiveTexture) === null || _e === void 0 ? void 0 : _e.dispose();
1423
- (_f = this._specularTexture) === null || _f === void 0 ? void 0 : _f.dispose();
1424
- (_g = this._bumpTexture) === null || _g === void 0 ? void 0 : _g.dispose();
1425
- (_h = this._lightmapTexture) === null || _h === void 0 ? void 0 : _h.dispose();
1426
- (_j = this._refractionTexture) === null || _j === void 0 ? void 0 : _j.dispose();
1417
+ this._diffuseTexture?.dispose();
1418
+ this._ambientTexture?.dispose();
1419
+ this._opacityTexture?.dispose();
1420
+ this._reflectionTexture?.dispose();
1421
+ this._emissiveTexture?.dispose();
1422
+ this._specularTexture?.dispose();
1423
+ this._bumpTexture?.dispose();
1424
+ this._lightmapTexture?.dispose();
1425
+ this._refractionTexture?.dispose();
1427
1426
  }
1428
1427
  if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
1429
1428
  this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);