@babylonjs/core 7.2.1 → 7.2.3

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 (396) hide show
  1. package/Animations/animation.d.ts +2 -2
  2. package/Animations/animation.js +2 -2
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/runtimeAnimation.d.ts +1 -0
  5. package/Animations/runtimeAnimation.js +12 -3
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioEngine.js +2 -2
  8. package/Audio/audioEngine.js.map +1 -1
  9. package/Bones/boneLookController.js +3 -0
  10. package/Bones/boneLookController.js.map +1 -1
  11. package/Buffers/buffer.d.ts +5 -5
  12. package/Buffers/buffer.js.map +1 -1
  13. package/Buffers/storageBuffer.d.ts +2 -2
  14. package/Buffers/storageBuffer.js.map +1 -1
  15. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  16. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  17. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  18. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  19. package/Compute/computeEffect.d.ts +3 -3
  20. package/Compute/computeEffect.js.map +1 -1
  21. package/Compute/computeShader.d.ts +10 -2
  22. package/Compute/computeShader.js +53 -35
  23. package/Compute/computeShader.js.map +1 -1
  24. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +2 -2
  25. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  26. package/DeviceInput/internalDeviceSourceManager.d.ts +4 -4
  27. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  28. package/DeviceInput/webDeviceInputSystem.d.ts +2 -2
  29. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  30. package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +10 -0
  31. package/Engines/AbstractEngine/abstractEngine.alpha.js +29 -0
  32. package/Engines/AbstractEngine/abstractEngine.alpha.js.map +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +17 -0
  34. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +138 -0
  35. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -0
  36. package/Engines/AbstractEngine/abstractEngine.dom.d.ts +61 -0
  37. package/Engines/AbstractEngine/abstractEngine.dom.js +27 -0
  38. package/Engines/AbstractEngine/abstractEngine.dom.js.map +1 -0
  39. package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +30 -0
  40. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js +48 -0
  41. package/Engines/AbstractEngine/abstractEngine.loadingScreen.js.map +1 -0
  42. package/Engines/AbstractEngine/abstractEngine.query.d.ts +122 -0
  43. package/Engines/AbstractEngine/abstractEngine.query.js +175 -0
  44. package/Engines/AbstractEngine/abstractEngine.query.js.map +1 -0
  45. package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +26 -0
  46. package/Engines/AbstractEngine/abstractEngine.renderPass.js +29 -0
  47. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -0
  48. package/Engines/AbstractEngine/abstractEngine.states.d.ts +162 -0
  49. package/Engines/AbstractEngine/abstractEngine.states.js +105 -0
  50. package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -0
  51. package/Engines/AbstractEngine/abstractEngine.texture.d.ts +16 -0
  52. package/Engines/AbstractEngine/abstractEngine.texture.js +11 -0
  53. package/Engines/AbstractEngine/abstractEngine.texture.js.map +1 -0
  54. package/Engines/AbstractEngine/index.d.ts +8 -0
  55. package/Engines/AbstractEngine/index.js +10 -0
  56. package/Engines/AbstractEngine/index.js.map +1 -0
  57. package/Engines/Extensions/engine.alpha.d.ts +0 -24
  58. package/Engines/Extensions/engine.alpha.js +0 -35
  59. package/Engines/Extensions/engine.alpha.js.map +1 -1
  60. package/Engines/Extensions/engine.computeShader.d.ts +15 -2
  61. package/Engines/Extensions/engine.computeShader.js +5 -1
  62. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  63. package/Engines/Extensions/engine.cubeTexture.d.ts +0 -8
  64. package/Engines/Extensions/engine.cubeTexture.js +2 -135
  65. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  66. package/Engines/Extensions/engine.debugging.d.ts +2 -2
  67. package/Engines/Extensions/engine.debugging.js +5 -5
  68. package/Engines/Extensions/engine.debugging.js.map +1 -1
  69. package/Engines/Extensions/engine.dynamicTexture.js +3 -2
  70. package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
  71. package/Engines/Extensions/engine.multiview.js.map +1 -1
  72. package/Engines/Extensions/engine.query.d.ts +5 -120
  73. package/Engines/Extensions/engine.query.js +14 -150
  74. package/Engines/Extensions/engine.query.js.map +1 -1
  75. package/Engines/Extensions/engine.renderTarget.js +0 -9
  76. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/Extensions/engine.views.d.ts +3 -2
  78. package/Engines/Extensions/engine.views.js.map +1 -1
  79. package/Engines/Processors/iShaderProcessor.d.ts +2 -2
  80. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  81. package/Engines/Processors/shaderProcessor.d.ts +3 -3
  82. package/Engines/Processors/shaderProcessor.js.map +1 -1
  83. package/Engines/WebGL/webGLRenderTargetWrapper.js +12 -9
  84. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  85. package/Engines/WebGL/webGLShaderProcessors.d.ts +2 -2
  86. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  87. package/Engines/WebGPU/Extensions/engine.alpha.d.ts +35 -0
  88. package/Engines/WebGPU/Extensions/engine.alpha.js +4 -4
  89. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  90. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +9 -0
  91. package/Engines/WebGPU/Extensions/engine.computeShader.js +13 -2
  92. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  93. package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +78 -1
  94. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  95. package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +27 -1
  96. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -3
  97. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  98. package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +16 -0
  99. package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +1 -1
  100. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +55 -1
  101. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  102. package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
  103. package/Engines/WebGPU/Extensions/engine.query.js +1 -0
  104. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  105. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +185 -1
  106. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  107. package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +10 -1
  108. package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
  109. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +38 -1
  110. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  111. package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +13 -1
  112. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  113. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +38 -1
  114. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  115. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +10 -0
  116. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  117. package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +14 -1
  118. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +2 -2
  120. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  121. package/Engines/abstractEngine.d.ts +1688 -0
  122. package/Engines/abstractEngine.js +1354 -0
  123. package/Engines/abstractEngine.js.map +1 -0
  124. package/Engines/engine.common.d.ts +39 -0
  125. package/Engines/engine.common.js +226 -0
  126. package/Engines/engine.common.js.map +1 -0
  127. package/Engines/engine.d.ts +40 -447
  128. package/Engines/engine.js +64 -810
  129. package/Engines/engine.js.map +1 -1
  130. package/Engines/engineFactory.d.ts +2 -2
  131. package/Engines/engineFactory.js.map +1 -1
  132. package/Engines/engineStore.d.ts +4 -4
  133. package/Engines/engineStore.js.map +1 -1
  134. package/Engines/index.d.ts +3 -0
  135. package/Engines/index.js +3 -0
  136. package/Engines/index.js.map +1 -1
  137. package/Engines/nativeEngine.d.ts +1 -1
  138. package/Engines/nativeEngine.js +2 -1
  139. package/Engines/nativeEngine.js.map +1 -1
  140. package/Engines/nullEngine.d.ts +2 -2
  141. package/Engines/nullEngine.js +2 -3
  142. package/Engines/nullEngine.js.map +1 -1
  143. package/Engines/renderTargetWrapper.d.ts +3 -3
  144. package/Engines/renderTargetWrapper.js.map +1 -1
  145. package/Engines/thinEngine.d.ts +35 -591
  146. package/Engines/thinEngine.js +84 -1134
  147. package/Engines/thinEngine.js.map +1 -1
  148. package/Engines/webgpuEngine.d.ts +149 -109
  149. package/Engines/webgpuEngine.js +249 -161
  150. package/Engines/webgpuEngine.js.map +1 -1
  151. package/Instrumentation/engineInstrumentation.d.ts +5 -4
  152. package/Instrumentation/engineInstrumentation.js.map +1 -1
  153. package/Layers/effectLayer.d.ts +2 -2
  154. package/Layers/effectLayer.js +3 -3
  155. package/Layers/effectLayer.js.map +1 -1
  156. package/Layers/effectLayerSceneComponent.js.map +1 -1
  157. package/Layers/glowLayer.js +3 -3
  158. package/Layers/glowLayer.js.map +1 -1
  159. package/Layers/highlightLayer.js +3 -3
  160. package/Layers/highlightLayer.js.map +1 -1
  161. package/Layers/layerSceneComponent.js.map +1 -1
  162. package/Loading/loadingScreen.js +2 -2
  163. package/Loading/loadingScreen.js.map +1 -1
  164. package/Loading/sceneLoader.d.ts +3 -3
  165. package/Loading/sceneLoader.js +1 -1
  166. package/Loading/sceneLoader.js.map +1 -1
  167. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  168. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +0 -1
  169. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  171. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  172. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +2 -3
  173. package/Materials/PBR/pbrSubSurfaceConfiguration.js +8 -12
  174. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  175. package/Materials/Textures/Filtering/hdrFiltering.d.ts +2 -2
  176. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  177. package/Materials/Textures/Loaders/basisTextureLoader.js +2 -2
  178. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  179. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -0
  180. package/Materials/Textures/MultiviewRenderTarget.js +1 -0
  181. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  182. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  183. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  184. package/Materials/Textures/baseTexture.d.ts +3 -3
  185. package/Materials/Textures/baseTexture.js.map +1 -1
  186. package/Materials/Textures/colorGradingTexture.d.ts +2 -2
  187. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  188. package/Materials/Textures/cubeTexture.d.ts +3 -2
  189. package/Materials/Textures/cubeTexture.js +1 -0
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/hdrCubeTexture.d.ts +2 -2
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.d.ts +2 -2
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.d.ts +3 -3
  196. package/Materials/Textures/internalTexture.js.map +1 -1
  197. package/Materials/Textures/rawTexture.d.ts +10 -10
  198. package/Materials/Textures/rawTexture.js.map +1 -1
  199. package/Materials/Textures/renderTargetTexture.d.ts +4 -4
  200. package/Materials/Textures/renderTargetTexture.js +4 -4
  201. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  202. package/Materials/Textures/texture.d.ts +2 -2
  203. package/Materials/Textures/texture.js.map +1 -1
  204. package/Materials/Textures/thinTexture.d.ts +3 -3
  205. package/Materials/Textures/thinTexture.js +1 -1
  206. package/Materials/Textures/thinTexture.js.map +1 -1
  207. package/Materials/drawWrapper.d.ts +2 -3
  208. package/Materials/drawWrapper.functions.d.ts +8 -0
  209. package/Materials/drawWrapper.functions.js +9 -0
  210. package/Materials/drawWrapper.functions.js.map +1 -0
  211. package/Materials/drawWrapper.js +0 -3
  212. package/Materials/drawWrapper.js.map +1 -1
  213. package/Materials/effect.d.ts +4 -5
  214. package/Materials/effect.js.map +1 -1
  215. package/Materials/effectRenderer.d.ts +4 -4
  216. package/Materials/effectRenderer.js.map +1 -1
  217. package/Materials/index.d.ts +1 -0
  218. package/Materials/index.js +1 -0
  219. package/Materials/index.js.map +1 -1
  220. package/Materials/materialHelper.functions.d.ts +2 -2
  221. package/Materials/materialHelper.functions.js.map +1 -1
  222. package/Materials/materialPluginBase.d.ts +4 -4
  223. package/Materials/materialPluginBase.js.map +1 -1
  224. package/Materials/materialPluginManager.d.ts +2 -2
  225. package/Materials/materialPluginManager.js.map +1 -1
  226. package/Materials/meshDebugPluginMaterial.js +1 -1
  227. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.d.ts +2 -2
  229. package/Materials/uniformBuffer.js.map +1 -1
  230. package/Meshes/Builders/greasedLineBuilder.d.ts +6 -0
  231. package/Meshes/Builders/greasedLineBuilder.js +15 -8
  232. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  233. package/Meshes/Compression/dracoCompression.d.ts +19 -1
  234. package/Meshes/Compression/dracoCompression.js +11 -4
  235. package/Meshes/Compression/dracoCompression.js.map +1 -1
  236. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
  237. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  238. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +2 -2
  239. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  240. package/Meshes/GreasedLine/greasedLineMesh.js +1 -1
  241. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  242. package/Meshes/geometry.d.ts +2 -2
  243. package/Meshes/geometry.js +3 -2
  244. package/Meshes/geometry.js.map +1 -1
  245. package/Meshes/instancedMesh.js.map +1 -1
  246. package/Meshes/mesh.d.ts +3 -3
  247. package/Meshes/mesh.js.map +1 -1
  248. package/Meshes/subMesh.d.ts +2 -2
  249. package/Meshes/subMesh.js.map +1 -1
  250. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  251. package/Misc/copyTextureToTexture.d.ts +2 -2
  252. package/Misc/copyTextureToTexture.js.map +1 -1
  253. package/Misc/dds.d.ts +3 -2
  254. package/Misc/dds.js +2 -1
  255. package/Misc/dds.js.map +1 -1
  256. package/Misc/dumpTools.d.ts +2 -2
  257. package/Misc/dumpTools.js.map +1 -1
  258. package/Misc/fileTools.js +3 -3
  259. package/Misc/fileTools.js.map +1 -1
  260. package/Misc/khronosTextureContainer2.d.ts +8 -2
  261. package/Misc/khronosTextureContainer2.js +3 -2
  262. package/Misc/khronosTextureContainer2.js.map +1 -1
  263. package/Misc/minMaxReducer.d.ts +2 -2
  264. package/Misc/minMaxReducer.js.map +1 -1
  265. package/Misc/textureTools.js.map +1 -1
  266. package/Misc/tools.d.ts +7 -7
  267. package/Misc/tools.functions.d.ts +26 -0
  268. package/Misc/tools.functions.js +62 -0
  269. package/Misc/tools.functions.js.map +1 -1
  270. package/Misc/tools.js.map +1 -1
  271. package/Misc/videoRecorder.d.ts +3 -3
  272. package/Misc/videoRecorder.js.map +1 -1
  273. package/Particles/EmitterTypes/cylinderParticleEmitter.js +2 -2
  274. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  275. package/Particles/baseParticleSystem.d.ts +2 -2
  276. package/Particles/baseParticleSystem.js.map +1 -1
  277. package/Particles/computeShaderParticleSystem.d.ts +2 -2
  278. package/Particles/computeShaderParticleSystem.js.map +1 -1
  279. package/Particles/gpuParticleSystem.d.ts +3 -3
  280. package/Particles/gpuParticleSystem.js +2 -2
  281. package/Particles/gpuParticleSystem.js.map +1 -1
  282. package/Particles/particle.js +1 -1
  283. package/Particles/particle.js.map +1 -1
  284. package/Particles/particleSystem.d.ts +3 -3
  285. package/Particles/particleSystem.js +3 -3
  286. package/Particles/particleSystem.js.map +1 -1
  287. package/Particles/particleSystemComponent.d.ts +2 -2
  288. package/Particles/particleSystemComponent.js +2 -2
  289. package/Particles/particleSystemComponent.js.map +1 -1
  290. package/Particles/subEmitter.d.ts +3 -3
  291. package/Particles/subEmitter.js.map +1 -1
  292. package/Particles/thinParticleSystem.d.ts +2 -2
  293. package/Particles/thinParticleSystem.js.map +1 -1
  294. package/Physics/v2/physicsBody.js +3 -3
  295. package/Physics/v2/physicsBody.js.map +1 -1
  296. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  297. package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +2 -2
  298. package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
  299. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
  300. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  301. package/PostProcesses/blackAndWhitePostProcess.d.ts +2 -2
  302. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  303. package/PostProcesses/bloomMergePostProcess.d.ts +2 -2
  304. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  305. package/PostProcesses/blurPostProcess.d.ts +2 -2
  306. package/PostProcesses/blurPostProcess.js.map +1 -1
  307. package/PostProcesses/chromaticAberrationPostProcess.d.ts +2 -2
  308. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  309. package/PostProcesses/circleOfConfusionPostProcess.d.ts +2 -2
  310. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  311. package/PostProcesses/colorCorrectionPostProcess.d.ts +2 -2
  312. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  313. package/PostProcesses/convolutionPostProcess.d.ts +2 -2
  314. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  315. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -2
  316. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  317. package/PostProcesses/depthOfFieldEffect.js +1 -1
  318. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  319. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +2 -2
  320. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  321. package/PostProcesses/displayPassPostProcess.d.ts +2 -2
  322. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  323. package/PostProcesses/extractHighlightsPostProcess.d.ts +2 -2
  324. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  325. package/PostProcesses/filterPostProcess.d.ts +2 -2
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/fxaaPostProcess.d.ts +2 -2
  328. package/PostProcesses/fxaaPostProcess.js +2 -2
  329. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  330. package/PostProcesses/grainPostProcess.d.ts +2 -2
  331. package/PostProcesses/grainPostProcess.js.map +1 -1
  332. package/PostProcesses/imageProcessingPostProcess.d.ts +2 -2
  333. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  334. package/PostProcesses/motionBlurPostProcess.d.ts +2 -2
  335. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  336. package/PostProcesses/passPostProcess.d.ts +3 -3
  337. package/PostProcesses/passPostProcess.js +2 -2
  338. package/PostProcesses/passPostProcess.js.map +1 -1
  339. package/PostProcesses/postProcess.d.ts +4 -4
  340. package/PostProcesses/postProcess.js +3 -3
  341. package/PostProcesses/postProcess.js.map +1 -1
  342. package/PostProcesses/refractionPostProcess.d.ts +2 -2
  343. package/PostProcesses/refractionPostProcess.js.map +1 -1
  344. package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -2
  345. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  346. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -2
  347. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  348. package/PostProcesses/sharpenPostProcess.d.ts +2 -2
  349. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  350. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +2 -2
  351. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  352. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +2 -2
  353. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  354. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  355. package/Rendering/depthPeelingRenderer.js.map +1 -1
  356. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
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  359. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +2 -2
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  361. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +2 -2
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  363. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +2 -2
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  371. package/Sprites/spriteRenderer.d.ts +2 -2
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  373. package/XR/features/WebXRDepthSensing.js.map +1 -1
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  378. package/XR/features/WebXRRawCameraAccess.d.ts +1 -1
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  382. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  383. package/XR/webXRExperienceHelper.js.map +1 -1
  384. package/XR/webXRManagedOutputCanvas.d.ts +2 -2
  385. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  386. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  387. package/XR/webXRSessionManager.js.map +1 -1
  388. package/assetContainer.js.map +1 -1
  389. package/assets/Draco/draco_decoder.js +34 -0
  390. package/assets/Draco/draco_decoder.wasm +0 -0
  391. package/assets/Draco/draco_wasm_wrapper.js +117 -0
  392. package/node.d.ts +2 -2
  393. package/node.js.map +1 -1
  394. package/package.json +1 -1
  395. package/scene.d.ts +3 -3
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type { Engine } from \"../../Engines/engine\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport { Vector2, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Material } from \"../material\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { GreasedLineMaterialOptions, IGreasedLineMaterial } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialGreasedLineDefines extends MaterialDefines {\r\n /**\r\n * The material has a color option specified\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_HAS_COLOR = false;\r\n /**\r\n * The material's size attenuation optiom\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_SIZE_ATTENUATION = false;\r\n /**\r\n * The type of color distribution is set to line this value equals to true.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = false;\r\n /**\r\n * True if scene is in right handed coordinate system.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = false;\r\n\r\n /**\r\n * True if the line is in camera facing mode\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_CAMERA_FACING = true;\r\n}\r\n\r\n/**\r\n * GreasedLinePluginMaterial for GreasedLineMesh/GreasedLineRibbonMesh.\r\n * Use the GreasedLineBuilder.CreateGreasedLineMaterial function to create and instance of this class.\r\n */\r\nexport class GreasedLinePluginMaterial extends MaterialPluginBase implements IGreasedLineMaterial {\r\n /**\r\n * Plugin name\r\n */\r\n public static readonly GREASED_LINE_MATERIAL_NAME = \"GreasedLinePluginMaterial\";\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n public useColors: boolean;\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n public visibility: number;\r\n\r\n /**\r\n * Dash offset\r\n */\r\n public dashOffset: number;\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n public dashRatio: number;\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n public width: number;\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n public colorsSampling: number;\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n public useDash: boolean;\r\n\r\n /**\r\n * The mixing mode of the color paramater. Default value is GreasedLineMeshColorMode.SET\r\n * @see GreasedLineMeshColorMode\r\n */\r\n public colorMode: GreasedLineMeshColorMode;\r\n\r\n /**\r\n * You can provide a colorsTexture to use instead of one generated from the 'colors' option\r\n */\r\n public colorsTexture: Nullable<RawTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _color: Nullable<Color3>;\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType;\r\n private _resolution: Vector2;\r\n private _aspect: number;\r\n private _sizeAttenuation: boolean;\r\n\r\n private _cameraFacing: boolean;\r\n\r\n private _engine: Engine;\r\n\r\n /**\r\n * Creates a new instance of the GreasedLinePluginMaterial\r\n * @param material base material for the plugin\r\n * @param scene the scene\r\n * @param options plugin options\r\n */\r\n constructor(material: Material, scene?: Scene, options?: GreasedLineMaterialOptions) {\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n const defines = new MaterialGreasedLineDefines();\r\n defines.GREASED_LINE_HAS_COLOR = !!options.color && !options.useColors;\r\n defines.GREASED_LINE_SIZE_ATTENUATION = options.sizeAttenuation ?? false;\r\n defines.GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = options.colorDistributionType === GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE;\r\n defines.GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = (scene ?? material.getScene()).useRightHandedSystem;\r\n defines.GREASED_LINE_CAMERA_FACING = options.cameraFacing ?? true;\r\n super(material, GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME, 200, defines);\r\n\r\n this._scene = scene ?? material.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.width = options.width ? options.width : options.sizeAttenuation ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this._sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._color = options.color ?? null;\r\n this.useColors = options.useColors ?? false;\r\n this._colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this._colors = options.colors ?? null;\r\n\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.resolution = options.resolution ?? new Vector2(this._engine.getRenderWidth(), this._engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture; // colorsTexture from options takes precedence\r\n } else {\r\n if (this._colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${material.name}-colors-texture`, this._colors, this.colorsSampling, this._scene);\r\n } else {\r\n this._color = this._color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n GreasedLineTools.PrepareEmptyColorsTexture(this._scene);\r\n }\r\n }\r\n\r\n this._engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n\r\n this._enable(true); // always enabled\r\n }\r\n\r\n /**\r\n * Get the shader attributes\r\n * @param attributes array which will be filled with the attributes\r\n */\r\n getAttributes(attributes: string[]) {\r\n attributes.push(\"grl_offsets\");\r\n attributes.push(\"grl_widths\");\r\n attributes.push(\"grl_colorPointers\");\r\n attributes.push(\"grl_counters\");\r\n if (this._cameraFacing) {\r\n attributes.push(\"grl_previousAndSide\");\r\n attributes.push(\"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n }\r\n }\r\n\r\n /**\r\n * Get the shader samplers\r\n * @param samplers\r\n */\r\n getSamplers(samplers: string[]) {\r\n samplers.push(\"grl_colors\");\r\n }\r\n\r\n /**\r\n * Get the shader textures\r\n * @param activeTextures array which will be filled with the textures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this.colorsTexture) {\r\n activeTextures.push(this.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Get the shader uniforms\r\n * @returns uniforms\r\n */\r\n getUniforms() {\r\n const ubo = [\r\n { name: \"grl_singleColor\", size: 3, type: \"vec3\" },\r\n { name: \"grl_dashOptions\", size: 4, type: \"vec4\" },\r\n { name: \"grl_colorMode_visibility_colorsWidth_useColors\", size: 4, type: \"vec4\" },\r\n ];\r\n if (this._cameraFacing) {\r\n ubo.push({ name: \"grl_projection\", size: 16, type: \"mat4\" }, { name: \"grl_aspect_resolution_lineWidth\", size: 4, type: \"vec4\" });\r\n }\r\n\r\n return {\r\n ubo,\r\n vertex: this._cameraFacing\r\n ? `\r\n uniform vec4 grl_aspect_resolution_lineWidth;\r\n uniform mat4 grl_projection;\r\n `\r\n : \"\",\r\n fragment: `\r\n uniform vec4 grl_dashOptions;\r\n uniform vec4 grl_colorMode_visibility_colorsWidth_useColors;\r\n uniform vec3 grl_singleColor;\r\n `,\r\n };\r\n }\r\n\r\n // only getter, it doesn't make sense to use this plugin on a mesh other than GreasedLineMesh\r\n // and it doesn't make sense to disable it on the mesh\r\n get isEnabled() {\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind the uniform buffer\r\n * @param uniformBuffer\r\n */\r\n bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._cameraFacing) {\r\n const activeCamera = this._scene.activeCamera;\r\n\r\n if (activeCamera) {\r\n const projection = activeCamera.getProjectionMatrix();\r\n uniformBuffer.updateMatrix(\"grl_projection\", projection);\r\n } else {\r\n throw Error(\"GreasedLinePluginMaterial requires an active camera.\");\r\n }\r\n\r\n const resolutionLineWidth = TmpVectors.Vector4[0];\r\n resolutionLineWidth.x = this._aspect;\r\n resolutionLineWidth.y = this._resolution.x;\r\n resolutionLineWidth.z = this._resolution.y;\r\n resolutionLineWidth.w = this.width;\r\n uniformBuffer.updateVector4(\"grl_aspect_resolution_lineWidth\", resolutionLineWidth);\r\n }\r\n\r\n const dashOptions = TmpVectors.Vector4[0];\r\n dashOptions.x = GreasedLineTools.BooleanToNumber(this.useDash);\r\n dashOptions.y = this._dashArray;\r\n dashOptions.z = this.dashOffset;\r\n dashOptions.w = this.dashRatio;\r\n uniformBuffer.updateVector4(\"grl_dashOptions\", dashOptions);\r\n\r\n const colorModeVisibilityColorsWidthUseColors = TmpVectors.Vector4[1];\r\n colorModeVisibilityColorsWidthUseColors.x = this.colorMode;\r\n colorModeVisibilityColorsWidthUseColors.y = this.visibility;\r\n colorModeVisibilityColorsWidthUseColors.z = this.colorsTexture ? this.colorsTexture.getSize().width : 0;\r\n colorModeVisibilityColorsWidthUseColors.w = GreasedLineTools.BooleanToNumber(this.useColors);\r\n uniformBuffer.updateVector4(\"grl_colorMode_visibility_colorsWidth_useColors\", colorModeVisibilityColorsWidthUseColors);\r\n\r\n if (this._color) {\r\n uniformBuffer.updateColor3(\"grl_singleColor\", this._color);\r\n }\r\n\r\n uniformBuffer.setTexture(\"grl_colors\", this.colorsTexture ?? GreasedLineMaterialDefaults.EmptyColorsTexture);\r\n }\r\n\r\n /**\r\n * Prepare the defines\r\n * @param defines\r\n * @param _scene\r\n * @param _mesh\r\n */\r\n prepareDefines(defines: MaterialGreasedLineDefines, _scene: Scene, _mesh: AbstractMesh) {\r\n defines.GREASED_LINE_HAS_COLOR = !!this.color && !this.useColors;\r\n defines.GREASED_LINE_SIZE_ATTENUATION = this._sizeAttenuation;\r\n defines.GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = this._colorsDistributionType === GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE;\r\n defines.GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = _scene.useRightHandedSystem;\r\n defines.GREASED_LINE_CAMERA_FACING = this._cameraFacing;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns class name\r\n */\r\n getClassName() {\r\n return GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME;\r\n }\r\n\r\n /**\r\n * Get shader code\r\n * @param shaderType vertex/fragment\r\n * @returns shader code\r\n */\r\n getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n const obj: any = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n attribute float grl_widths;\r\n attribute vec3 grl_offsets;\r\n attribute float grl_colorPointers;\r\n\r\n varying float grlCounters;\r\n varying float grlColorPointer;\r\n\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n attribute vec4 grl_previousAndSide;\r\n attribute vec4 grl_nextAndCounters;\r\n\r\n vec2 grlFix( vec4 i, float aspect ) {\r\n vec2 res = i.xy / i.w;\r\n res.x *= aspect;\r\n return res;\r\n }\r\n #else\r\n attribute vec3 grl_slopes;\r\n attribute float grl_counters;\r\n #endif\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_UPDATE_POSITION: `\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n vec3 grlPositionOffset = grl_offsets;\r\n positionUpdated += grlPositionOffset;\r\n #else\r\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\r\n #endif\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_MAIN_END: `\r\n grlColorPointer = grl_colorPointers;\r\n\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n\r\n float grlAspect = grl_aspect_resolution_lineWidth.x;\r\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\r\n\r\n\r\n vec3 grlPrevious = grl_previousAndSide.xyz;\r\n float grlSide = grl_previousAndSide.w;\r\n\r\n vec3 grlNext = grl_nextAndCounters.xyz;\r\n grlCounters = grl_nextAndCounters.w;\r\n\r\n mat4 grlMatrix = viewProjection * finalWorld;\r\n vec4 grlFinalPosition = grlMatrix * vec4( positionUpdated , 1.0 );\r\n vec4 grlPrevPos = grlMatrix * vec4( grlPrevious + grlPositionOffset, 1.0 );\r\n vec4 grlNextPos = grlMatrix * vec4( grlNext + grlPositionOffset, 1.0 );\r\n\r\n vec2 grlCurrentP = grlFix( grlFinalPosition, grlAspect );\r\n vec2 grlPrevP = grlFix( grlPrevPos, grlAspect );\r\n vec2 grlNextP = grlFix( grlNextPos, grlAspect );\r\n\r\n float grlWidth = grlBaseWidth * grl_widths;\r\n\r\n vec2 grlDir;\r\n if( grlNextP == grlCurrentP ) grlDir = normalize( grlCurrentP - grlPrevP );\r\n else if( grlPrevP == grlCurrentP ) grlDir = normalize( grlNextP - grlCurrentP );\r\n else {\r\n vec2 grlDir1 = normalize( grlCurrentP - grlPrevP );\r\n vec2 grlDir2 = normalize( grlNextP - grlCurrentP );\r\n grlDir = normalize( grlDir1 + grlDir2 );\r\n }\r\n vec4 grlNormal = vec4( -grlDir.y, grlDir.x, 0., 1. );\r\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\r\n grlNormal.xy *= -.5 * grlWidth;\r\n #else\r\n grlNormal.xy *= .5 * grlWidth;\r\n #endif\r\n\r\n grlNormal *= grl_projection;\r\n\r\n #ifdef GREASED_LINE_SIZE_ATTENUATION\r\n grlNormal.xy *= grlFinalPosition.w;\r\n grlNormal.xy /= ( vec4( grl_aspect_resolution_lineWidth.yz, 0., 1. ) * grl_projection ).xy;\r\n #endif\r\n\r\n grlFinalPosition.xy += grlNormal.xy * grlSide;\r\n gl_Position = grlFinalPosition;\r\n\r\n vPositionW = vec3(grlFinalPosition);\r\n #else\r\n grlCounters = grl_counters;\r\n #endif\r\n `,\r\n };\r\n this._cameraFacing && (obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"); // not needed for camera facing GRL\r\n return obj;\r\n }\r\n\r\n if (shaderType === \"fragment\") {\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n varying float grlCounters;\r\n varying float grlColorPointer;\r\n uniform sampler2D grl_colors;\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_MAIN_END: `\r\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\r\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\r\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\r\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\r\n\r\n float grlUseDash = grl_dashOptions.x;\r\n float grlDashArray = grl_dashOptions.y;\r\n float grlDashOffset = grl_dashOptions.z;\r\n float grlDashRatio = grl_dashOptions.w;\r\n\r\n gl_FragColor.a *= step(grlCounters, grlVisibility);\r\n if( gl_FragColor.a == 0. ) discard;\r\n\r\n if(grlUseDash == 1.){\r\n gl_FragColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\r\n if (gl_FragColor.a == 0.) discard;\r\n }\r\n\r\n #ifdef GREASED_LINE_HAS_COLOR\r\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\r\n gl_FragColor.rgb = grl_singleColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\r\n gl_FragColor.rgb += grl_singleColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\r\n gl_FragColor.rgb *= grl_singleColor;\r\n }\r\n #else\r\n if (grlUseColors == 1.) {\r\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\r\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\r\n #else\r\n vec4 grlColor = texture2D(grl_colors, vec2(grlColorPointer/grlColorsWidth, 0.), 0.);\r\n #endif\r\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\r\n gl_FragColor = grlColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\r\n gl_FragColor += grlColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\r\n gl_FragColor *= grlColor;\r\n }\r\n }\r\n #endif\r\n\r\n `,\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public dispose(): void {\r\n this.colorsTexture?.dispose();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n this.colorsTexture?.dispose();\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this.colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this.colorsTexture.update(colorArray);\r\n } else {\r\n this.colorsTexture?.dispose();\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this._material.name}-colors-texture`, colors, this.colorsSampling, this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n }\r\n\r\n /**\r\n * If set to true the line will be rendered always with the same width regardless how far it is located from the camera.\r\n * Not supported for non camera facing lines.\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off size attenuation of the width option and widths array.\r\n * Not supported for non camera facing lines.\r\n * @param value If set to true the line will be rendered always with the same width regardless how far it is located from the camera.\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this._color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3 or null to clear the color. You need to clear the color if you use colors and useColors = true\r\n */\r\n set color(value: Nullable<Color3>) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * @param value color\r\n * @param doNotMarkDirty if true, the material will not be marked as dirty\r\n */\r\n public setColor(value: Nullable<Color3>, doNotMarkDirty = false) {\r\n if ((this._color === null && value !== null) || (this._color !== null && value === null)) {\r\n this._color = value;\r\n !doNotMarkDirty && this.markAllDefinesAsDirty();\r\n } else {\r\n this._color = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._aspect = value.x / value.y;\r\n this._resolution = value;\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this.colorsSampling,\r\n colorMode: this.colorMode,\r\n dashCount: this._dashCount,\r\n dashOffset: this.dashOffset,\r\n dashRatio: this.dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this.useColors,\r\n useDash: this.useDash,\r\n visibility: this.visibility,\r\n width: this.width,\r\n };\r\n\r\n this._colors && (greasedLineMaterialOptions.colors = this._colors);\r\n this._color && (greasedLineMaterialOptions.color = this._color);\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n super.parse(source, scene, rootUrl);\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this.colorsTexture?.dispose();\r\n\r\n greasedLineMaterialOptions.color && this.setColor(greasedLineMaterialOptions.color, true);\r\n greasedLineMaterialOptions.colorDistributionType && (this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType);\r\n greasedLineMaterialOptions.colors && (this.colors = greasedLineMaterialOptions.colors);\r\n greasedLineMaterialOptions.colorsSampling && (this.colorsSampling = greasedLineMaterialOptions.colorsSampling);\r\n greasedLineMaterialOptions.colorMode && (this.colorMode = greasedLineMaterialOptions.colorMode);\r\n greasedLineMaterialOptions.useColors && (this.useColors = greasedLineMaterialOptions.useColors);\r\n greasedLineMaterialOptions.visibility && (this.visibility = greasedLineMaterialOptions.visibility);\r\n greasedLineMaterialOptions.useDash && (this.useDash = greasedLineMaterialOptions.useDash);\r\n greasedLineMaterialOptions.dashCount && (this.dashCount = greasedLineMaterialOptions.dashCount);\r\n greasedLineMaterialOptions.dashRatio && (this.dashRatio = greasedLineMaterialOptions.dashRatio);\r\n greasedLineMaterialOptions.dashOffset && (this.dashOffset = greasedLineMaterialOptions.dashOffset);\r\n greasedLineMaterialOptions.width && (this.width = greasedLineMaterialOptions.width);\r\n greasedLineMaterialOptions.sizeAttenuation && (this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation);\r\n greasedLineMaterialOptions.resolution && (this.resolution = greasedLineMaterialOptions.resolution);\r\n\r\n if (this.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this._material.name}-colors-texture`, this.colors, this.colorsSampling, scene);\r\n } else {\r\n GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n const dest = plugin as GreasedLinePluginMaterial;\r\n\r\n dest.colorsTexture?.dispose();\r\n\r\n if (this._colors) {\r\n dest.colorsTexture = GreasedLineTools.CreateColorsTexture(`${dest._material.name}-colors-texture`, this._colors, dest.colorsSampling, this._scene);\r\n }\r\n\r\n dest.setColor(this.color, true);\r\n dest.colorsDistributionType = this.colorsDistributionType;\r\n dest.colorsSampling = this.colorsSampling;\r\n dest.colorMode = this.colorMode;\r\n dest.useColors = this.useColors;\r\n dest.visibility = this.visibility;\r\n dest.useDash = this.useDash;\r\n dest.dashCount = this.dashCount;\r\n dest.dashRatio = this.dashRatio;\r\n dest.dashOffset = this.dashOffset;\r\n dest.width = this.width;\r\n dest.sizeAttenuation = this.sizeAttenuation;\r\n dest.resolution = this.resolution;\r\n\r\n dest.markAllDefinesAsDirty();\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.${GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME}`, GreasedLinePluginMaterial);\r\n"]}
1
+ 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type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { UniformBuffer } from \"../uniformBuffer\";\r\nimport { Vector2, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Material } from \"../material\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport type { GreasedLineMaterialOptions, IGreasedLineMaterial } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialGreasedLineDefines extends MaterialDefines {\r\n /**\r\n * The material has a color option specified\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_HAS_COLOR = false;\r\n /**\r\n * The material's size attenuation optiom\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_SIZE_ATTENUATION = false;\r\n /**\r\n * The type of color distribution is set to line this value equals to true.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = false;\r\n /**\r\n * True if scene is in right handed coordinate system.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = false;\r\n\r\n /**\r\n * True if the line is in camera facing mode\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n GREASED_LINE_CAMERA_FACING = true;\r\n}\r\n\r\n/**\r\n * GreasedLinePluginMaterial for GreasedLineMesh/GreasedLineRibbonMesh.\r\n * Use the GreasedLineBuilder.CreateGreasedLineMaterial function to create and instance of this class.\r\n */\r\nexport class GreasedLinePluginMaterial extends MaterialPluginBase implements IGreasedLineMaterial {\r\n /**\r\n * Plugin name\r\n */\r\n public static readonly GREASED_LINE_MATERIAL_NAME = \"GreasedLinePluginMaterial\";\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n public useColors: boolean;\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n public visibility: number;\r\n\r\n /**\r\n * Dash offset\r\n */\r\n public dashOffset: number;\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n public dashRatio: number;\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n public width: number;\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n public colorsSampling: number;\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n public useDash: boolean;\r\n\r\n /**\r\n * The mixing mode of the color paramater. Default value is GreasedLineMeshColorMode.SET\r\n * @see GreasedLineMeshColorMode\r\n */\r\n public colorMode: GreasedLineMeshColorMode;\r\n\r\n /**\r\n * You can provide a colorsTexture to use instead of one generated from the 'colors' option\r\n */\r\n public colorsTexture: Nullable<RawTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _color: Nullable<Color3>;\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType;\r\n private _resolution: Vector2;\r\n private _aspect: number;\r\n private _sizeAttenuation: boolean;\r\n\r\n private _cameraFacing: boolean;\r\n\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Creates a new instance of the GreasedLinePluginMaterial\r\n * @param material base material for the plugin\r\n * @param scene the scene\r\n * @param options plugin options\r\n */\r\n constructor(material: Material, scene?: Scene, options?: GreasedLineMaterialOptions) {\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n const defines = new MaterialGreasedLineDefines();\r\n defines.GREASED_LINE_HAS_COLOR = !!options.color && !options.useColors;\r\n defines.GREASED_LINE_SIZE_ATTENUATION = options.sizeAttenuation ?? false;\r\n defines.GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = options.colorDistributionType === GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE;\r\n defines.GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = (scene ?? material.getScene()).useRightHandedSystem;\r\n defines.GREASED_LINE_CAMERA_FACING = options.cameraFacing ?? true;\r\n super(material, GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME, 200, defines);\r\n\r\n this._scene = scene ?? material.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.width = options.width ? options.width : options.sizeAttenuation ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this._sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._color = options.color ?? null;\r\n this.useColors = options.useColors ?? false;\r\n this._colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this._colors = options.colors ?? null;\r\n\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.resolution = options.resolution ?? new Vector2(this._engine.getRenderWidth(), this._engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture; // colorsTexture from options takes precedence\r\n } else {\r\n if (this._colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${material.name}-colors-texture`, this._colors, this.colorsSampling, this._scene);\r\n } else {\r\n this._color = this._color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n GreasedLineTools.PrepareEmptyColorsTexture(this._scene);\r\n }\r\n }\r\n\r\n this._engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n\r\n this._enable(true); // always enabled\r\n }\r\n\r\n /**\r\n * Get the shader attributes\r\n * @param attributes array which will be filled with the attributes\r\n */\r\n getAttributes(attributes: string[]) {\r\n attributes.push(\"grl_offsets\");\r\n attributes.push(\"grl_widths\");\r\n attributes.push(\"grl_colorPointers\");\r\n attributes.push(\"grl_counters\");\r\n if (this._cameraFacing) {\r\n attributes.push(\"grl_previousAndSide\");\r\n attributes.push(\"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n }\r\n }\r\n\r\n /**\r\n * Get the shader samplers\r\n * @param samplers\r\n */\r\n getSamplers(samplers: string[]) {\r\n samplers.push(\"grl_colors\");\r\n }\r\n\r\n /**\r\n * Get the shader textures\r\n * @param activeTextures array which will be filled with the textures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this.colorsTexture) {\r\n activeTextures.push(this.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Get the shader uniforms\r\n * @returns uniforms\r\n */\r\n getUniforms() {\r\n const ubo = [\r\n { name: \"grl_singleColor\", size: 3, type: \"vec3\" },\r\n { name: \"grl_dashOptions\", size: 4, type: \"vec4\" },\r\n { name: \"grl_colorMode_visibility_colorsWidth_useColors\", size: 4, type: \"vec4\" },\r\n ];\r\n if (this._cameraFacing) {\r\n ubo.push({ name: \"grl_projection\", size: 16, type: \"mat4\" }, { name: \"grl_aspect_resolution_lineWidth\", size: 4, type: \"vec4\" });\r\n }\r\n\r\n return {\r\n ubo,\r\n vertex: this._cameraFacing\r\n ? `\r\n uniform vec4 grl_aspect_resolution_lineWidth;\r\n uniform mat4 grl_projection;\r\n `\r\n : \"\",\r\n fragment: `\r\n uniform vec4 grl_dashOptions;\r\n uniform vec4 grl_colorMode_visibility_colorsWidth_useColors;\r\n uniform vec3 grl_singleColor;\r\n `,\r\n };\r\n }\r\n\r\n // only getter, it doesn't make sense to use this plugin on a mesh other than GreasedLineMesh\r\n // and it doesn't make sense to disable it on the mesh\r\n get isEnabled() {\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind the uniform buffer\r\n * @param uniformBuffer\r\n */\r\n bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._cameraFacing) {\r\n const activeCamera = this._scene.activeCamera;\r\n\r\n if (activeCamera) {\r\n const projection = activeCamera.getProjectionMatrix();\r\n uniformBuffer.updateMatrix(\"grl_projection\", projection);\r\n } else {\r\n throw Error(\"GreasedLinePluginMaterial requires an active camera.\");\r\n }\r\n\r\n const resolutionLineWidth = TmpVectors.Vector4[0];\r\n resolutionLineWidth.x = this._aspect;\r\n resolutionLineWidth.y = this._resolution.x;\r\n resolutionLineWidth.z = this._resolution.y;\r\n resolutionLineWidth.w = this.width;\r\n uniformBuffer.updateVector4(\"grl_aspect_resolution_lineWidth\", resolutionLineWidth);\r\n }\r\n\r\n const dashOptions = TmpVectors.Vector4[0];\r\n dashOptions.x = GreasedLineTools.BooleanToNumber(this.useDash);\r\n dashOptions.y = this._dashArray;\r\n dashOptions.z = this.dashOffset;\r\n dashOptions.w = this.dashRatio;\r\n uniformBuffer.updateVector4(\"grl_dashOptions\", dashOptions);\r\n\r\n const colorModeVisibilityColorsWidthUseColors = TmpVectors.Vector4[1];\r\n colorModeVisibilityColorsWidthUseColors.x = this.colorMode;\r\n colorModeVisibilityColorsWidthUseColors.y = this.visibility;\r\n colorModeVisibilityColorsWidthUseColors.z = this.colorsTexture ? this.colorsTexture.getSize().width : 0;\r\n colorModeVisibilityColorsWidthUseColors.w = GreasedLineTools.BooleanToNumber(this.useColors);\r\n uniformBuffer.updateVector4(\"grl_colorMode_visibility_colorsWidth_useColors\", colorModeVisibilityColorsWidthUseColors);\r\n\r\n if (this._color) {\r\n uniformBuffer.updateColor3(\"grl_singleColor\", this._color);\r\n }\r\n\r\n uniformBuffer.setTexture(\"grl_colors\", this.colorsTexture ?? GreasedLineMaterialDefaults.EmptyColorsTexture);\r\n }\r\n\r\n /**\r\n * Prepare the defines\r\n * @param defines\r\n * @param _scene\r\n * @param _mesh\r\n */\r\n prepareDefines(defines: MaterialGreasedLineDefines, _scene: Scene, _mesh: AbstractMesh) {\r\n defines.GREASED_LINE_HAS_COLOR = !!this.color && !this.useColors;\r\n defines.GREASED_LINE_SIZE_ATTENUATION = this._sizeAttenuation;\r\n defines.GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE = this._colorsDistributionType === GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE;\r\n defines.GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM = _scene.useRightHandedSystem;\r\n defines.GREASED_LINE_CAMERA_FACING = this._cameraFacing;\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns class name\r\n */\r\n getClassName() {\r\n return GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME;\r\n }\r\n\r\n /**\r\n * Get shader code\r\n * @param shaderType vertex/fragment\r\n * @returns shader code\r\n */\r\n getCustomCode(shaderType: string): Nullable<{ [pointName: string]: string }> {\r\n if (shaderType === \"vertex\") {\r\n const obj: any = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_DEFINITIONS: `\r\n attribute float grl_widths;\r\n attribute vec3 grl_offsets;\r\n attribute float grl_colorPointers;\r\n\r\n varying float grlCounters;\r\n varying float grlColorPointer;\r\n\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n attribute vec4 grl_previousAndSide;\r\n attribute vec4 grl_nextAndCounters;\r\n\r\n vec2 grlFix( vec4 i, float aspect ) {\r\n vec2 res = i.xy / i.w;\r\n res.x *= aspect;\r\n return res;\r\n }\r\n #else\r\n attribute vec3 grl_slopes;\r\n attribute float grl_counters;\r\n #endif\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_UPDATE_POSITION: `\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n vec3 grlPositionOffset = grl_offsets;\r\n positionUpdated += grlPositionOffset;\r\n #else\r\n positionUpdated = (positionUpdated + grl_offsets) + (grl_slopes * grl_widths);\r\n #endif\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_VERTEX_MAIN_END: `\r\n grlColorPointer = grl_colorPointers;\r\n\r\n #ifdef GREASED_LINE_CAMERA_FACING\r\n\r\n float grlAspect = grl_aspect_resolution_lineWidth.x;\r\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\r\n\r\n\r\n vec3 grlPrevious = grl_previousAndSide.xyz;\r\n float grlSide = grl_previousAndSide.w;\r\n\r\n vec3 grlNext = grl_nextAndCounters.xyz;\r\n grlCounters = grl_nextAndCounters.w;\r\n\r\n mat4 grlMatrix = viewProjection * finalWorld;\r\n vec4 grlFinalPosition = grlMatrix * vec4( positionUpdated , 1.0 );\r\n vec4 grlPrevPos = grlMatrix * vec4( grlPrevious + grlPositionOffset, 1.0 );\r\n vec4 grlNextPos = grlMatrix * vec4( grlNext + grlPositionOffset, 1.0 );\r\n\r\n vec2 grlCurrentP = grlFix( grlFinalPosition, grlAspect );\r\n vec2 grlPrevP = grlFix( grlPrevPos, grlAspect );\r\n vec2 grlNextP = grlFix( grlNextPos, grlAspect );\r\n\r\n float grlWidth = grlBaseWidth * grl_widths;\r\n\r\n vec2 grlDir;\r\n if( grlNextP == grlCurrentP ) grlDir = normalize( grlCurrentP - grlPrevP );\r\n else if( grlPrevP == grlCurrentP ) grlDir = normalize( grlNextP - grlCurrentP );\r\n else {\r\n vec2 grlDir1 = normalize( grlCurrentP - grlPrevP );\r\n vec2 grlDir2 = normalize( grlNextP - grlCurrentP );\r\n grlDir = normalize( grlDir1 + grlDir2 );\r\n }\r\n vec4 grlNormal = vec4( -grlDir.y, grlDir.x, 0., 1. );\r\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\r\n grlNormal.xy *= -.5 * grlWidth;\r\n #else\r\n grlNormal.xy *= .5 * grlWidth;\r\n #endif\r\n\r\n grlNormal *= grl_projection;\r\n\r\n #ifdef GREASED_LINE_SIZE_ATTENUATION\r\n grlNormal.xy *= grlFinalPosition.w;\r\n grlNormal.xy /= ( vec4( grl_aspect_resolution_lineWidth.yz, 0., 1. ) * grl_projection ).xy;\r\n #endif\r\n\r\n grlFinalPosition.xy += grlNormal.xy * grlSide;\r\n gl_Position = grlFinalPosition;\r\n\r\n vPositionW = vec3(grlFinalPosition);\r\n #else\r\n grlCounters = grl_counters;\r\n #endif\r\n `,\r\n };\r\n this._cameraFacing && (obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"); // not needed for camera facing GRL\r\n return obj;\r\n }\r\n\r\n if (shaderType === \"fragment\") {\r\n return {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n varying float grlCounters;\r\n varying float grlColorPointer;\r\n uniform sampler2D grl_colors;\r\n `,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_MAIN_END: `\r\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\r\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\r\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\r\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\r\n\r\n float grlUseDash = grl_dashOptions.x;\r\n float grlDashArray = grl_dashOptions.y;\r\n float grlDashOffset = grl_dashOptions.z;\r\n float grlDashRatio = grl_dashOptions.w;\r\n\r\n gl_FragColor.a *= step(grlCounters, grlVisibility);\r\n if( gl_FragColor.a == 0. ) discard;\r\n\r\n if(grlUseDash == 1.){\r\n gl_FragColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\r\n if (gl_FragColor.a == 0.) discard;\r\n }\r\n\r\n #ifdef GREASED_LINE_HAS_COLOR\r\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\r\n gl_FragColor.rgb = grl_singleColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\r\n gl_FragColor.rgb += grl_singleColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\r\n gl_FragColor.rgb *= grl_singleColor;\r\n }\r\n #else\r\n if (grlUseColors == 1.) {\r\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\r\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\r\n #else\r\n vec4 grlColor = texture2D(grl_colors, vec2(grlColorPointer/grlColorsWidth, 0.), 0.);\r\n #endif\r\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\r\n gl_FragColor = grlColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\r\n gl_FragColor += grlColor;\r\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\r\n gl_FragColor *= grlColor;\r\n }\r\n }\r\n #endif\r\n\r\n `,\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public dispose(): void {\r\n this.colorsTexture?.dispose();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n this.colorsTexture?.dispose();\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this.colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this.colorsTexture.update(colorArray);\r\n } else {\r\n this.colorsTexture?.dispose();\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this._material.name}-colors-texture`, colors, this.colorsSampling, this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n }\r\n\r\n /**\r\n * If set to true the line will be rendered always with the same width regardless how far it is located from the camera.\r\n * Not supported for non camera facing lines.\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off size attenuation of the width option and widths array.\r\n * Not supported for non camera facing lines.\r\n * @param value If set to true the line will be rendered always with the same width regardless how far it is located from the camera.\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this._color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3 or null to clear the color. You need to clear the color if you use colors and useColors = true\r\n */\r\n set color(value: Nullable<Color3>) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * @param value color\r\n * @param doNotMarkDirty if true, the material will not be marked as dirty\r\n */\r\n public setColor(value: Nullable<Color3>, doNotMarkDirty = false) {\r\n if ((this._color === null && value !== null) || (this._color !== null && value === null)) {\r\n this._color = value;\r\n !doNotMarkDirty && this.markAllDefinesAsDirty();\r\n } else {\r\n this._color = value;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._aspect = value.x / value.y;\r\n this._resolution = value;\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this.colorsSampling,\r\n colorMode: this.colorMode,\r\n dashCount: this._dashCount,\r\n dashOffset: this.dashOffset,\r\n dashRatio: this.dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this.useColors,\r\n useDash: this.useDash,\r\n visibility: this.visibility,\r\n width: this.width,\r\n };\r\n\r\n this._colors && (greasedLineMaterialOptions.colors = this._colors);\r\n this._color && (greasedLineMaterialOptions.color = this._color);\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n super.parse(source, scene, rootUrl);\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this.colorsTexture?.dispose();\r\n\r\n greasedLineMaterialOptions.color && this.setColor(greasedLineMaterialOptions.color, true);\r\n greasedLineMaterialOptions.colorDistributionType && (this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType);\r\n greasedLineMaterialOptions.colors && (this.colors = greasedLineMaterialOptions.colors);\r\n greasedLineMaterialOptions.colorsSampling && (this.colorsSampling = greasedLineMaterialOptions.colorsSampling);\r\n greasedLineMaterialOptions.colorMode && (this.colorMode = greasedLineMaterialOptions.colorMode);\r\n greasedLineMaterialOptions.useColors && (this.useColors = greasedLineMaterialOptions.useColors);\r\n greasedLineMaterialOptions.visibility && (this.visibility = greasedLineMaterialOptions.visibility);\r\n greasedLineMaterialOptions.useDash && (this.useDash = greasedLineMaterialOptions.useDash);\r\n greasedLineMaterialOptions.dashCount && (this.dashCount = greasedLineMaterialOptions.dashCount);\r\n greasedLineMaterialOptions.dashRatio && (this.dashRatio = greasedLineMaterialOptions.dashRatio);\r\n greasedLineMaterialOptions.dashOffset && (this.dashOffset = greasedLineMaterialOptions.dashOffset);\r\n greasedLineMaterialOptions.width && (this.width = greasedLineMaterialOptions.width);\r\n greasedLineMaterialOptions.sizeAttenuation && (this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation);\r\n greasedLineMaterialOptions.resolution && (this.resolution = greasedLineMaterialOptions.resolution);\r\n\r\n if (this.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this._material.name}-colors-texture`, this.colors, this.colorsSampling, scene);\r\n } else {\r\n GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this.markAllDefinesAsDirty();\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n const dest = plugin as GreasedLinePluginMaterial;\r\n\r\n dest.colorsTexture?.dispose();\r\n\r\n if (this._colors) {\r\n dest.colorsTexture = GreasedLineTools.CreateColorsTexture(`${dest._material.name}-colors-texture`, this._colors, dest.colorsSampling, this._scene);\r\n }\r\n\r\n dest.setColor(this.color, true);\r\n dest.colorsDistributionType = this.colorsDistributionType;\r\n dest.colorsSampling = this.colorsSampling;\r\n dest.colorMode = this.colorMode;\r\n dest.useColors = this.useColors;\r\n dest.visibility = this.visibility;\r\n dest.useDash = this.useDash;\r\n dest.dashCount = this.dashCount;\r\n dest.dashRatio = this.dashRatio;\r\n dest.dashOffset = this.dashOffset;\r\n dest.width = this.width;\r\n dest.sizeAttenuation = this.sizeAttenuation;\r\n dest.resolution = this.resolution;\r\n\r\n dest.markAllDefinesAsDirty();\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.${GreasedLinePluginMaterial.GREASED_LINE_MATERIAL_NAME}`, GreasedLinePluginMaterial);\r\n"]}
@@ -100,7 +100,6 @@ export class SubSurfaceBlock extends NodeMaterialBlock {
100
100
  defines.setValue("SS_THICKNESSANDMASK_TEXTURE", false, true);
101
101
  defines.setValue("SS_REFRACTIONINTENSITY_TEXTURE", false, true);
102
102
  defines.setValue("SS_TRANSLUCENCYINTENSITY_TEXTURE", false, true);
103
- defines.setValue("SS_MASK_FROM_THICKNESS_TEXTURE", false, true);
104
103
  defines.setValue("SS_USE_GLTF_TEXTURES", false, true);
105
104
  defines.setValue("SS_DISPERSION", this.dispersion.isConnected, true);
106
105
  }
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_MASK_FROM_THICKNESS_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `subSurfaceOutParams subSurfaceOut;\r\n\r\n #ifdef SUBSURFACE\r\n vec2 vThicknessParam = vec2(0., ${thickness});\r\n vec4 vTintColor = vec4(${tintColor}, ${refractionTintAtDistance});\r\n vec3 vSubSurfaceIntensity = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n float dispersion = ${dispersion};\r\n subSurfaceBlock(\r\n vSubSurfaceIntensity,\r\n vThicknessParam,\r\n vTintColor,\r\n normalW,\r\n specularEnvironmentReflectance,\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n ${reflectionBlock?._reflectionMatrixName},\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n reflectionOut.irradianceVector,\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._vReflectionFilteringInfoName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler,\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n surfaceAlbedo,\r\n #endif\r\n #ifdef SS_REFRACTION\r\n ${worldPosVarName}.xyz,\r\n viewDirectionW,\r\n ${refractionView},\r\n ${refractionBlock?._vRefractionInfosName ?? \"\"},\r\n ${refractionBlock?._refractionMatrixName ?? \"\"},\r\n ${refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\"},\r\n vLightingIntensity,\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n roughness,\r\n #endif\r\n alphaG,\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"},\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n vRefractionPosition,\r\n vRefractionSize,\r\n #endif\r\n #ifdef SS_DISPERSION\r\n dispersion,\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n ${translucencyDiffusionDistance},\r\n #endif\r\n subSurfaceOut\r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = specularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RefractionBlock } from \"./refractionBlock\";\r\n\r\n/**\r\n * Block used to implement the sub surface module of the PBR material\r\n */\r\nexport class SubSurfaceBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SubSurfaceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"thickness\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyIntensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"translucencyDiffusionDist\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Input, RefractionBlock, \"RefractionBlock\")\r\n );\r\n this.registerInput(\"dispersion\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"subsurface\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"subsurface\", this, NodeMaterialConnectionPointDirection.Output, SubSurfaceBlock, \"SubSurfaceBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"subSurfaceOut\");\r\n state._excludeVariableName(\"vThicknessParam\");\r\n state._excludeVariableName(\"vTintColor\");\r\n state._excludeVariableName(\"vSubSurfaceIntensity\");\r\n state._excludeVariableName(\"dispersion\");\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SubSurfaceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the thickness component\r\n */\r\n public get thickness(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint color input component\r\n */\r\n public get tintColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the translucency intensity input component\r\n */\r\n public get translucencyIntensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the translucency diffusion distance input component\r\n */\r\n public get translucencyDiffusionDist(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the refraction object parameters\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the dispersion input component\r\n */\r\n public get dispersion(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the sub surface object output component\r\n */\r\n public get subsurface(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public autoConfigure() {\r\n if (!this.thickness.isConnected) {\r\n const thicknessInput = new InputBlock(\"SubSurface thickness\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n thicknessInput.value = 0;\r\n thicknessInput.output.connectTo(this.thickness);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const translucencyEnabled = this.translucencyDiffusionDist.isConnected || this.translucencyIntensity.isConnected;\r\n\r\n defines.setValue(\"SUBSURFACE\", translucencyEnabled || this.refraction.isConnected, true);\r\n defines.setValue(\"SS_TRANSLUCENCY\", translucencyEnabled, true);\r\n defines.setValue(\"SS_THICKNESSANDMASK_TEXTURE\", false, true);\r\n defines.setValue(\"SS_REFRACTIONINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_TRANSLUCENCYINTENSITY_TEXTURE\", false, true);\r\n defines.setValue(\"SS_USE_GLTF_TEXTURES\", false, true);\r\n defines.setValue(\"SS_DISPERSION\", this.dispersion.isConnected, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param worldPosVarName name of the variable holding the world position\r\n * @returns the shader code\r\n */\r\n public static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string {\r\n let code = \"\";\r\n\r\n const thickness = ssBlock?.thickness.isConnected ? ssBlock.thickness.associatedVariableName : \"0.\";\r\n const tintColor = ssBlock?.tintColor.isConnected ? ssBlock.tintColor.associatedVariableName : \"vec3(1.)\";\r\n const translucencyIntensity = ssBlock?.translucencyIntensity.isConnected ? ssBlock?.translucencyIntensity.associatedVariableName : \"1.\";\r\n const translucencyDiffusionDistance = ssBlock?.translucencyDiffusionDist.isConnected ? ssBlock?.translucencyDiffusionDist.associatedVariableName : \"vec3(1.)\";\r\n\r\n const refractionBlock: Nullable<RefractionBlock> = (ssBlock?.refraction.isConnected ? ssBlock?.refraction.connectedPoint?.ownerBlock : null) as Nullable<RefractionBlock>;\r\n\r\n const refractionTintAtDistance = refractionBlock?.tintAtDistance.isConnected ? refractionBlock.tintAtDistance.associatedVariableName : \"1.\";\r\n const refractionIntensity = refractionBlock?.intensity.isConnected ? refractionBlock.intensity.associatedVariableName : \"1.\";\r\n const refractionView = refractionBlock?.view.isConnected ? refractionBlock.view.associatedVariableName : \"\";\r\n\r\n const dispersion = ssBlock?.dispersion.isConnected ? ssBlock?.dispersion.associatedVariableName : \"0.0\";\r\n\r\n code += refractionBlock?.getCode(state) ?? \"\";\r\n\r\n code += `subSurfaceOutParams subSurfaceOut;\r\n\r\n #ifdef SUBSURFACE\r\n vec2 vThicknessParam = vec2(0., ${thickness});\r\n vec4 vTintColor = vec4(${tintColor}, ${refractionTintAtDistance});\r\n vec3 vSubSurfaceIntensity = vec3(${refractionIntensity}, ${translucencyIntensity}, 0.);\r\n float dispersion = ${dispersion};\r\n subSurfaceBlock(\r\n vSubSurfaceIntensity,\r\n vThicknessParam,\r\n vTintColor,\r\n normalW,\r\n specularEnvironmentReflectance,\r\n #ifdef SS_THICKNESSANDMASK_TEXTURE\r\n vec4(0.),\r\n #endif\r\n #ifdef REFLECTION\r\n #ifdef SS_TRANSLUCENCY\r\n ${reflectionBlock?._reflectionMatrixName},\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n reflectionOut.irradianceVector,\r\n #endif\r\n #if defined(REALTIME_FILTERING)\r\n ${reflectionBlock?._cubeSamplerName},\r\n ${reflectionBlock?._vReflectionFilteringInfoName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler,\r\n #endif\r\n #endif\r\n #endif\r\n #if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\r\n surfaceAlbedo,\r\n #endif\r\n #ifdef SS_REFRACTION\r\n ${worldPosVarName}.xyz,\r\n viewDirectionW,\r\n ${refractionView},\r\n ${refractionBlock?._vRefractionInfosName ?? \"\"},\r\n ${refractionBlock?._refractionMatrixName ?? \"\"},\r\n ${refractionBlock?._vRefractionMicrosurfaceInfosName ?? \"\"},\r\n vLightingIntensity,\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLODRefractionAlpha ?? \"IGNORE\"}\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${refractionBlock?._defineLinearSpecularRefraction ?? \"IGNORE\"}\r\n roughness,\r\n #endif\r\n alphaG,\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${refractionBlock?._define3DName ?? \"IGNORE\"}\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n ${refractionBlock?._cubeSamplerName ?? \"\"},\r\n #else\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n ${refractionBlock?._2DSamplerName ?? \"\"},\r\n #endif\r\n #endif\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${refractionBlock?._vRefractionFilteringInfoName ?? \"\"},\r\n #endif\r\n #ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\r\n vRefractionPosition,\r\n vRefractionSize,\r\n #endif\r\n #ifdef SS_DISPERSION\r\n dispersion,\r\n #endif\r\n #endif\r\n #ifdef SS_TRANSLUCENCY\r\n ${translucencyDiffusionDistance},\r\n #endif\r\n subSurfaceOut\r\n );\r\n\r\n #ifdef SS_REFRACTION\r\n surfaceAlbedo = subSurfaceOut.surfaceAlbedo;\r\n #ifdef SS_LINKREFRACTIONTOTRANSPARENCY\r\n alpha = subSurfaceOut.alpha;\r\n #endif\r\n #endif\r\n #else\r\n subSurfaceOut.specularEnvironmentReflectance = specularEnvironmentReflectance;\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\r\n }\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SubSurfaceBlock\", SubSurfaceBlock);\r\n"]}
@@ -38,7 +38,7 @@ export class MatrixTransposeBlock extends NodeMaterialBlock {
38
38
  super._buildBlock(state);
39
39
  const output = this.output;
40
40
  const input = this.input;
41
- state.compilationString += this._declareOutput(output, state) + `${output.associatedVariableName} = transpose(${input.associatedVariableName});\n`;
41
+ state.compilationString += this._declareOutput(output, state) + ` = transpose(${input.associatedVariableName});\n`;
42
42
  return this;
43
43
  }
44
44
  }
@@ -1 +1 @@
1
- {"version":3,"file":"matrixTransposeBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/matrixTransposeBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAEvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAE7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,iBAAiB;IACvD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC1E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,GAAG,GAAG,MAAM,CAAC,sBAAsB,gBAAgB,KAAK,CAAC,sBAAsB,MAAM,CAAC;QAEnJ,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,8BAA8B,EAAE,oBAAoB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to transpose a matrix\r\n */\r\nexport class MatrixTransposeBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MatrixTransposeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MatrixTransposeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input matrix\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this.output;\r\n const input = this.input;\r\n\r\n state.compilationString += this._declareOutput(output, state) + `${output.associatedVariableName} = transpose(${input.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MatrixTransposeBlock\", MatrixTransposeBlock);\r\n"]}
1
+ {"version":3,"file":"matrixTransposeBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/matrixTransposeBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAEvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAE7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD;;GAEG;AACH,MAAM,OAAO,oBAAqB,SAAQ,iBAAiB;IACvD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;QAC1E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,MAAM,CAAC,CAAC;IAChF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QAC3B,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,GAAG,gBAAgB,KAAK,CAAC,sBAAsB,MAAM,CAAC;QAEnH,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,8BAA8B,EAAE,oBAAoB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used to transpose a matrix\r\n */\r\nexport class MatrixTransposeBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new MatrixTransposeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"MatrixTransposeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input matrix\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this.output;\r\n const input = this.input;\r\n\r\n state.compilationString += this._declareOutput(output, state) + ` = transpose(${input.associatedVariableName});\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MatrixTransposeBlock\", MatrixTransposeBlock);\r\n"]}
@@ -18,9 +18,9 @@ import type { PBRBaseMaterial } from "./pbrBaseMaterial";
18
18
  export declare class MaterialSubSurfaceDefines extends MaterialDefines {
19
19
  SUBSURFACE: boolean;
20
20
  SS_REFRACTION: boolean;
21
- SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE: boolean;
21
+ SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS: boolean;
22
22
  SS_TRANSLUCENCY: boolean;
23
- SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE: boolean;
23
+ SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS: boolean;
24
24
  SS_SCATTERING: boolean;
25
25
  SS_DISPERSION: boolean;
26
26
  SS_THICKNESSANDMASK_TEXTURE: boolean;
@@ -41,7 +41,6 @@ export declare class MaterialSubSurfaceDefines extends MaterialDefines {
41
41
  SS_ALBEDOFORTRANSLUCENCYTINT: boolean;
42
42
  SS_USE_LOCAL_REFRACTIONMAP_CUBIC: boolean;
43
43
  SS_USE_THICKNESS_AS_DEPTH: boolean;
44
- SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
45
44
  SS_USE_GLTF_TEXTURES: boolean;
46
45
  }
47
46
  /**
@@ -16,9 +16,9 @@ export class MaterialSubSurfaceDefines extends MaterialDefines {
16
16
  super(...arguments);
17
17
  this.SUBSURFACE = false;
18
18
  this.SS_REFRACTION = false;
19
- this.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;
19
+ this.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;
20
20
  this.SS_TRANSLUCENCY = false;
21
- this.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;
21
+ this.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;
22
22
  this.SS_SCATTERING = false;
23
23
  this.SS_DISPERSION = false;
24
24
  this.SS_THICKNESSANDMASK_TEXTURE = false;
@@ -39,7 +39,6 @@ export class MaterialSubSurfaceDefines extends MaterialDefines {
39
39
  this.SS_ALBEDOFORTRANSLUCENCYTINT = false;
40
40
  this.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;
41
41
  this.SS_USE_THICKNESS_AS_DEPTH = false;
42
- this.SS_MASK_FROM_THICKNESS_TEXTURE = false;
43
42
  this.SS_USE_GLTF_TEXTURES = false;
44
43
  }
45
44
  }
@@ -272,8 +271,8 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
272
271
  defines.SS_TRANSLUCENCY = false;
273
272
  defines.SS_SCATTERING = false;
274
273
  defines.SS_REFRACTION = false;
275
- defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;
276
- defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;
274
+ defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;
275
+ defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;
277
276
  defines.SS_THICKNESSANDMASK_TEXTURE = false;
278
277
  defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;
279
278
  defines.SS_HAS_THICKNESS = false;
@@ -292,7 +291,6 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
292
291
  defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;
293
292
  defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;
294
293
  defines.SS_USE_THICKNESS_AS_DEPTH = false;
295
- defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;
296
294
  defines.SS_USE_GLTF_TEXTURES = false;
297
295
  return;
298
296
  }
@@ -300,16 +298,15 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
300
298
  defines.SUBSURFACE = true;
301
299
  defines.SS_DISPERSION = this._isDispersionEnabled;
302
300
  defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;
303
- defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;
301
+ defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;
304
302
  defines.SS_SCATTERING = this._isScatteringEnabled;
305
303
  defines.SS_THICKNESSANDMASK_TEXTURE = false;
306
304
  defines.SS_REFRACTIONINTENSITY_TEXTURE = false;
307
305
  defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;
308
306
  defines.SS_HAS_THICKNESS = false;
309
- defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;
310
307
  defines.SS_USE_GLTF_TEXTURES = false;
311
308
  defines.SS_REFRACTION = false;
312
- defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;
309
+ defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;
313
310
  defines.SS_REFRACTIONMAP_3D = false;
314
311
  defines.SS_GAMMAREFRACTION = false;
315
312
  defines.SS_RGBDREFRACTION = false;
@@ -335,10 +332,9 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
335
332
  }
336
333
  }
337
334
  defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;
338
- defines.SS_MASK_FROM_THICKNESS_TEXTURE = this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture;
339
335
  defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;
340
- defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture;
341
- defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture;
336
+ defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;
337
+ defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;
342
338
  if (this._isRefractionEnabled) {
343
339
  if (scene.texturesEnabled) {
344
340
  const refractionTexture = this._getRefractionTexture(scene);