@babylonjs/core 6.8.0 → 6.9.0

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 (517) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.d.ts +4 -5
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/condition.d.ts +1 -2
  5. package/Actions/condition.js.map +1 -1
  6. package/Actions/directActions.d.ts +1 -2
  7. package/Actions/directActions.js.map +1 -1
  8. package/Animations/animatable.interface.d.ts +1 -2
  9. package/Animations/animatable.interface.js.map +1 -1
  10. package/Animations/animation.d.ts +3 -4
  11. package/Animations/animation.js.map +1 -1
  12. package/Animations/animationGroup.d.ts +5 -0
  13. package/Animations/animationGroup.js +12 -0
  14. package/Animations/animationGroup.js.map +1 -1
  15. package/Animations/easing.js.map +1 -1
  16. package/Animations/runtimeAnimation.d.ts +1 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/audioSceneComponent.js.map +1 -1
  19. package/Audio/sound.js.map +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  21. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  22. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  25. package/Bones/bone.d.ts +3 -3
  26. package/Bones/bone.js.map +1 -1
  27. package/Bones/boneIKController.js.map +1 -1
  28. package/Bones/boneLookController.js.map +1 -1
  29. package/Buffers/dataBuffer.js.map +1 -1
  30. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  31. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  32. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  33. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  34. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  35. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  36. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  37. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  39. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  40. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  41. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  42. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  43. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  44. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  45. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  46. package/Cameras/arcRotateCamera.d.ts +1 -2
  47. package/Cameras/arcRotateCamera.js.map +1 -1
  48. package/Cameras/camera.d.ts +6 -7
  49. package/Cameras/camera.js.map +1 -1
  50. package/Cameras/flyCamera.js.map +1 -1
  51. package/Cameras/followCamera.js.map +1 -1
  52. package/Cameras/freeCamera.js.map +1 -1
  53. package/Cameras/targetCamera.js.map +1 -1
  54. package/Collisions/collider.js.map +1 -1
  55. package/Collisions/meshCollisionData.d.ts +1 -2
  56. package/Collisions/meshCollisionData.js.map +1 -1
  57. package/Collisions/pickingInfo.d.ts +1 -2
  58. package/Collisions/pickingInfo.js.map +1 -1
  59. package/Compute/computeEffect.d.ts +1 -2
  60. package/Compute/computeEffect.js.map +1 -1
  61. package/Compute/computeShader.js +1 -5
  62. package/Compute/computeShader.js.map +1 -1
  63. package/Culling/Octrees/octree.js.map +1 -1
  64. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -2
  65. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  66. package/Culling/boundingBox.d.ts +1 -2
  67. package/Culling/boundingBox.js.map +1 -1
  68. package/Culling/boundingInfo.d.ts +1 -2
  69. package/Culling/boundingInfo.js.map +1 -1
  70. package/Culling/boundingSphere.js.map +1 -1
  71. package/Culling/ray.js.map +1 -1
  72. package/Debug/debugLayer.js +1 -9
  73. package/Debug/debugLayer.js.map +1 -1
  74. package/Debug/skeletonViewer.js.map +1 -1
  75. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  76. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  77. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  78. package/Engines/Extensions/engine.renderTarget.js +1 -6
  79. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  80. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  81. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  82. package/Engines/Extensions/engine.storageBuffer.d.ts +1 -2
  83. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  84. package/Engines/Extensions/engine.textureSampler.d.ts +1 -2
  85. package/Engines/Extensions/engine.textureSampler.js.map +1 -1
  86. package/Engines/Extensions/engine.webVR.js +1 -5
  87. package/Engines/Extensions/engine.webVR.js.map +1 -1
  88. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  89. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  90. package/Engines/Processors/iShaderProcessor.d.ts +1 -2
  91. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  92. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  93. package/Engines/Processors/shaderProcessor.d.ts +5 -6
  94. package/Engines/Processors/shaderProcessor.js +10 -3
  95. package/Engines/Processors/shaderProcessor.js.map +1 -1
  96. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -2
  97. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  98. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  99. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  100. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  101. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  103. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  104. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  105. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  106. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +1 -2
  107. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  108. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +1 -2
  109. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  110. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  111. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  112. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  113. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  114. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -2
  115. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  116. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  117. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  118. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  119. package/Engines/engine.d.ts +3 -3
  120. package/Engines/engine.js.map +1 -1
  121. package/Engines/engineStore.d.ts +4 -5
  122. package/Engines/engineStore.js.map +1 -1
  123. package/Engines/nativeEngine.js.map +1 -1
  124. package/Engines/nullEngine.js +1 -9
  125. package/Engines/nullEngine.js.map +1 -1
  126. package/Engines/thinEngine.js +3 -2
  127. package/Engines/thinEngine.js.map +1 -1
  128. package/Engines/webgpuEngine.d.ts +1 -2
  129. package/Engines/webgpuEngine.js +3 -14
  130. package/Engines/webgpuEngine.js.map +1 -1
  131. package/Events/pointerEvents.d.ts +1 -2
  132. package/Events/pointerEvents.js.map +1 -1
  133. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  134. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  135. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  136. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  137. package/Gamepads/gamepad.js.map +1 -1
  138. package/Gizmos/cameraGizmo.js.map +1 -1
  139. package/Gizmos/gizmo.js.map +1 -1
  140. package/Gizmos/lightGizmo.js.map +1 -1
  141. package/Gizmos/planeRotationGizmo.js.map +1 -1
  142. package/Helpers/environmentHelper.js +2 -8
  143. package/Helpers/environmentHelper.js.map +1 -1
  144. package/Helpers/textureDome.js.map +1 -1
  145. package/Inputs/scene.inputManager.d.ts +1 -2
  146. package/Inputs/scene.inputManager.js +4 -1
  147. package/Inputs/scene.inputManager.js.map +1 -1
  148. package/Layers/effectLayer.js +1 -8
  149. package/Layers/effectLayer.js.map +1 -1
  150. package/Layers/glowLayer.js +1 -12
  151. package/Layers/glowLayer.js.map +1 -1
  152. package/Layers/highlightLayer.js +1 -11
  153. package/Layers/highlightLayer.js.map +1 -1
  154. package/Legacy/legacy.js +1 -1
  155. package/Legacy/legacy.js.map +1 -1
  156. package/LensFlares/lensFlareSystem.js.map +1 -1
  157. package/Lights/Shadows/shadowGenerator.js +1 -4
  158. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  159. package/Lights/directionalLight.js.map +1 -1
  160. package/Lights/hemisphericLight.js.map +1 -1
  161. package/Lights/light.js.map +1 -1
  162. package/Lights/spotLight.js.map +1 -1
  163. package/Loading/loadingScreen.js.map +1 -1
  164. package/Materials/Background/backgroundMaterial.js.map +1 -1
  165. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +2 -3
  166. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +2 -3
  170. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +3 -4
  172. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
  182. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/addBlock.js +2 -0
  185. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  189. package/Materials/Node/Blocks/customBlock.js +18 -2
  190. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/divideBlock.js +2 -0
  192. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  195. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  198. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  201. package/Materials/Node/nodeMaterial.js +2 -8
  202. package/Materials/Node/nodeMaterial.js.map +1 -1
  203. package/Materials/Node/nodeMaterialDecorator.d.ts +2 -3
  204. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  205. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +3 -4
  206. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  207. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  208. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  209. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  210. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  211. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +3 -4
  212. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  213. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +3 -4
  214. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  215. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  216. package/Materials/PBR/pbrMaterial.js +6 -13
  217. package/Materials/PBR/pbrMaterial.js.map +1 -1
  218. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  219. package/Materials/PBR/pbrSheenConfiguration.d.ts +3 -4
  220. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  221. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  222. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +3 -4
  223. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  224. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  225. package/Materials/Textures/baseTexture.d.ts +2 -1
  226. package/Materials/Textures/baseTexture.js.map +1 -1
  227. package/Materials/Textures/cubeTexture.js.map +1 -1
  228. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  229. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  230. package/Materials/Textures/htmlElementTexture.d.ts +2 -3
  231. package/Materials/Textures/htmlElementTexture.js +1 -4
  232. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  233. package/Materials/Textures/internalTexture.d.ts +3 -4
  234. package/Materials/Textures/internalTexture.js.map +1 -1
  235. package/Materials/Textures/rawTexture.d.ts +1 -2
  236. package/Materials/Textures/rawTexture.js.map +1 -1
  237. package/Materials/Textures/rawTexture2DArray.d.ts +1 -2
  238. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  239. package/Materials/Textures/renderTargetTexture.d.ts +1 -2
  240. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  241. package/Materials/Textures/texture.d.ts +4 -5
  242. package/Materials/Textures/texture.js.map +1 -1
  243. package/Materials/Textures/videoTexture.js +9 -22
  244. package/Materials/Textures/videoTexture.js.map +1 -1
  245. package/Materials/colorCurves.js.map +1 -1
  246. package/Materials/drawWrapper.d.ts +3 -4
  247. package/Materials/drawWrapper.js.map +1 -1
  248. package/Materials/effect.d.ts +5 -6
  249. package/Materials/effect.js.map +1 -1
  250. package/Materials/effectFallbacks.d.ts +2 -3
  251. package/Materials/effectFallbacks.js.map +1 -1
  252. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  253. package/Materials/greasedLinePluginMaterial.js +553 -0
  254. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  255. package/Materials/iEffectFallbacks.d.ts +1 -2
  256. package/Materials/iEffectFallbacks.js.map +1 -1
  257. package/Materials/imageProcessingConfiguration.d.ts +2 -3
  258. package/Materials/imageProcessingConfiguration.js.map +1 -1
  259. package/Materials/index.d.ts +1 -0
  260. package/Materials/index.js +1 -0
  261. package/Materials/index.js.map +1 -1
  262. package/Materials/material.d.ts +6 -4
  263. package/Materials/material.decalMapConfiguration.js.map +1 -1
  264. package/Materials/material.detailMapConfiguration.d.ts +4 -5
  265. package/Materials/material.detailMapConfiguration.js.map +1 -1
  266. package/Materials/material.js +40 -5
  267. package/Materials/material.js.map +1 -1
  268. package/Materials/materialPluginBase.d.ts +13 -14
  269. package/Materials/materialPluginBase.js +2 -2
  270. package/Materials/materialPluginBase.js.map +1 -1
  271. package/Materials/materialPluginEvent.d.ts +8 -9
  272. package/Materials/materialPluginEvent.js.map +1 -1
  273. package/Materials/materialPluginFactoryExport.d.ts +1 -2
  274. package/Materials/materialPluginFactoryExport.js.map +1 -1
  275. package/Materials/materialPluginManager.d.ts +6 -6
  276. package/Materials/materialPluginManager.js +3 -1
  277. package/Materials/materialPluginManager.js.map +1 -1
  278. package/Materials/materialStencilState.d.ts +1 -2
  279. package/Materials/materialStencilState.js.map +1 -1
  280. package/Materials/shaderMaterial.d.ts +4 -5
  281. package/Materials/shaderMaterial.js +6 -19
  282. package/Materials/shaderMaterial.js.map +1 -1
  283. package/Materials/standardMaterial.d.ts +2 -1
  284. package/Materials/standardMaterial.js +4 -1
  285. package/Materials/standardMaterial.js.map +1 -1
  286. package/Materials/uniformBuffer.js.map +1 -1
  287. package/Maths/math.vector.d.ts +2 -1
  288. package/Maths/math.vector.js +3 -2
  289. package/Maths/math.vector.js.map +1 -1
  290. package/Meshes/Builders/decalBuilder.js +4 -4
  291. package/Meshes/Builders/decalBuilder.js.map +1 -1
  292. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  293. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  294. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  295. package/Meshes/Builders/index.d.ts +1 -0
  296. package/Meshes/Builders/index.js +1 -0
  297. package/Meshes/Builders/index.js.map +1 -1
  298. package/Meshes/Builders/linesBuilder.d.ts +1 -2
  299. package/Meshes/Builders/linesBuilder.js.map +1 -1
  300. package/Meshes/Builders/textBuilder.d.ts +34 -0
  301. package/Meshes/Builders/textBuilder.js +10 -2
  302. package/Meshes/Builders/textBuilder.js.map +1 -1
  303. package/Meshes/abstractMesh.d.ts +6 -6
  304. package/Meshes/abstractMesh.js +3 -2
  305. package/Meshes/abstractMesh.js.map +1 -1
  306. package/Meshes/geometry.d.ts +1 -2
  307. package/Meshes/geometry.js.map +1 -1
  308. package/Meshes/greasedLineMesh.d.ts +189 -0
  309. package/Meshes/greasedLineMesh.js +437 -0
  310. package/Meshes/greasedLineMesh.js.map +1 -0
  311. package/Meshes/index.d.ts +1 -0
  312. package/Meshes/index.js +1 -0
  313. package/Meshes/index.js.map +1 -1
  314. package/Meshes/mesh.d.ts +10 -6
  315. package/Meshes/mesh.js +20 -10
  316. package/Meshes/mesh.js.map +1 -1
  317. package/Meshes/mesh.vertexData.d.ts +2 -3
  318. package/Meshes/mesh.vertexData.js.map +1 -1
  319. package/Meshes/meshUVSpaceRenderer.js +1 -8
  320. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  321. package/Meshes/subMesh.d.ts +7 -8
  322. package/Meshes/subMesh.js.map +1 -1
  323. package/Meshes/transformNode.js.map +1 -1
  324. package/Misc/basis.js.map +1 -1
  325. package/Misc/copyTools.d.ts +1 -2
  326. package/Misc/copyTools.js.map +1 -1
  327. package/Misc/decorators.d.ts +5 -6
  328. package/Misc/decorators.js.map +1 -1
  329. package/Misc/deepCopier.js +7 -1
  330. package/Misc/deepCopier.js.map +1 -1
  331. package/Misc/dumpTools.d.ts +4 -3
  332. package/Misc/dumpTools.js +5 -4
  333. package/Misc/dumpTools.js.map +1 -1
  334. package/Misc/environmentTextureTools.js +1 -1
  335. package/Misc/environmentTextureTools.js.map +1 -1
  336. package/Misc/fileTools.js +10 -10
  337. package/Misc/fileTools.js.map +1 -1
  338. package/Misc/greasedLineTools.d.ts +153 -0
  339. package/Misc/greasedLineTools.js +299 -0
  340. package/Misc/greasedLineTools.js.map +1 -0
  341. package/Misc/index.d.ts +1 -0
  342. package/Misc/index.js +1 -0
  343. package/Misc/index.js.map +1 -1
  344. package/Misc/khronosTextureContainer.js.map +1 -1
  345. package/Misc/rgbdTextureTools.d.ts +3 -4
  346. package/Misc/rgbdTextureTools.js.map +1 -1
  347. package/Misc/sceneOptimizer.js.map +1 -1
  348. package/Misc/screenshotTools.d.ts +16 -7
  349. package/Misc/screenshotTools.js +23 -13
  350. package/Misc/screenshotTools.js.map +1 -1
  351. package/Misc/smartArray.js.map +1 -1
  352. package/Misc/tools.d.ts +21 -9
  353. package/Misc/tools.js +21 -9
  354. package/Misc/tools.js.map +1 -1
  355. package/Misc/videoRecorder.js +1 -4
  356. package/Misc/videoRecorder.js.map +1 -1
  357. package/Misc/virtualJoystick.js +1 -4
  358. package/Misc/virtualJoystick.js.map +1 -1
  359. package/Misc/webRequest.js.map +1 -1
  360. package/Morph/morphTarget.d.ts +2 -1
  361. package/Morph/morphTarget.js.map +1 -1
  362. package/Morph/morphTargetManager.js.map +1 -1
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Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine the engine this scene belongs to.\r\n * @param subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isReadyForSubMesh(defines: MaterialDefines, scene: Scene, engine: Engine, subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine the engine this scene belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public dispose(forceDisposeTextures?: boolean): void {}\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @returns null if no code to be added, or a list of pointName => code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before MaterialHelper.PrepareDefinesForAttributes is called.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n * @param mesh the mesh being rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefinesBeforeAttributes(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n * @param mesh the mesh being rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefines(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public hasTexture(texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getAnimatables(animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getSamplers(samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param attributes list that the attribute names should be added to.\r\n * @param scene the scene that the material belongs to.\r\n * @param mesh the mesh being rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getAttributes(attributes: string[], scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param ubos list that the ubo names should be added to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getUniformBuffersNames(ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(): { ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>; vertex?: string; fragment?: string } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this clear coat configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
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Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine the engine this scene belongs to.\r\n * @param subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isReadyForSubMesh(defines: MaterialDefines, scene: Scene, engine: Engine, subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine the engine this scene belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public dispose(forceDisposeTextures?: boolean): void {}\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param shaderType \"vertex\" or \"fragment\"\r\n * @returns null if no code to be added, or a list of pointName => code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before MaterialHelper.PrepareDefinesForAttributes is called.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n * @param mesh the mesh being rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefinesBeforeAttributes(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene to the material belongs to.\r\n * @param mesh the mesh being rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefines(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public hasTexture(texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getAnimatables(animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param samplers list that the sampler names should be added to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getSamplers(samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param attributes list that the attribute names should be added to.\r\n * @param scene the scene that the material belongs to.\r\n * @param mesh the mesh being rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getAttributes(attributes: string[], scene: Scene, mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param ubos list that the ubo names should be added to.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public getUniformBuffersNames(ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(): { ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>; vertex?: string; fragment?: string } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this plugin configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a plugin configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -1,13 +1,13 @@
1
1
  import type { ShaderCustomProcessingFunction } from "../Engines/Processors/shaderProcessingOptions";
2
2
  import type { SmartArray } from "../Misc/smartArray";
3
- declare type BaseTexture = import("./Textures/baseTexture").BaseTexture;
4
- declare type EffectFallbacks = import("./effectFallbacks").EffectFallbacks;
5
- declare type MaterialDefines = import("./materialDefines").MaterialDefines;
6
- declare type UniformBuffer = import("./uniformBuffer").UniformBuffer;
7
- declare type SubMesh = import("../Meshes/subMesh").SubMesh;
8
- declare type AbstractMesh = import("../Meshes/abstractMesh").AbstractMesh;
9
- declare type IAnimatable = import("../Animations/animatable.interface").IAnimatable;
10
- declare type RenderTargetTexture = import("./Textures/renderTargetTexture").RenderTargetTexture;
3
+ import type { BaseTexture } from "./Textures/baseTexture";
4
+ import type { EffectFallbacks } from "./effectFallbacks";
5
+ import type { MaterialDefines } from "./materialDefines";
6
+ import type { UniformBuffer } from "./uniformBuffer";
7
+ import type { SubMesh } from "../Meshes/subMesh";
8
+ import type { AbstractMesh } from "../Meshes/abstractMesh";
9
+ import type { IAnimatable } from "../Animations/animatable.interface";
10
+ import type { RenderTargetTexture } from "./Textures/renderTargetTexture";
11
11
  /** @internal */
12
12
  export type MaterialPluginCreated = {};
13
13
  /** @internal */
@@ -98,4 +98,3 @@ export declare enum MaterialPluginEvent {
98
98
  HasRenderTargetTextures = 4096,
99
99
  HardBindForSubMesh = 8192
100
100
  }
101
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"AA4FA;;GAEG;AACH,MAAM,CAAN,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC3B,mEAAgB,CAAA;IAChB,qEAAiB,CAAA;IACjB,iFAAuB,CAAA;IACvB,6FAA6B,CAAA;IAC7B,wFAA0B,CAAA;IAC1B,kFAAuB,CAAA;IACvB,kFAAuB,CAAA;IACvB,iFAAsB,CAAA;IACtB,mFAAuB,CAAA;IACvB,yFAA0B,CAAA;IAC1B,4EAAmB,CAAA;IACnB,wGAAiC,CAAA;IACjC,sGAAgC,CAAA;IAChC,4FAA2B,CAAA;AAC/B,CAAC,EAfW,mBAAmB,KAAnB,mBAAmB,QAe9B","sourcesContent":["import type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\n\r\ndeclare type BaseTexture = import(\"./Textures/baseTexture\").BaseTexture;\r\ndeclare type EffectFallbacks = import(\"./effectFallbacks\").EffectFallbacks;\r\ndeclare type MaterialDefines = import(\"./materialDefines\").MaterialDefines;\r\ndeclare type UniformBuffer = import(\"./uniformBuffer\").UniformBuffer;\r\ndeclare type SubMesh = import(\"../Meshes/subMesh\").SubMesh;\r\ndeclare type AbstractMesh = import(\"../Meshes/abstractMesh\").AbstractMesh;\r\ndeclare type IAnimatable = import(\"../Animations/animatable.interface\").IAnimatable;\r\ndeclare type RenderTargetTexture = import(\"./Textures/renderTargetTexture\").RenderTargetTexture;\r\n\r\n/** @internal */\r\nexport type MaterialPluginCreated = {};\r\n\r\n/** @internal */\r\nexport type MaterialPluginDisposed = {\r\n forceDisposeTextures?: boolean;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHasTexture = {\r\n hasTexture: boolean;\r\n texture: BaseTexture;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginIsReadyForSubMesh = {\r\n isReadyForSubMesh: boolean;\r\n defines: MaterialDefines;\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetDefineNames = {\r\n defineNames?: { [name: string]: { type: string; default: any } };\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareEffect = {\r\n defines: MaterialDefines;\r\n fallbacks: EffectFallbacks;\r\n fallbackRank: number;\r\n customCode?: ShaderCustomProcessingFunction;\r\n attributes: string[];\r\n uniforms: string[];\r\n samplers: string[];\r\n uniformBuffersNames: string[];\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareDefines = {\r\n defines: MaterialDefines;\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareUniformBuffer = {\r\n ubo: UniformBuffer;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetAnimatables = {\r\n animatables: IAnimatable[];\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetActiveTextures = {\r\n activeTextures: BaseTexture[];\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginFillRenderTargetTextures = {\r\n renderTargets: SmartArray<RenderTargetTexture>;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHasRenderTargetTextures = {\r\n hasRenderTargetTextures: boolean;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHardBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nexport enum MaterialPluginEvent {\r\n Created = 0x0001,\r\n Disposed = 0x0002,\r\n GetDefineNames = 0x0004,\r\n PrepareUniformBuffer = 0x0008,\r\n IsReadyForSubMesh = 0x0010,\r\n PrepareDefines = 0x0020,\r\n BindForSubMesh = 0x0040,\r\n PrepareEffect = 0x0080,\r\n GetAnimatables = 0x0100,\r\n GetActiveTextures = 0x0200,\r\n HasTexture = 0x0400,\r\n FillRenderTargetTextures = 0x0800,\r\n HasRenderTargetTextures = 0x1000,\r\n HardBindForSubMesh = 0x2000,\r\n}\r\n"]}
1
+ {"version":3,"file":"materialPluginEvent.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialPluginEvent.ts"],"names":[],"mappings":"AA4FA;;GAEG;AACH,MAAM,CAAN,IAAY,mBAeX;AAfD,WAAY,mBAAmB;IAC3B,mEAAgB,CAAA;IAChB,qEAAiB,CAAA;IACjB,iFAAuB,CAAA;IACvB,6FAA6B,CAAA;IAC7B,wFAA0B,CAAA;IAC1B,kFAAuB,CAAA;IACvB,kFAAuB,CAAA;IACvB,iFAAsB,CAAA;IACtB,mFAAuB,CAAA;IACvB,yFAA0B,CAAA;IAC1B,4EAAmB,CAAA;IACnB,wGAAiC,CAAA;IACjC,sGAAgC,CAAA;IAChC,4FAA2B,CAAA;AAC/B,CAAC,EAfW,mBAAmB,KAAnB,mBAAmB,QAe9B","sourcesContent":["import type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\n\r\nimport type { BaseTexture } from \"./Textures/baseTexture\";\r\nimport type { EffectFallbacks } from \"./effectFallbacks\";\r\nimport type { MaterialDefines } from \"./materialDefines\";\r\nimport type { UniformBuffer } from \"./uniformBuffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { IAnimatable } from \"../Animations/animatable.interface\";\r\nimport type { RenderTargetTexture } from \"./Textures/renderTargetTexture\";\r\n\r\n/** @internal */\r\nexport type MaterialPluginCreated = {};\r\n\r\n/** @internal */\r\nexport type MaterialPluginDisposed = {\r\n forceDisposeTextures?: boolean;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHasTexture = {\r\n hasTexture: boolean;\r\n texture: BaseTexture;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginIsReadyForSubMesh = {\r\n isReadyForSubMesh: boolean;\r\n defines: MaterialDefines;\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetDefineNames = {\r\n defineNames?: { [name: string]: { type: string; default: any } };\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareEffect = {\r\n defines: MaterialDefines;\r\n fallbacks: EffectFallbacks;\r\n fallbackRank: number;\r\n customCode?: ShaderCustomProcessingFunction;\r\n attributes: string[];\r\n uniforms: string[];\r\n samplers: string[];\r\n uniformBuffersNames: string[];\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareDefines = {\r\n defines: MaterialDefines;\r\n mesh: AbstractMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginPrepareUniformBuffer = {\r\n ubo: UniformBuffer;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetAnimatables = {\r\n animatables: IAnimatable[];\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginGetActiveTextures = {\r\n activeTextures: BaseTexture[];\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginFillRenderTargetTextures = {\r\n renderTargets: SmartArray<RenderTargetTexture>;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHasRenderTargetTextures = {\r\n hasRenderTargetTextures: boolean;\r\n};\r\n\r\n/** @internal */\r\nexport type MaterialPluginHardBindForSubMesh = {\r\n subMesh: SubMesh;\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nexport enum MaterialPluginEvent {\r\n Created = 0x0001,\r\n Disposed = 0x0002,\r\n GetDefineNames = 0x0004,\r\n PrepareUniformBuffer = 0x0008,\r\n IsReadyForSubMesh = 0x0010,\r\n PrepareDefines = 0x0020,\r\n BindForSubMesh = 0x0040,\r\n PrepareEffect = 0x0080,\r\n GetAnimatables = 0x0100,\r\n GetActiveTextures = 0x0200,\r\n HasTexture = 0x0400,\r\n FillRenderTargetTextures = 0x0800,\r\n HasRenderTargetTextures = 0x1000,\r\n HardBindForSubMesh = 0x2000,\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import type { Nullable } from "../types";
2
2
  import type { MaterialPluginBase } from "./materialPluginBase";
3
- declare type Material = import("./material").Material;
3
+ import type { Material } from "./material";
4
4
  /**
5
5
  * Creates an instance of the anisotropic plugin
6
6
  * @param material parent material the plugin will be created for
@@ -43,4 +43,3 @@ export declare function createPBRSubSurfacePlugin(material: Material): Nullable<
43
43
  * @returns the plugin instance or null if the plugin is incompatible with material
44
44
  */
45
45
  export declare function createDetailMapPlugin(material: Material): Nullable<MaterialPluginBase>;
46
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"materialPluginFactoryExport.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialPluginFactoryExport.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AAE3E,OAAO,EAAE,2BAA2B,EAAE,MAAM,mCAAmC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AACxD,OAAO,EAAE,oBAAoB,EAAE,MAAM,4BAA4B,CAAC;AAClE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iCAAiC,CAAC;AAC5E,OAAO,EAAE,2BAA2B,EAAE,MAAM,mCAAmC,CAAC;AAChF,OAAO,EAAE,qBAAqB,EAAE,MAAM,6BAA6B,CAAC;AACpE,OAAO,EAAE,0BAA0B,EAAE,MAAM,kCAAkC,CAAC;AAC9E,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAItD;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,QAAkB;IACzD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;KACpD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,mBAAmB,CAAC,QAAkB;IAClD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,oBAAoB,CAAC,QAAQ,CAAC,CAAC;KAC7C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,wBAAwB,CAAC,QAAkB;IACvD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,yBAAyB,CAAC,QAAQ,CAAC,CAAC;KAClD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,QAAkB;IACzD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;KACpD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,oBAAoB,CAAC,QAAkB;IACnD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,qBAAqB,CAAC,QAAQ,CAAC,CAAC;KAC9C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,yBAAyB,CAAC,QAAkB;IACxD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,0BAA0B,CAAC,QAAQ,CAAC,CAAC;KACnD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,qBAAqB,CAAC,QAAkB;IACpD,IAAI,QAAQ,YAAY,eAAe,IAAI,QAAQ,YAAY,gBAAgB,EAAE;QAC7E,OAAO,IAAI,sBAAsB,CAAC,QAAQ,CAAC,CAAC;KAC/C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { DetailMapConfiguration } from \"./material.detailMapConfiguration\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { PBRAnisotropicConfiguration } from \"./PBR/pbrAnisotropicConfiguration\";\r\nimport { PBRBaseMaterial } from \"./PBR/pbrBaseMaterial\";\r\nimport { PBRBRDFConfiguration } from \"./PBR/pbrBRDFConfiguration\";\r\nimport { PBRClearCoatConfiguration } from \"./PBR/pbrClearCoatConfiguration\";\r\nimport { PBRIridescenceConfiguration } from \"./PBR/pbrIridescenceConfiguration\";\r\nimport { PBRSheenConfiguration } from \"./PBR/pbrSheenConfiguration\";\r\nimport { PBRSubSurfaceConfiguration } from \"./PBR/pbrSubSurfaceConfiguration\";\r\nimport { StandardMaterial } from \"./standardMaterial\";\r\n\r\ndeclare type Material = import(\"./material\").Material;\r\n\r\n/**\r\n * Creates an instance of the anisotropic plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRAnisotropicPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRAnisotropicConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the brdf plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRBRDFPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRBRDFConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the clear coat plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRClearCoatPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRClearCoatConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the iridescence plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRIridescencePlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRIridescenceConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the sheen plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRSheenPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRSheenConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the sub surface plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRSubSurfacePlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRSubSurfaceConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the detail map plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createDetailMapPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial || material instanceof StandardMaterial) {\r\n return new DetailMapConfiguration(material);\r\n }\r\n return null;\r\n}\r\n"]}
1
+ {"version":3,"file":"materialPluginFactoryExport.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialPluginFactoryExport.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AAE3E,OAAO,EAAE,2BAA2B,EAAE,MAAM,mCAAmC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AACxD,OAAO,EAAE,oBAAoB,EAAE,MAAM,4BAA4B,CAAC;AAClE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iCAAiC,CAAC;AAC5E,OAAO,EAAE,2BAA2B,EAAE,MAAM,mCAAmC,CAAC;AAChF,OAAO,EAAE,qBAAqB,EAAE,MAAM,6BAA6B,CAAC;AACpE,OAAO,EAAE,0BAA0B,EAAE,MAAM,kCAAkC,CAAC;AAC9E,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAItD;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,QAAkB;IACzD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;KACpD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,mBAAmB,CAAC,QAAkB;IAClD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,oBAAoB,CAAC,QAAQ,CAAC,CAAC;KAC7C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,wBAAwB,CAAC,QAAkB;IACvD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,yBAAyB,CAAC,QAAQ,CAAC,CAAC;KAClD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,0BAA0B,CAAC,QAAkB;IACzD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,2BAA2B,CAAC,QAAQ,CAAC,CAAC;KACpD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,oBAAoB,CAAC,QAAkB;IACnD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,qBAAqB,CAAC,QAAQ,CAAC,CAAC;KAC9C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,yBAAyB,CAAC,QAAkB;IACxD,IAAI,QAAQ,YAAY,eAAe,EAAE;QACrC,OAAO,IAAI,0BAA0B,CAAC,QAAQ,CAAC,CAAC;KACnD;IACD,OAAO,IAAI,CAAC;AAChB,CAAC;AAED;;;;GAIG;AACH,MAAM,UAAU,qBAAqB,CAAC,QAAkB;IACpD,IAAI,QAAQ,YAAY,eAAe,IAAI,QAAQ,YAAY,gBAAgB,EAAE;QAC7E,OAAO,IAAI,sBAAsB,CAAC,QAAQ,CAAC,CAAC;KAC/C;IACD,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { DetailMapConfiguration } from \"./material.detailMapConfiguration\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { PBRAnisotropicConfiguration } from \"./PBR/pbrAnisotropicConfiguration\";\r\nimport { PBRBaseMaterial } from \"./PBR/pbrBaseMaterial\";\r\nimport { PBRBRDFConfiguration } from \"./PBR/pbrBRDFConfiguration\";\r\nimport { PBRClearCoatConfiguration } from \"./PBR/pbrClearCoatConfiguration\";\r\nimport { PBRIridescenceConfiguration } from \"./PBR/pbrIridescenceConfiguration\";\r\nimport { PBRSheenConfiguration } from \"./PBR/pbrSheenConfiguration\";\r\nimport { PBRSubSurfaceConfiguration } from \"./PBR/pbrSubSurfaceConfiguration\";\r\nimport { StandardMaterial } from \"./standardMaterial\";\r\n\r\nimport type { Material } from \"./material\";\r\n\r\n/**\r\n * Creates an instance of the anisotropic plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRAnisotropicPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRAnisotropicConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the brdf plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRBRDFPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRBRDFConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the clear coat plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRClearCoatPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRClearCoatConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the iridescence plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRIridescencePlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRIridescenceConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the sheen plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRSheenPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRSheenConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the sub surface plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createPBRSubSurfacePlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial) {\r\n return new PBRSubSurfaceConfiguration(material);\r\n }\r\n return null;\r\n}\r\n\r\n/**\r\n * Creates an instance of the detail map plugin\r\n * @param material parent material the plugin will be created for\r\n * @returns the plugin instance or null if the plugin is incompatible with material\r\n */\r\nexport function createDetailMapPlugin(material: Material): Nullable<MaterialPluginBase> {\r\n if (material instanceof PBRBaseMaterial || material instanceof StandardMaterial) {\r\n return new DetailMapConfiguration(material);\r\n }\r\n return null;\r\n}\r\n"]}
@@ -2,9 +2,9 @@ import type { ShaderCustomProcessingFunction } from "../Engines/Processors/shade
2
2
  import type { Nullable } from "../types";
3
3
  import { Material } from "./material";
4
4
  import type { MaterialPluginPrepareEffect, MaterialPluginBindForSubMesh, MaterialPluginDisposed, MaterialPluginGetActiveTextures, MaterialPluginGetAnimatables, MaterialPluginGetDefineNames, MaterialPluginHasTexture, MaterialPluginIsReadyForSubMesh, MaterialPluginPrepareDefines, MaterialPluginPrepareUniformBuffer, MaterialPluginHardBindForSubMesh, MaterialPluginHasRenderTargetTextures, MaterialPluginFillRenderTargetTextures } from "./materialPluginEvent";
5
- declare type Scene = import("../scene").Scene;
6
- declare type Engine = import("../Engines/engine").Engine;
7
- declare type MaterialPluginBase = import("./materialPluginBase").MaterialPluginBase;
5
+ import type { Scene } from "../scene";
6
+ import type { Engine } from "../Engines/engine";
7
+ import type { MaterialPluginBase } from "./materialPluginBase";
8
8
  declare module "./material" {
9
9
  interface Material {
10
10
  /**
@@ -24,7 +24,8 @@ export declare class MaterialPluginManager {
24
24
  protected _material: Material;
25
25
  protected _scene: Scene;
26
26
  protected _engine: Engine;
27
- protected _plugins: MaterialPluginBase[];
27
+ /** @internal */
28
+ _plugins: MaterialPluginBase[];
28
29
  protected _activePlugins: MaterialPluginBase[];
29
30
  protected _activePluginsForExtraEvents: MaterialPluginBase[];
30
31
  protected _codeInjectionPoints: {
@@ -52,7 +53,7 @@ export declare class MaterialPluginManager {
52
53
  /**
53
54
  * @internal
54
55
  */
55
- _addPlugin(plugin: MaterialPluginBase): void;
56
+ _addPlugin(plugin: MaterialPluginBase): boolean;
56
57
  /**
57
58
  * @internal
58
59
  */
@@ -96,4 +97,3 @@ export declare function UnregisterMaterialPlugin(pluginName: string): boolean;
96
97
  * Clear the list of global material plugins
97
98
  */
98
99
  export declare function UnregisterAllMaterialPlugins(): void;
99
- export {};
@@ -12,6 +12,7 @@ export class MaterialPluginManager {
12
12
  * @param material material that this manager will manage the plugins for
13
13
  */
14
14
  constructor(material) {
15
+ /** @internal */
15
16
  this._plugins = [];
16
17
  this._activePlugins = [];
17
18
  this._activePluginsForExtraEvents = [];
@@ -25,7 +26,7 @@ export class MaterialPluginManager {
25
26
  _addPlugin(plugin) {
26
27
  for (let i = 0; i < this._plugins.length; ++i) {
27
28
  if (this._plugins[i].name === plugin.name) {
28
- throw `Plugin "${plugin.name}" already added to the material "${this._material.name}"!`;
29
+ return false;
29
30
  }
30
31
  }
31
32
  if (this._material._uniformBufferLayoutBuilt) {
@@ -50,6 +51,7 @@ export class MaterialPluginManager {
50
51
  this._collectPointNames("fragment", plugin.getCustomCode("fragment"));
51
52
  }
52
53
  this._defineNamesFromPlugins = defineNamesFromPlugins;
54
+ return true;
53
55
  }
54
56
  /**
55
57
  * @internal
@@ -1 +1 @@
1
- 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type { ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type MaterialPluginBase = import(\"./materialPluginBase\").MaterialPluginBase;\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\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 protected _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n 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): void {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n throw `Plugin \"${plugin.name}\" already added to the material \"${this._material.name}\"!`;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n }\r\n\r\n /**\r\n * @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(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n 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}]` : \"\"};\\r\\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 + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n 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, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\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 { 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\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 = this._handlePluginEvent.bind(this);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\"));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\"));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n 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(name: string): Nullable<MaterialPluginBase> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms();\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n 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}]` : \"\"};\\r\\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 + \"\\r\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\r\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n const customCode = plugin.getCustomCode(shaderType);\r\n if (customCode?.[pointName]) {\r\n injectedCode += customCode[pointName] + \"\\r\\n\";\r\n }\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n 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, \"\\r\\n\" + injectedCode + \"\\r\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\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"]}
@@ -1,5 +1,5 @@
1
1
  import type { IStencilState } from "../States/IStencilState";
2
- declare type Scene = import("../scene").Scene;
2
+ import type { Scene } from "../scene";
3
3
  /**
4
4
  * Class that holds the different stencil states of a material
5
5
  * Usage example: https://playground.babylonjs.com/#CW5PRI#10
@@ -84,4 +84,3 @@ export declare class MaterialStencilState implements IStencilState {
84
84
  */
85
85
  parse(source: any, scene: Scene, rootUrl: string): void;
86
86
  }
87
- export {};
@@ -1 +1 @@
1
- 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{ Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport type { IStencilState } from \"../States/IStencilState\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * Class that holds the different stencil states of a material\r\n * Usage example: https://playground.babylonjs.com/#CW5PRI#10\r\n */\r\nexport class MaterialStencilState implements IStencilState {\r\n /**\r\n * Creates a material stencil state instance\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n /**\r\n * Resets all the stencil states to default values\r\n */\r\n public reset() {\r\n this.enabled = false;\r\n this.mask = 0xff;\r\n\r\n this.func = Constants.ALWAYS;\r\n this.funcRef = 1;\r\n this.funcMask = 0xff;\r\n\r\n this.opStencilFail = Constants.KEEP;\r\n this.opDepthFail = Constants.KEEP;\r\n this.opStencilDepthPass = Constants.REPLACE;\r\n }\r\n\r\n private _func: number;\r\n /**\r\n * Gets or sets the stencil function\r\n */\r\n @serialize()\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n this._func = value;\r\n }\r\n\r\n private _funcRef: number;\r\n /**\r\n * Gets or sets the stencil function reference\r\n */\r\n @serialize()\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n this._funcRef = value;\r\n }\r\n\r\n private _funcMask: number;\r\n /**\r\n * Gets or sets the stencil function mask\r\n */\r\n @serialize()\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n this._funcMask = value;\r\n }\r\n\r\n private _opStencilFail: number;\r\n /**\r\n * Gets or sets the operation when the stencil test fails\r\n */\r\n @serialize()\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n this._opStencilFail = value;\r\n }\r\n\r\n private _opDepthFail: number;\r\n /**\r\n * Gets or sets the operation when the depth test fails\r\n */\r\n @serialize()\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n this._opDepthFail = value;\r\n }\r\n\r\n private _opStencilDepthPass: number;\r\n /**\r\n * Gets or sets the operation when the stencil+depth test succeeds\r\n */\r\n @serialize()\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n this._opStencilDepthPass = value;\r\n }\r\n\r\n private _mask: number;\r\n /**\r\n * Gets or sets the stencil mask\r\n */\r\n @serialize()\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n this._mask = value;\r\n }\r\n\r\n private _enabled: boolean;\r\n /**\r\n * Enables or disables the stencil test\r\n */\r\n @serialize()\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n this._enabled = value;\r\n }\r\n\r\n /**\r\n * Get the current class name, useful for serialization or dynamic coding.\r\n * @returns \"MaterialStencilState\"\r\n */\r\n public getClassName(): string {\r\n return \"MaterialStencilState\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param stencilState defines stencil state where to copy the info\r\n */\r\n public copyTo(stencilState: MaterialStencilState): void {\r\n SerializationHelper.Clone(() => stencilState, this);\r\n }\r\n\r\n /**\r\n * Serializes this stencil configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a stencil state configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"materialStencilState.js","sourceRoot":"","sources":["../../../../lts/core/generated/Materials/materialStencilState.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;;GAGG;AACH,MAAM,OAAO,oBAAoB;IAC7B;;OAEG;IACH;QACI,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAED;;OAEG;IACI,KAAK;QACR,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QAEjB,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,MAAM,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;QACjB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,aAAa,GAAG,SAAS,CAAC,IAAI,CAAC;QACpC,IAAI,CAAC,WAAW,GAAG,SAAS,CAAC,IAAI,CAAC;QAClC,IAAI,CAAC,kBAAkB,GAAG,SAAS,CAAC,OAAO,CAAC;IAChD,CAAC;IAGD;;OAEG;IAEH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAGD;;OAEG;IAEH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAGD;;OAEG;IAEH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;IAC3B,CAAC;IAGD;;OAEG;IAEH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;IAChC,CAAC;IAGD;;OAEG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAGD;;OAEG;IAEH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAGD;;OAEG;IAEH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAGD;;OAEG;IAEH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAc;QAC7B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,YAAkC;QAC5C,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;IACxD,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,OAAO,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAC/C,CAAC;IAED;;;;;OAKG;IACI,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QACnD,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IAClE,CAAC;CACJ;AApIG;IADC,SAAS,EAAE;gDAGX;AAWD;IADC,SAAS,EAAE;mDAGX;AAWD;IADC,SAAS,EAAE;oDAGX;AAWD;IADC,SAAS,EAAE;yDAGX;AAWD;IADC,SAAS,EAAE;uDAGX;AAWD;IADC,SAAS,EAAE;8DAGX;AAWD;IADC,SAAS,EAAE;gDAGX;AAWD;IADC,SAAS,EAAE;mDAGX","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport type { IStencilState } from \"../States/IStencilState\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Class that holds the different stencil states of a material\r\n * Usage example: https://playground.babylonjs.com/#CW5PRI#10\r\n */\r\nexport class MaterialStencilState implements IStencilState {\r\n /**\r\n * Creates a material stencil state instance\r\n */\r\n public constructor() {\r\n this.reset();\r\n }\r\n\r\n /**\r\n * Resets all the stencil states to default values\r\n */\r\n public reset() {\r\n this.enabled = false;\r\n this.mask = 0xff;\r\n\r\n this.func = Constants.ALWAYS;\r\n this.funcRef = 1;\r\n this.funcMask = 0xff;\r\n\r\n this.opStencilFail = Constants.KEEP;\r\n this.opDepthFail = Constants.KEEP;\r\n this.opStencilDepthPass = Constants.REPLACE;\r\n }\r\n\r\n private _func: number;\r\n /**\r\n * Gets or sets the stencil function\r\n */\r\n @serialize()\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n this._func = value;\r\n }\r\n\r\n private _funcRef: number;\r\n /**\r\n * Gets or sets the stencil function reference\r\n */\r\n @serialize()\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n this._funcRef = value;\r\n }\r\n\r\n private _funcMask: number;\r\n /**\r\n * Gets or sets the stencil function mask\r\n */\r\n @serialize()\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n this._funcMask = value;\r\n }\r\n\r\n private _opStencilFail: number;\r\n /**\r\n * Gets or sets the operation when the stencil test fails\r\n */\r\n @serialize()\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n this._opStencilFail = value;\r\n }\r\n\r\n private _opDepthFail: number;\r\n /**\r\n * Gets or sets the operation when the depth test fails\r\n */\r\n @serialize()\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n this._opDepthFail = value;\r\n }\r\n\r\n private _opStencilDepthPass: number;\r\n /**\r\n * Gets or sets the operation when the stencil+depth test succeeds\r\n */\r\n @serialize()\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n this._opStencilDepthPass = value;\r\n }\r\n\r\n private _mask: number;\r\n /**\r\n * Gets or sets the stencil mask\r\n */\r\n @serialize()\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n this._mask = value;\r\n }\r\n\r\n private _enabled: boolean;\r\n /**\r\n * Enables or disables the stencil test\r\n */\r\n @serialize()\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n this._enabled = value;\r\n }\r\n\r\n /**\r\n * Get the current class name, useful for serialization or dynamic coding.\r\n * @returns \"MaterialStencilState\"\r\n */\r\n public getClassName(): string {\r\n return \"MaterialStencilState\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param stencilState defines stencil state where to copy the info\r\n */\r\n public copyTo(stencilState: MaterialStencilState): void {\r\n SerializationHelper.Clone(() => stencilState, this);\r\n }\r\n\r\n /**\r\n * Serializes this stencil configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a stencil state configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -12,7 +12,7 @@ import type { UniformBuffer } from "./uniformBuffer";
12
12
  import type { TextureSampler } from "./Textures/textureSampler";
13
13
  import type { StorageBuffer } from "../Buffers/storageBuffer";
14
14
  import { PushMaterial } from "./pushMaterial";
15
- declare type ExternalTexture = import("./Textures/externalTexture").ExternalTexture;
15
+ import type { ExternalTexture } from "./Textures/externalTexture";
16
16
  /**
17
17
  * Defines the options associated with the creation of a shader material.
18
18
  */
@@ -349,9 +349,9 @@ export declare class ShaderMaterial extends PushMaterial {
349
349
  setStorageBuffer(name: string, buffer: StorageBuffer): ShaderMaterial;
350
350
  /**
351
351
  * Adds, removes, or replaces the specified shader define and value.
352
- * * setShaderDefine("MY_DEFINE", true); // enables a boolean define
353
- * * setShaderDefine("MY_DEFINE", "0.5"); // adds "#define MY_DEFINE 0.5" to the shader (or sets and replaces the value of any existing define with that name)
354
- * * setShaderDefine("MY_DEFINE", false); // disables and removes the define
352
+ * * setDefine("MY_DEFINE", true); // enables a boolean define
353
+ * * setDefine("MY_DEFINE", "0.5"); // adds "#define MY_DEFINE 0.5" to the shader (or sets and replaces the value of any existing define with that name)
354
+ * * setDefine("MY_DEFINE", false); // disables and removes the define
355
355
  * Note if the active defines do change, the shader will be recompiled and this can be expensive.
356
356
  * @param define the define name e.g., "OUTPUT_TO_SRGB" or "#define OUTPUT_TO_SRGB". If the define was passed into the constructor already, the version used should match that, and in either case, it should not include any appended value.
357
357
  * @param value either the value of the define (e.g. a numerical value) or for booleans, true if the define should be enabled or false if it should be disabled
@@ -459,4 +459,3 @@ export declare class ShaderMaterial extends PushMaterial {
459
459
  */
460
460
  static CreateFromSnippetAsync: typeof ShaderMaterial.ParseFromSnippetAsync;
461
461
  }
462
- export {};
@@ -71,20 +71,7 @@ export class ShaderMaterial extends PushMaterial {
71
71
  */
72
72
  this._materialHelperNeedsPreviousMatrices = false;
73
73
  this._shaderPath = shaderPath;
74
- this._options = {
75
- needAlphaBlending: false,
76
- needAlphaTesting: false,
77
- attributes: ["position", "normal", "uv"],
78
- uniforms: ["worldViewProjection"],
79
- uniformBuffers: [],
80
- samplers: [],
81
- externalTextures: [],
82
- samplerObjects: [],
83
- storageBuffers: [],
84
- defines: [],
85
- useClipPlane: false,
86
- ...options,
87
- };
74
+ this._options = Object.assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], externalTextures: [], samplerObjects: [], storageBuffers: [], defines: [], useClipPlane: false }, options);
88
75
  }
89
76
  /**
90
77
  * Gets the shader path used to define the shader code
@@ -455,9 +442,9 @@ export class ShaderMaterial extends PushMaterial {
455
442
  }
456
443
  /**
457
444
  * Adds, removes, or replaces the specified shader define and value.
458
- * * setShaderDefine("MY_DEFINE", true); // enables a boolean define
459
- * * setShaderDefine("MY_DEFINE", "0.5"); // adds "#define MY_DEFINE 0.5" to the shader (or sets and replaces the value of any existing define with that name)
460
- * * setShaderDefine("MY_DEFINE", false); // disables and removes the define
445
+ * * setDefine("MY_DEFINE", true); // enables a boolean define
446
+ * * setDefine("MY_DEFINE", "0.5"); // adds "#define MY_DEFINE 0.5" to the shader (or sets and replaces the value of any existing define with that name)
447
+ * * setDefine("MY_DEFINE", false); // disables and removes the define
461
448
  * Note if the active defines do change, the shader will be recompiled and this can be expensive.
462
449
  * @param define the define name e.g., "OUTPUT_TO_SRGB" or "#define OUTPUT_TO_SRGB". If the define was passed into the constructor already, the version used should match that, and in either case, it should not include any appended value.
463
450
  * @param value either the value of the define (e.g. a numerical value) or for booleans, true if the define should be enabled or false if it should be disabled
@@ -975,10 +962,10 @@ export class ShaderMaterial extends PushMaterial {
975
962
  result.id = name;
976
963
  // Shader code path
977
964
  if (typeof result._shaderPath === "object") {
978
- result._shaderPath = { ...result._shaderPath };
965
+ result._shaderPath = Object.assign({}, result._shaderPath);
979
966
  }
980
967
  // Options
981
- this._options = { ...this._options };
968
+ this._options = Object.assign({}, this._options);
982
969
  Object.keys(this._options).forEach((propName) => {
983
970
  const propValue = this._options[propName];
984
971
  if (Array.isArray(propValue)) {