@babylonjs/core 7.29.0 → 7.30.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/WebGPU/webgpuCacheBindGroups.js +13 -2
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +2 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -1
- package/Engines/nullEngine.d.ts +1 -0
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -0
- package/Engines/webgpuEngine.js +1 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -11
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +8 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +43 -34
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.d.ts +32 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +64 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.d.ts +48 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +102 -0
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +3 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js +4 -0
- package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +40 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +96 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +6 -0
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Enums/nodeMaterialModes.d.ts +3 -1
- package/Materials/Node/Enums/nodeMaterialModes.js +2 -0
- package/Materials/Node/Enums/nodeMaterialModes.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -0
- package/Materials/Node/index.js +1 -0
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterialDefault.d.ts +6 -0
- package/Materials/Node/nodeMaterialDefault.js +53 -0
- package/Materials/Node/nodeMaterialDefault.js.map +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -11
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +12 -0
- package/Materials/Textures/rawTexture3D.js +18 -0
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/texture.js +7 -3
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureSampler.d.ts +1 -1
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/effect.d.ts +11 -0
- package/Materials/effect.js +20 -0
- package/Materials/effect.js.map +1 -1
- package/Materials/material.d.ts +5 -1
- package/Materials/material.js +19 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +46 -46
- package/Materials/materialPluginBase.js +46 -60
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginManager.js +2 -2
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/pushMaterial.d.ts +1 -1
- package/Materials/pushMaterial.js +2 -2
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -11
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +11 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +72 -37
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Set/aggregatorBlock.d.ts +76 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js +210 -0
- package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.d.ts +91 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js +194 -0
- package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +6 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +16 -4
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryClampBlock.d.ts +8 -0
- package/Meshes/Node/Blocks/geometryClampBlock.js +22 -6
- package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.js +2 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInterceptorBlock.d.ts +5 -0
- package/Meshes/Node/Blocks/geometryInterceptorBlock.js +5 -1
- package/Meshes/Node/Blocks/geometryInterceptorBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryTransformBlock.d.ts +6 -0
- package/Meshes/Node/Blocks/geometryTransformBlock.js +14 -2
- package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.d.ts +5 -1
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js +4 -0
- package/Meshes/Node/Enums/nodeGeometryContextualSources.js.map +1 -1
- package/Meshes/Node/index.d.ts +2 -0
- package/Meshes/Node/index.js +2 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/Node/nodeGeometry.d.ts +1 -1
- package/Meshes/Node/nodeGeometry.js +14 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.d.ts +4 -0
- package/Meshes/Node/nodeGeometryBlock.js +6 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBuildState.js +12 -0
- package/Meshes/Node/nodeGeometryBuildState.js.map +1 -1
- package/Meshes/csg.d.ts +1 -0
- package/Meshes/csg.js +1 -0
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.d.ts +126 -0
- package/Meshes/csg2.js +350 -0
- package/Meshes/csg2.js.map +1 -0
- package/Meshes/index.d.ts +2 -0
- package/Meshes/index.js +2 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/lattice.d.ts +18 -1
- package/Meshes/lattice.js +34 -6
- package/Meshes/lattice.js.map +1 -1
- package/Meshes/lattice.material.d.ts +82 -0
- package/Meshes/lattice.material.js +259 -0
- package/Meshes/lattice.material.js.map +1 -0
- package/Meshes/mesh.js +3 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +66 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dumpTools.js +1 -0
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/screenshotTools.js +0 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +2 -1
- package/Misc/tools.internals.d.ts +13 -0
- package/Misc/tools.internals.js +48 -0
- package/Misc/tools.internals.js.map +1 -0
- package/Misc/tools.js +13 -4
- package/Misc/tools.js.map +1 -1
- package/Morph/morphTarget.js +1 -0
- package/Morph/morphTarget.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.d.ts +5 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js +33 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +19 -0
- package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.d.ts +1 -2
- package/Shaders/gaussianSplatting.fragment.js +5 -10
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.d.ts +1 -0
- package/Shaders/gaussianSplatting.vertex.js +4 -21
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +1 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +10 -1
- package/Sprites/spriteManager.js +3 -2
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.d.ts +6 -1
- package/Sprites/spritePackedManager.js +6 -2
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +16 -3
- package/Sprites/spriteRenderer.js +5 -3
- package/Sprites/spriteRenderer.js.map +1 -1
- package/package.json +1 -1
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type { ProcessingOptions, ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { _ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\nconst rxOption = new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because this material has already been used for rendering! Please add plugins to materials before any rendering with this material occurs.`;\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData, eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<ProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n let customCode = plugin.getCustomCode(shaderType, this._material.shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n const shaderLanguage = ShaderLanguage.GLSL;\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n _ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = rxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\nlet observer: Nullable<Observer<Material>> = null;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n observer = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n if (plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n inited = false;\r\n Material.OnEventObservable.remove(observer);\r\n observer = null;\r\n}\r\n"]}
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+
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type { ProcessingOptions, ShaderCustomProcessingFunction } from \"../Engines/Processors/shaderProcessingOptions\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"./material\";\r\nimport type {\r\n MaterialPluginPrepareEffect,\r\n MaterialPluginBindForSubMesh,\r\n MaterialPluginDisposed,\r\n MaterialPluginGetActiveTextures,\r\n MaterialPluginGetAnimatables,\r\n MaterialPluginGetDefineNames,\r\n MaterialPluginHasTexture,\r\n MaterialPluginIsReadyForSubMesh,\r\n MaterialPluginPrepareDefines,\r\n MaterialPluginPrepareUniformBuffer,\r\n MaterialPluginHardBindForSubMesh,\r\n MaterialPluginHasRenderTargetTextures,\r\n MaterialPluginFillRenderTargetTextures,\r\n} from \"./materialPluginEvent\";\r\nimport { MaterialPluginEvent } from \"./materialPluginEvent\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { MaterialPluginBase } from \"./materialPluginBase\";\r\nimport { _ProcessIncludes } from \"../Engines/Processors/shaderProcessor\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { ShaderStore } from \"../Engines/shaderStore\";\r\n\r\ndeclare module \"./material\" {\r\n export interface Material {\r\n /**\r\n * Plugin manager for this material\r\n */\r\n pluginManager?: MaterialPluginManager;\r\n }\r\n}\r\n\r\nconst rxOption = new RegExp(\"^([gimus]+)!\");\r\n\r\n/**\r\n * Class that manages the plugins of a material\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginManager {\r\n /** Map a plugin class name to a #define name (used in the vertex/fragment shaders as a marker of the plugin usage) */\r\n private static _MaterialPluginClassToMainDefine: { [name: string]: string } = {};\r\n private static _MaterialPluginCounter: number = 0;\r\n\r\n protected _material: Material;\r\n protected _scene: Scene;\r\n protected _engine: AbstractEngine;\r\n /** @internal */\r\n public _plugins: MaterialPluginBase[] = [];\r\n protected _activePlugins: MaterialPluginBase[] = [];\r\n protected _activePluginsForExtraEvents: MaterialPluginBase[] = [];\r\n protected _codeInjectionPoints: { [shaderType: string]: { [codeName: string]: boolean } };\r\n protected _defineNamesFromPlugins?: { [name: string]: { type: string; default: any } };\r\n protected _uboDeclaration: string;\r\n protected _vertexDeclaration: string;\r\n protected _fragmentDeclaration: string;\r\n protected _uniformList: string[];\r\n protected _samplerList: string[];\r\n protected _uboList: string[];\r\n\r\n static {\r\n EngineStore.OnEnginesDisposedObservable.add(() => {\r\n UnregisterAllMaterialPlugins();\r\n });\r\n }\r\n\r\n /**\r\n * Creates a new instance of the plugin manager\r\n * @param material material that this manager will manage the plugins for\r\n */\r\n constructor(material: Material) {\r\n this._material = material;\r\n this._scene = material.getScene();\r\n this._engine = this._scene.getEngine();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _addPlugin(plugin: MaterialPluginBase): boolean {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === plugin.name) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._material._uniformBufferLayoutBuilt) {\r\n this._material.resetDrawCache();\r\n this._material._createUniformBuffer();\r\n }\r\n\r\n if (!plugin.isCompatible(this._material.shaderLanguage)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `The plugin \"${plugin.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;\r\n }\r\n\r\n const pluginClassName = plugin.getClassName();\r\n if (!MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]) {\r\n MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName] = \"MATERIALPLUGIN_\" + ++MaterialPluginManager._MaterialPluginCounter;\r\n }\r\n\r\n this._material._callbackPluginEventGeneric = (id, info) => this._handlePluginEvent(id, info);\r\n\r\n this._plugins.push(plugin);\r\n this._plugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._codeInjectionPoints = {};\r\n\r\n const defineNamesFromPlugins: { [name: string]: { type: string; default: any } } = {};\r\n defineNamesFromPlugins[MaterialPluginManager._MaterialPluginClassToMainDefine[pluginClassName]] = {\r\n type: \"boolean\",\r\n default: true,\r\n };\r\n\r\n for (const plugin of this._plugins) {\r\n plugin.collectDefines(defineNamesFromPlugins);\r\n this._collectPointNames(\"vertex\", plugin.getCustomCode(\"vertex\", this._material.shaderLanguage));\r\n this._collectPointNames(\"fragment\", plugin.getCustomCode(\"fragment\", this._material.shaderLanguage));\r\n }\r\n\r\n this._defineNamesFromPlugins = defineNamesFromPlugins;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _activatePlugin(plugin: MaterialPluginBase): void {\r\n if (this._activePlugins.indexOf(plugin) === -1) {\r\n this._activePlugins.push(plugin);\r\n this._activePlugins.sort((a, b) => a.priority - b.priority);\r\n\r\n this._material._callbackPluginEventIsReadyForSubMesh = this._handlePluginEventIsReadyForSubMesh.bind(this);\r\n this._material._callbackPluginEventPrepareDefinesBeforeAttributes = this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);\r\n this._material._callbackPluginEventPrepareDefines = this._handlePluginEventPrepareDefines.bind(this);\r\n this._material._callbackPluginEventBindForSubMesh = this._handlePluginEventBindForSubMesh.bind(this);\r\n\r\n if (plugin.registerForExtraEvents) {\r\n this._activePluginsForExtraEvents.push(plugin);\r\n this._activePluginsForExtraEvents.sort((a, b) => a.priority - b.priority);\r\n this._material._callbackPluginEventHasRenderTargetTextures = this._handlePluginEventHasRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventFillRenderTargetTextures = this._handlePluginEventFillRenderTargetTextures.bind(this);\r\n this._material._callbackPluginEventHardBindForSubMesh = this._handlePluginEventHardBindForSubMesh.bind(this);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a plugin from the list of plugins managed by this manager\r\n * @param name name of the plugin\r\n * @returns the plugin if found, else null\r\n */\r\n public getPlugin<T = MaterialPluginBase>(name: string): Nullable<T> {\r\n for (let i = 0; i < this._plugins.length; ++i) {\r\n if (this._plugins[i].name === name) {\r\n return this._plugins[i] as T;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n protected _handlePluginEventIsReadyForSubMesh(eventData: MaterialPluginIsReadyForSubMesh): void {\r\n let isReady = true;\r\n for (const plugin of this._activePlugins) {\r\n isReady = isReady && plugin.isReadyForSubMesh(eventData.defines, this._scene, this._engine, eventData.subMesh);\r\n }\r\n eventData.isReadyForSubMesh = isReady;\r\n }\r\n\r\n protected _handlePluginEventPrepareDefinesBeforeAttributes(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefinesBeforeAttributes(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventPrepareDefines(eventData: MaterialPluginPrepareDefines): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.prepareDefines(eventData.defines, this._scene, eventData.mesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHardBindForSubMesh(eventData: MaterialPluginHardBindForSubMesh): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.hardBindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventBindForSubMesh(eventData: MaterialPluginBindForSubMesh): void {\r\n for (const plugin of this._activePlugins) {\r\n plugin.bindForSubMesh(this._material._uniformBuffer, this._scene, this._engine, eventData.subMesh);\r\n }\r\n }\r\n\r\n protected _handlePluginEventHasRenderTargetTextures(eventData: MaterialPluginHasRenderTargetTextures): void {\r\n let hasRenderTargetTextures = false;\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n hasRenderTargetTextures = plugin.hasRenderTargetTextures();\r\n if (hasRenderTargetTextures) {\r\n break;\r\n }\r\n }\r\n eventData.hasRenderTargetTextures = hasRenderTargetTextures;\r\n }\r\n\r\n protected _handlePluginEventFillRenderTargetTextures(eventData: MaterialPluginFillRenderTargetTextures): void {\r\n for (const plugin of this._activePluginsForExtraEvents) {\r\n plugin.fillRenderTargetTextures(eventData.renderTargets);\r\n }\r\n }\r\n\r\n protected _handlePluginEvent(\r\n id: number,\r\n info:\r\n | MaterialPluginGetActiveTextures\r\n | MaterialPluginGetAnimatables\r\n | MaterialPluginHasTexture\r\n | MaterialPluginDisposed\r\n | MaterialPluginGetDefineNames\r\n | MaterialPluginPrepareEffect\r\n | MaterialPluginPrepareUniformBuffer\r\n ): void {\r\n switch (id) {\r\n case MaterialPluginEvent.GetActiveTextures: {\r\n const eventData = info as MaterialPluginGetActiveTextures;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getActiveTextures(eventData.activeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetAnimatables: {\r\n const eventData = info as MaterialPluginGetAnimatables;\r\n for (const plugin of this._activePlugins) {\r\n plugin.getAnimatables(eventData.animatables);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.HasTexture: {\r\n const eventData = info as MaterialPluginHasTexture;\r\n let hasTexture = false;\r\n for (const plugin of this._activePlugins) {\r\n hasTexture = plugin.hasTexture(eventData.texture);\r\n if (hasTexture) {\r\n break;\r\n }\r\n }\r\n eventData.hasTexture = hasTexture;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.Disposed: {\r\n const eventData = info as MaterialPluginDisposed;\r\n for (const plugin of this._plugins) {\r\n plugin.dispose(eventData.forceDisposeTextures);\r\n }\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.GetDefineNames: {\r\n const eventData = info as MaterialPluginGetDefineNames;\r\n eventData.defineNames = this._defineNamesFromPlugins;\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareEffect: {\r\n const eventData = info as MaterialPluginPrepareEffect;\r\n for (const plugin of this._activePlugins) {\r\n eventData.fallbackRank = plugin.addFallbacks(eventData.defines, eventData.fallbacks, eventData.fallbackRank);\r\n plugin.getAttributes(eventData.attributes, this._scene, eventData.mesh);\r\n }\r\n if (this._uniformList.length > 0) {\r\n eventData.uniforms.push(...this._uniformList);\r\n }\r\n if (this._samplerList.length > 0) {\r\n eventData.samplers.push(...this._samplerList);\r\n }\r\n if (this._uboList.length > 0) {\r\n eventData.uniformBuffersNames.push(...this._uboList);\r\n }\r\n eventData.customCode = this._injectCustomCode(eventData, eventData.customCode);\r\n break;\r\n }\r\n\r\n case MaterialPluginEvent.PrepareUniformBuffer: {\r\n const eventData = info as MaterialPluginPrepareUniformBuffer;\r\n this._uboDeclaration = \"\";\r\n this._vertexDeclaration = \"\";\r\n this._fragmentDeclaration = \"\";\r\n this._uniformList = [];\r\n this._samplerList = [];\r\n this._uboList = [];\r\n const isWebGPU = this._material.shaderLanguage === ShaderLanguage.WGSL;\r\n for (const plugin of this._plugins) {\r\n const uniforms = plugin.getUniforms(this._material.shaderLanguage);\r\n if (uniforms) {\r\n if (uniforms.ubo) {\r\n for (const uniform of uniforms.ubo) {\r\n if (uniform.size && uniform.type) {\r\n const arraySize = uniform.arraySize ?? 0;\r\n eventData.ubo.addUniform(uniform.name, uniform.size, arraySize);\r\n if (isWebGPU) {\r\n let type: string;\r\n switch (uniform.type) {\r\n case \"mat4\":\r\n type = \"mat4x4f\";\r\n break;\r\n case \"float\":\r\n type = \"f32\";\r\n break;\r\n default:\r\n type = `${uniform.type}f`;\r\n break;\r\n }\r\n\r\n this._uboDeclaration += `uniform ${uniform.name}: ${type}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n } else {\r\n this._uboDeclaration += `${uniform.type} ${uniform.name}${arraySize > 0 ? `[${arraySize}]` : \"\"};\\n`;\r\n }\r\n }\r\n this._uniformList.push(uniform.name);\r\n }\r\n }\r\n if (uniforms.vertex) {\r\n this._vertexDeclaration += uniforms.vertex + \"\\n\";\r\n }\r\n if (uniforms.fragment) {\r\n this._fragmentDeclaration += uniforms.fragment + \"\\n\";\r\n }\r\n }\r\n plugin.getSamplers(this._samplerList);\r\n plugin.getUniformBuffersNames(this._uboList);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n protected _collectPointNames(shaderType: string, customCode: Nullable<{ [pointName: string]: string }> | undefined): void {\r\n if (!customCode) {\r\n return;\r\n }\r\n for (const pointName in customCode) {\r\n if (!this._codeInjectionPoints[shaderType]) {\r\n this._codeInjectionPoints[shaderType] = {};\r\n }\r\n this._codeInjectionPoints[shaderType][pointName] = true;\r\n }\r\n }\r\n\r\n protected _injectCustomCode(eventData: MaterialPluginPrepareEffect, existingCallback?: (shaderType: string, code: string) => string): ShaderCustomProcessingFunction {\r\n return (shaderType: string, code: string) => {\r\n if (existingCallback) {\r\n code = existingCallback(shaderType, code);\r\n }\r\n if (this._uboDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_UBO_DECLARATION\", this._uboDeclaration);\r\n }\r\n if (this._vertexDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\", this._vertexDeclaration);\r\n }\r\n if (this._fragmentDeclaration) {\r\n code = code.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\", this._fragmentDeclaration);\r\n }\r\n const points = this._codeInjectionPoints?.[shaderType];\r\n if (!points) {\r\n return code;\r\n }\r\n let processorOptions: Nullable<ProcessingOptions> = null;\r\n for (let pointName in points) {\r\n let injectedCode = \"\";\r\n for (const plugin of this._activePlugins) {\r\n let customCode = plugin.getCustomCode(shaderType, this._material.shaderLanguage)?.[pointName];\r\n if (!customCode) {\r\n continue;\r\n }\r\n if (plugin.resolveIncludes) {\r\n if (processorOptions === null) {\r\n const shaderLanguage = ShaderLanguage.GLSL;\r\n processorOptions = {\r\n defines: [], // not used by _ProcessIncludes\r\n indexParameters: eventData.indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: undefined as any, // not used by _ProcessIncludes\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: ShaderStore.GetShadersRepository(shaderLanguage),\r\n includesShadersStore: ShaderStore.GetIncludesShadersStore(shaderLanguage),\r\n version: undefined as any, // not used by _ProcessIncludes\r\n platformName: this._engine.shaderPlatformName,\r\n processingContext: undefined as any, // not used by _ProcessIncludes\r\n isNDCHalfZRange: this._engine.isNDCHalfZRange,\r\n useReverseDepthBuffer: this._engine.useReverseDepthBuffer,\r\n processCodeAfterIncludes: undefined as any, // not used by _ProcessIncludes\r\n };\r\n }\r\n processorOptions.isFragment = shaderType === \"fragment\";\r\n _ProcessIncludes(customCode, processorOptions, (code) => (customCode = code));\r\n }\r\n injectedCode += customCode + \"\\n\";\r\n }\r\n if (injectedCode.length > 0) {\r\n if (pointName.charAt(0) === \"!\") {\r\n // pointName is a regular expression\r\n pointName = pointName.substring(1);\r\n\r\n let regexFlags = \"g\";\r\n if (pointName.charAt(0) === \"!\") {\r\n // no flags\r\n regexFlags = \"\";\r\n pointName = pointName.substring(1);\r\n } else {\r\n // get the flag(s)\r\n const matchOption = rxOption.exec(pointName);\r\n if (matchOption && matchOption.length >= 2) {\r\n regexFlags = matchOption[1];\r\n pointName = pointName.substring(regexFlags.length + 1);\r\n }\r\n }\r\n\r\n if (regexFlags.indexOf(\"g\") < 0) {\r\n // we force the \"g\" flag so that the regexp object is stateful!\r\n regexFlags += \"g\";\r\n }\r\n\r\n const sourceCode = code;\r\n const rx = new RegExp(pointName, regexFlags);\r\n let match = rx.exec(sourceCode);\r\n while (match !== null) {\r\n let newCode = injectedCode;\r\n for (let i = 0; i < match.length; ++i) {\r\n newCode = newCode.replace(\"$\" + i, match[i]);\r\n }\r\n code = code.replace(match[0], newCode);\r\n match = rx.exec(sourceCode);\r\n }\r\n } else {\r\n const fullPointName = \"#define \" + pointName;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n }\r\n return code;\r\n };\r\n }\r\n}\r\n\r\n/**\r\n * Type for plugin material factories.\r\n */\r\nexport type PluginMaterialFactory = (material: Material) => Nullable<MaterialPluginBase>;\r\n\r\nconst plugins: Array<[string, PluginMaterialFactory]> = [];\r\nlet inited = false;\r\nlet observer: Nullable<Observer<Material>> = null;\r\n\r\n/**\r\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\r\n * @param pluginName The plugin name\r\n * @param factory The factory function which allows to create the plugin\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function RegisterMaterialPlugin(pluginName: string, factory: PluginMaterialFactory): void {\r\n if (!inited) {\r\n observer = Material.OnEventObservable.add((material: Material) => {\r\n for (const [, factory] of plugins) {\r\n factory(material);\r\n }\r\n }, MaterialPluginEvent.Created);\r\n inited = true;\r\n }\r\n const existing = plugins.filter(([name, _factory]) => name === pluginName);\r\n if (existing.length > 0) {\r\n existing[0][1] = factory;\r\n } else {\r\n plugins.push([pluginName, factory]);\r\n }\r\n}\r\n\r\n/**\r\n * Removes a material plugin from the list of global plugins.\r\n * @param pluginName The plugin name\r\n * @returns true if the plugin has been removed, else false\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterMaterialPlugin(pluginName: string): boolean {\r\n for (let i = 0; i < plugins.length; ++i) {\r\n if (plugins[i][0] === pluginName) {\r\n plugins.splice(i, 1);\r\n if (plugins.length === 0) {\r\n UnregisterAllMaterialPlugins();\r\n }\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\n/**\r\n * Clear the list of global material plugins\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport function UnregisterAllMaterialPlugins(): void {\r\n plugins.length = 0;\r\n inited = false;\r\n Material.OnEventObservable.remove(observer);\r\n observer = null;\r\n}\r\n"]}
|
|
@@ -13,7 +13,7 @@ import type { SubMesh } from "../Meshes/subMesh";
|
|
|
13
13
|
export declare class PushMaterial extends Material {
|
|
14
14
|
protected _activeEffect?: Effect;
|
|
15
15
|
protected _normalMatrix: Matrix;
|
|
16
|
-
constructor(name: string, scene?: Scene, storeEffectOnSubMeshes?: boolean);
|
|
16
|
+
constructor(name: string, scene?: Scene, storeEffectOnSubMeshes?: boolean, forceGLSL?: boolean);
|
|
17
17
|
getEffect(): Effect;
|
|
18
18
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
19
19
|
protected _isReadyForSubMesh(subMesh: SubMesh): boolean;
|
|
@@ -5,8 +5,8 @@ import { Material } from "../Materials/material.js";
|
|
|
5
5
|
* @internal
|
|
6
6
|
*/
|
|
7
7
|
export class PushMaterial extends Material {
|
|
8
|
-
constructor(name, scene, storeEffectOnSubMeshes = true) {
|
|
9
|
-
super(name, scene);
|
|
8
|
+
constructor(name, scene, storeEffectOnSubMeshes = true, forceGLSL = false) {
|
|
9
|
+
super(name, scene, undefined, forceGLSL);
|
|
10
10
|
this._normalMatrix = new Matrix();
|
|
11
11
|
this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;
|
|
12
12
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../../dev/core/src/Materials/pushMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH,MAAM,OAAO,YAAa,SAAQ,QAAQ;IAKtC,YAAY,IAAY,EAAE,KAAa,EAAE,sBAAsB,GAAG,IAAI;
|
|
1
|
+
{"version":3,"file":"pushMaterial.js","sourceRoot":"","sources":["../../../../dev/core/src/Materials/pushMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAGjD;;;GAGG;AACH,MAAM,OAAO,YAAa,SAAQ,QAAQ;IAKtC,YAAY,IAAY,EAAE,KAAa,EAAE,sBAAsB,GAAG,IAAI,EAAE,SAAS,GAAG,KAAK;QACrF,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,CAAC,CAAC;QAHnC,kBAAa,GAAW,IAAI,MAAM,EAAE,CAAC;QAI3C,IAAI,CAAC,uBAAuB,GAAG,sBAAsB,CAAC;IAC1D,CAAC;IAEe,SAAS;QACrB,OAAO,IAAI,CAAC,uBAAuB,CAAC,CAAC,CAAC,IAAI,CAAC,aAAc,CAAC,CAAC,CAAC,KAAK,CAAC,SAAS,EAAG,CAAC;IACnF,CAAC;IAEe,OAAO,CAAC,IAAmB,EAAE,YAAsB;QAC/D,IAAI,CAAC,IAAI,EAAE;YACP,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;YAC/B,OAAO,IAAI,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YAChD,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,iBAAiB,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC;IACzE,CAAC;IAES,kBAAkB,CAAC,OAAgB;QACzC,MAAM,OAAO,GAAG,OAAO,CAAC,eAAe,CAAC;QACxC,IAAI,CAAC,IAAI,CAAC,qBAAqB,IAAI,OAAO,CAAC,MAAM,IAAI,OAAO,EAAE;YAC1D,IAAI,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC,WAAW,EAAE,EAAE;gBACrD,OAAO,IAAI,CAAC;aACf;SACJ;QAED,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACa,mBAAmB,CAAC,KAAa;QAC7C,IAAI,CAAC,aAAc,CAAC,SAAS,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,oBAAoB,CAAC,YAAoB;QAC5C,IAAI,CAAC,aAAc,CAAC,SAAS,CAAC,cAAc,EAAE,YAAY,CAAC,CAAC;IAChE,CAAC;IAEe,IAAI,CAAC,KAAa,EAAE,IAAW;QAC3C,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;IACxD,CAAC;IAEkB,UAAU,CAAC,IAAmB,EAAE,SAA2B,IAAI,EAAE,OAAiB;QACjG,KAAK,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;QACxC,IAAI,CAAC,QAAQ,EAAE,CAAC,aAAa,GAAG,MAAM,CAAC;QACvC,IAAI,OAAO,EAAE;YACT,OAAO,CAAC,YAAY,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACvD;aAAM;YACH,IAAI,CAAC,YAAY,CAAC,sBAAsB,GAAG,KAAK,CAAC;SACpD;IACL,CAAC;IAES,WAAW,CAAC,KAAY,EAAE,MAAc,EAAE,OAAgB,EAAE,UAAU,GAAG,CAAC;QAChF,OAAO,OAAO,CAAC,YAAY,CAAC,sBAAsB,IAAI,KAAK,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,UAAU,CAAC,CAAC;IAClH,CAAC;IAEe,OAAO,CAAC,kBAA4B,EAAE,oBAA8B,EAAE,cAAwB;QAC1G,IAAI,CAAC,aAAa,GAAG,SAAS,CAAC;QAC/B,KAAK,CAAC,OAAO,CAAC,kBAAkB,EAAE,oBAAoB,EAAE,cAAc,CAAC,CAAC;IAC5E,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @internal\r\n */\r\nexport class PushMaterial extends Material {\r\n protected _activeEffect?: Effect;\r\n\r\n protected _normalMatrix: Matrix = new Matrix();\r\n\r\n constructor(name: string, scene?: Scene, storeEffectOnSubMeshes = true, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n this._storeEffectOnSubMeshes = storeEffectOnSubMeshes;\r\n }\r\n\r\n public override getEffect(): Effect {\r\n return this._storeEffectOnSubMeshes ? this._activeEffect! : super.getEffect()!;\r\n }\r\n\r\n public override isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean {\r\n if (!mesh) {\r\n return false;\r\n }\r\n\r\n if (!this._storeEffectOnSubMeshes) {\r\n return true;\r\n }\r\n\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n }\r\n\r\n protected _isReadyForSubMesh(subMesh: SubMesh) {\r\n const defines = subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect && defines) {\r\n if (defines._renderId === this.getScene().getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n public override bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n public bindOnlyNormalMatrix(normalMatrix: Matrix): void {\r\n this._activeEffect!.setMatrix(\"normalMatrix\", normalMatrix);\r\n }\r\n\r\n public override bind(world: Matrix, mesh?: Mesh): void {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n }\r\n\r\n protected override _afterBind(mesh?: AbstractMesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n super._afterBind(mesh, effect, subMesh);\r\n this.getScene()._cachedEffect = effect;\r\n if (subMesh) {\r\n subMesh._drawWrapper._forceRebindOnNextCall = false;\r\n } else {\r\n this._drawWrapper._forceRebindOnNextCall = false;\r\n }\r\n }\r\n\r\n protected _mustRebind(scene: Scene, effect: Effect, subMesh: SubMesh, visibility = 1): boolean {\r\n return subMesh._drawWrapper._forceRebindOnNextCall || scene.isCachedMaterialInvalid(this, effect, visibility);\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean) {\r\n this._activeEffect = undefined;\r\n super.dispose(forceDisposeEffect, forceDisposeTextures, notBoundToMesh);\r\n }\r\n}\r\n"]}
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@@ -20,7 +20,6 @@ import { DetailMapConfiguration } from "./material.detailMapConfiguration.js";
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import { addClipPlaneUniforms, bindClipPlane } from "./clipPlaneMaterialHelper.js";
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import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, BindMorphTargetParameters, BindTextureMatrix, HandleFallbacksForShadows, PrepareAttributesForBakedVertexAnimation, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareAttributesForMorphTargets, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMergedUV, PrepareDefinesForMisc, PrepareDefinesForMultiview, PrepareDefinesForOIT, PrepareDefinesForPrePass, PrepareUniformsAndSamplersList, } from "./materialHelper.functions.js";
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import { SerializationHelper } from "../Misc/decorators.serialization.js";
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-
import { UniformBuffer } from "./uniformBuffer.js";
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const onCreatedEffectParameters = { effect: null, subMesh: null };
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/** @internal */
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export class StandardMaterialDefines extends MaterialDefines {
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@@ -372,7 +371,7 @@ export class StandardMaterial extends PushMaterial {
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* @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
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*/
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constructor(name, scene, forceGLSL = false) {
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-
super(name, scene);
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+
super(name, scene, undefined, forceGLSL || StandardMaterial.ForceGLSL);
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this._diffuseTexture = null;
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this._ambientTexture = null;
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this._opacityTexture = null;
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@@ -448,15 +447,6 @@ export class StandardMaterial extends PushMaterial {
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this._worldViewProjectionMatrix = Matrix.Zero();
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this._globalAmbientColor = new Color3(0, 0, 0);
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this._cacheHasRenderTargetTextures = false;
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-
const engine = this.getScene().getEngine();
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452
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-
if (engine.isWebGPU && !forceGLSL && !StandardMaterial.ForceGLSL) {
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453
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-
// Switch main UBO to non UBO to connect to leftovers UBO in webgpu
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454
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-
if (this._uniformBuffer) {
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455
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-
this._uniformBuffer.dispose();
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456
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-
}
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457
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-
this._uniformBuffer = new UniformBuffer(engine, undefined, undefined, this.name, true);
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458
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-
this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
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-
}
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this.detailMap = new DetailMapConfiguration(this);
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// Setup the default processing configuration to the scene.
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this._attachImageProcessingConfiguration(null);
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