@babylonjs/core 7.53.2 → 7.54.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1278) hide show
  1. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  2. package/AudioV2/abstractAudio/abstractSound.js +12 -12
  3. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +15 -8
  8. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +23 -11
  9. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  10. package/AudioV2/abstractAudio/staticSound.js +8 -0
  11. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +2 -0
  13. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +4 -4
  15. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +3 -3
  16. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  17. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +23 -16
  18. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +3 -3
  19. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  20. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +13 -6
  21. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +13 -8
  23. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +18 -14
  24. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +10 -6
  26. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +7 -3
  27. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +7 -5
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +15 -15
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -0
  32. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +4 -2
  33. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  34. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -0
  35. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +4 -2
  36. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  37. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +14 -13
  38. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioEngine.d.ts +12 -0
  40. package/AudioV2/webAudio/webAudioEngine.js +16 -2
  41. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -0
  43. package/AudioV2/webAudio/webAudioMainOut.js +4 -2
  44. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  45. package/AudioV2/webAudio/webAudioStaticSound.d.ts +4 -0
  46. package/AudioV2/webAudio/webAudioStaticSound.js +14 -0
  47. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  49. package/AudioV2/webAudio/webAudioUnmuteUI.js +45 -0
  50. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  51. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  52. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  53. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  54. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  55. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  56. package/DeviceInput/webDeviceInputSystem.js +21 -3
  57. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  58. package/Engines/abstractEngine.js +2 -3
  59. package/Engines/abstractEngine.js.map +1 -1
  60. package/Engines/thinEngine.d.ts +2 -1
  61. package/Engines/thinEngine.js +10 -2
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/webgpuEngine.d.ts +2 -1
  64. package/Engines/webgpuEngine.js +3 -2
  65. package/Engines/webgpuEngine.js.map +1 -1
  66. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  67. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +1 -1
  69. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  70. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  71. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  73. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  74. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  75. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  76. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  78. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  80. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  81. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  82. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  84. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  86. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  88. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  90. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  92. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  94. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  96. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  98. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  100. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  101. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  102. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  103. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  104. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  105. package/FrameGraph/Node/Blocks/index.js +1 -1
  106. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  108. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  109. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  110. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  111. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  112. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  113. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  114. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  115. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  116. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  117. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  118. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  119. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  120. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  121. package/FrameGraph/index.d.ts +1 -1
  122. package/FrameGraph/index.js +1 -1
  123. package/FrameGraph/index.js.map +1 -1
  124. package/Gizmos/gizmo.js +25 -17
  125. package/Gizmos/gizmo.js.map +1 -1
  126. package/Lights/IES/iesLoader.d.ts +1 -1
  127. package/Lights/IES/iesLoader.js +1 -1
  128. package/Lights/IES/iesLoader.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  130. package/Lights/Shadows/shadowGenerator.js +2 -2
  131. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  132. package/Lights/spotLight.d.ts +1 -1
  133. package/Lights/spotLight.js +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +1 -1
  136. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +1 -1
  137. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  138. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
  139. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  140. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  141. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -2
  142. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  143. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  144. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  145. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  146. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  147. package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
  148. package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
  149. package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
  150. package/Materials/Textures/Loaders/exrTextureLoader.d.ts +5 -4
  151. package/Materials/Textures/Loaders/exrTextureLoader.js +5 -4
  152. package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
  153. package/Materials/material.js +1 -1
  154. package/Materials/material.js.map +1 -1
  155. package/Maths/math.scalar.d.ts +1 -0
  156. package/Maths/math.scalar.functions.d.ts +9 -0
  157. package/Maths/math.scalar.functions.js +11 -0
  158. package/Maths/math.scalar.functions.js.map +1 -1
  159. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  160. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  161. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  162. package/Meshes/Node/Blocks/geometryEaseBlock.d.ts +96 -0
  163. package/Meshes/Node/Blocks/geometryEaseBlock.js +318 -0
  164. package/Meshes/Node/Blocks/geometryEaseBlock.js.map +1 -0
  165. package/Meshes/Node/index.d.ts +1 -0
  166. package/Meshes/Node/index.js +1 -0
  167. package/Meshes/Node/index.js.map +1 -1
  168. package/Meshes/csg2.d.ts +3 -3
  169. package/Meshes/csg2.js +3 -3
  170. package/Meshes/csg2.js.map +1 -1
  171. package/Meshes/lattice.d.ts +2 -2
  172. package/Meshes/lattice.js +5 -4
  173. package/Meshes/lattice.js.map +1 -1
  174. package/Meshes/lattice.material.d.ts +2 -2
  175. package/Meshes/lattice.material.js +2 -2
  176. package/Meshes/lattice.material.js.map +1 -1
  177. package/Meshes/mesh.d.ts +2 -2
  178. package/Meshes/mesh.js +2 -2
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Misc/decorators.js +2 -2
  181. package/Misc/decorators.js.map +1 -1
  182. package/Misc/fileTools.d.ts +1 -1
  183. package/Misc/fileTools.js +1 -1
  184. package/Misc/fileTools.js.map +1 -1
  185. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  186. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  187. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  188. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  189. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  190. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +4 -0
  191. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +11 -16
  192. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  193. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +6 -1
  194. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +7 -1
  195. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  196. package/Rendering/subSurfaceConfiguration.js +5 -1
  197. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  198. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  199. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  200. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  201. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  202. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  203. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  204. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  205. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  206. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  207. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  208. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  209. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  210. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  211. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  212. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  213. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  214. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  215. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  216. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  217. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  218. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  219. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  220. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  221. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  222. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  223. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  224. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  225. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  226. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  227. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  228. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  229. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  230. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  231. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  232. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  233. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  234. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  235. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  236. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  237. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  238. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  239. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  240. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  241. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  242. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  243. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  244. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  245. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  246. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  247. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  248. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  249. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  250. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  251. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  252. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  253. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  254. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  255. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  256. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  257. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  258. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  259. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  260. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  261. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  262. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  263. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  264. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  265. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  266. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  267. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  268. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  269. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  270. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  271. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  272. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  273. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  274. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  275. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  276. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  277. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  278. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  279. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  280. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  281. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  282. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  283. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  284. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  285. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  286. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  287. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  288. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  289. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  290. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  291. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  292. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  293. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  294. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  295. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  296. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  297. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  298. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  299. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  300. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  301. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  302. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  303. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  304. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  305. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  306. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  307. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  308. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  309. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  310. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  311. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  312. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  313. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  314. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  315. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  316. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  317. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  318. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  319. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  320. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
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  1257. package/ShadersWGSL/sprites.fragment.js +3 -1
  1258. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  1259. package/ShadersWGSL/sprites.vertex.js +3 -1
  1260. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1261. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1262. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1263. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1264. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1265. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1266. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1267. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1268. package/ShadersWGSL/taa.fragment.js +3 -1
  1269. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1270. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1271. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1272. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1273. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1274. package/package.json +1 -1
  1275. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1276. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1277. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1278. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -32,6 +32,7 @@ export declare class MaterialSubSurfaceDefines extends MaterialDefines {
32
32
  SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV: number;
33
33
  SS_TRANSLUCENCYCOLOR_TEXTURE: boolean;
34
34
  SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV: number;
35
+ SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA: boolean;
35
36
  SS_REFRACTIONMAP_3D: boolean;
36
37
  SS_REFRACTIONMAP_OPPOSITEZ: boolean;
37
38
  SS_LODINREFRACTIONALPHA: boolean;
@@ -29,6 +29,7 @@ export class MaterialSubSurfaceDefines extends MaterialDefines {
29
29
  this.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;
30
30
  this.SS_TRANSLUCENCYCOLOR_TEXTURE = false;
31
31
  this.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;
32
+ this.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;
32
33
  this.SS_REFRACTIONMAP_3D = false;
33
34
  this.SS_REFRACTIONMAP_OPPOSITEZ = false;
34
35
  this.SS_LODINREFRACTIONALPHA = false;
@@ -325,6 +326,7 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
325
326
  defines.SS_USE_GLTF_TEXTURES = false;
326
327
  defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;
327
328
  defines.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;
329
+ defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;
328
330
  return;
329
331
  }
330
332
  if (defines._areTexturesDirty) {
@@ -365,6 +367,7 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
365
367
  }
366
368
  if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {
367
369
  PrepareDefinesForMergedUV(this._translucencyColorTexture, defines, "SS_TRANSLUCENCYCOLOR_TEXTURE");
370
+ defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = this._translucencyColorTexture.gammaSpace;
368
371
  }
369
372
  }
370
373
  }
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n public SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected override _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Defines the translucency tint of the material.\r\n * If not set, the tint color will be used instead.\r\n */\r\n @serializeAsColor3()\r\n public translucencyColor: Nullable<Color3> = null;\r\n\r\n private _translucencyColorTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the translucency tint color of the material as a texture.\r\n * This is multiplied against the translucency color to add variety and realism to the material.\r\n * If translucencyColor is not set, the tint color will be used instead.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyColorTexture: Nullable<BaseTexture> = null;\r\n\r\n private _useGltfStyleTextures = true;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: the alpha (instead of blue) channel is the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = true;\r\n\r\n private _scene: Scene;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public override isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n if (!this._translucencyColorTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n if (!this._translucencyIntensityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyColorTexture, defines, \"SS_TRANSLUCENCYCOLOR_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n // If min/max thickness is 0, avoid decompising to determine the scaled thickness (it's always zero).\r\n if (this.maximumThickness === 0.0 && this.minimumThickness === 0.0) {\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", 0, 0);\r\n } else {\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyColorInfos\", this._translucencyColorTexture.coordinatesIndex, this._translucencyColorTexture.level);\r\n BindTextureMatrix(this._translucencyColorTexture, uniformBuffer, \"translucencyColor\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Math.log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n uniformBuffer.updateColor4(\"vTranslucencyColor\", this.translucencyColor ?? this.tintColor, 0);\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyColorSampler\", this._translucencyColorTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public override fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyColorTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n activeTextures.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n activeTextures.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && this._translucencyColorTexture.animations && this._translucencyColorTexture.animations.length > 0) {\r\n animatables.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && this._translucencyIntensityTexture.animations && this._translucencyIntensityTexture.animations.length > 0) {\r\n animatables.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n this._translucencyColorTexture.dispose();\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n this._translucencyIntensityTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public override addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\r\n \"thicknessSampler\",\r\n \"refractionIntensitySampler\",\r\n \"translucencyIntensitySampler\",\r\n \"refractionSampler\",\r\n \"refractionSamplerLow\",\r\n \"refractionSamplerHigh\",\r\n \"translucencyColorSampler\"\r\n );\r\n }\r\n\r\n public override getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n\r\n { name: \"vTranslucencyColor\", size: 4, type: \"vec4\" },\r\n { name: \"vTranslucencyColorInfos\", size: 2, type: \"vec2\" },\r\n { name: \"translucencyColorMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { BindTextureMatrix, PrepareDefinesForMergedUV } from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n public SS_SCATTERING = false;\r\n public SS_DISPERSION = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n public SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected override _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isDispersionEnabled = false;\r\n /**\r\n * Defines if dispersion is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isDispersionEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines the Abbe number for the volume.\r\n */\r\n @serialize()\r\n public dispersion = 0;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue (alpha if useGltfStyleTextures = true) channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Defines the translucency tint of the material.\r\n * If not set, the tint color will be used instead.\r\n */\r\n @serializeAsColor3()\r\n public translucencyColor: Nullable<Color3> = null;\r\n\r\n private _translucencyColorTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the translucency tint color of the material as a texture.\r\n * This is multiplied against the translucency color to add variety and realism to the material.\r\n * If translucencyColor is not set, the tint color will be used instead.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyColorTexture: Nullable<BaseTexture> = null;\r\n\r\n private _useGltfStyleTextures = true;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: the alpha (instead of blue) channel is the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = true;\r\n\r\n private _scene: Scene;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public override isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n if (!this._translucencyColorTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n if (!this._translucencyIntensityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_DISPERSION = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_DISPERSION = this._isDispersionEnabled;\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE = false;\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled) {\r\n PrepareDefinesForMergedUV(this._translucencyColorTexture, defines, \"SS_TRANSLUCENCYCOLOR_TEXTURE\");\r\n defines.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA = this._translucencyColorTexture.gammaSpace;\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._refractionIntensityTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS = this._useMaskFromThicknessTexture && !this._translucencyIntensityTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n // If min/max thickness is 0, avoid decompising to determine the scaled thickness (it's always zero).\r\n if (this.maximumThickness === 0.0 && this.minimumThickness === 0.0) {\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", 0, 0);\r\n } else {\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyColorInfos\", this._translucencyColorTexture.coordinatesIndex, this._translucencyColorTexture.level);\r\n BindTextureMatrix(this._translucencyColorTexture, uniformBuffer, \"translucencyColor\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Math.log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n uniformBuffer.updateColor4(\"vTranslucencyColor\", this.translucencyColor ?? this.tintColor, 0);\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n\r\n uniformBuffer.updateFloat(\"dispersion\", this.dispersion);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && MaterialFlags.TranslucencyColorTextureEnabled && defines.SS_TRANSLUCENCYCOLOR_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyColorSampler\", this._translucencyColorTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public override fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyIntensityTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._translucencyColorTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n activeTextures.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n activeTextures.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n\r\n if (this._translucencyColorTexture && this._translucencyColorTexture.animations && this._translucencyColorTexture.animations.length > 0) {\r\n animatables.push(this._translucencyColorTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && this._translucencyIntensityTexture.animations && this._translucencyIntensityTexture.animations.length > 0) {\r\n animatables.push(this._translucencyIntensityTexture);\r\n }\r\n }\r\n\r\n public override dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n\r\n if (this._translucencyColorTexture) {\r\n this._translucencyColorTexture.dispose();\r\n }\r\n\r\n if (this._translucencyIntensityTexture) {\r\n this._translucencyIntensityTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public override addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\r\n \"thicknessSampler\",\r\n \"refractionIntensitySampler\",\r\n \"translucencyIntensitySampler\",\r\n \"refractionSampler\",\r\n \"refractionSamplerLow\",\r\n \"refractionSamplerHigh\",\r\n \"translucencyColorSampler\"\r\n );\r\n }\r\n\r\n public override getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n { name: \"dispersion\", size: 1, type: \"float\" },\r\n\r\n { name: \"vTranslucencyColor\", size: 4, type: \"vec4\" },\r\n { name: \"vTranslucencyColorInfos\", size: 2, type: \"vec2\" },\r\n { name: \"translucencyColorMatrix\", size: 16, type: \"mat4\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
@@ -3,6 +3,7 @@ import type { InternalTexture } from "../../../Materials/Textures/internalTextur
3
3
  import type { IInternalTextureLoader } from "./internalTextureLoader";
4
4
  /**
5
5
  * Loader for .basis file format
6
+ * @internal
6
7
  */
7
8
  export declare class _BasisTextureLoader implements IInternalTextureLoader {
8
9
  /**
@@ -2,6 +2,7 @@ import { LoadTextureFromTranscodeResult, TranscodeAsync } from "../../../Misc/ba
2
2
  import { Tools } from "../../../Misc/tools.js";
3
3
  /**
4
4
  * Loader for .basis file format
5
+ * @internal
5
6
  */
6
7
  // eslint-disable-next-line @typescript-eslint/naming-convention
7
8
  export class _BasisTextureLoader {
@@ -1 +1 @@
1
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It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n texture.getEngine()._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"basisTextureLoader.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Textures/Loaders/basisTextureLoader.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,8BAA8B,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AACrF,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAC;AAE5C;;;GAGG;AACH,gEAAgE;AAChE,MAAM,OAAO,mBAAmB;IAAhC;QACI;;WAEG;QACa,oBAAe,GAAG,KAAK,CAAC;IAyF5C,CAAC;IAvFG;;;;;;;OAOG;IACI,YAAY,CACf,IAAyC,EACzC,OAAwB,EACxB,iBAA0B,EAC1B,MAAsC,EACtC,OAA8D;QAE9D,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QACD,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC3C,MAAM,eAAe,GAAG;YACpB,2BAA2B,EAAE;gBACzB,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAChC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;aAChC;SACJ,CAAC;QACF,cAAc,CAAC,IAAI,EAAE,eAAe,CAAC;aAChC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACb,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;YACzF,8BAA8B,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;YAChD,OAAO,CAAC,SAAS,EAAE,CAAC,wBAAwB,CAAC,OAAO,EAAE,SAAS,CAAC,CAAC;YACjE,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,OAAO,CAAC,kBAAkB,CAAC,eAAe,CAAC,OAAO,CAAC,CAAC;YACpD,OAAO,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;YACnC,IAAI,MAAM,EAAE,CAAC;gBACT,MAAM,EAAE,CAAC;YACb,CAAC;QACL,CAAC,CAAC;aACD,KAAK,CAAC,CAAC,GAAG,EAAE,EAAE;YACX,MAAM,YAAY,GAAG,iFAAiF,CAAC;YACvG,KAAK,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;YACvB,IAAI,OAAO,EAAE,CAAC;gBACV,OAAO,CAAC,GAAG,CAAC,CAAC;YACjB,CAAC;QACL,CAAC,CAAC,CAAC;IACX,CAAC;IAED;;;;;OAKG;IACI,QAAQ,CACX,IAAqB,EACrB,OAAwB,EACxB,QAAwI;QAExI,MAAM,IAAI,GAAG,OAAO,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC3C,MAAM,eAAe,GAAG;YACpB,2BAA2B,EAAE;gBACzB,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAChC,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,IAAI,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;gBAC9B,GAAG,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK;aAChC;SACJ,CAAC;QACF,cAAc,CAAC,IAAI,EAAE,eAAe,CAAC;aAChC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACb,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACtD,MAAM,SAAS,GAAG,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,IAAI,OAAO,CAAC,eAAe,CAAC;YACzF,QAAQ,CAAC,SAAS,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,SAAS,EAAE,MAAM,CAAC,MAAM,KAAK,CAAC,CAAC,EAAE,GAAG,EAAE;gBAC9E,8BAA8B,CAAC,OAAO,EAAE,MAAM,CAAC,CAAC;YACpD,CAAC,CAAC,CAAC;QACP,CAAC,CAAC;aACD,KAAK,CAAC,CAAC,GAAG,EAAE,EAAE;YACX,KAAK,CAAC,IAAI,CAAC,iFAAiF,CAAC,CAAC;YAC9F,KAAK,CAAC,IAAI,CAAC,mCAAmC,GAAG,EAAE,CAAC,CAAC;YACrD,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,EAAE,GAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QACjD,CAAC,CAAC,CAAC;IACX,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../../types\";\r\nimport type { InternalTexture } from \"../../../Materials/Textures/internalTexture\";\r\nimport type { IInternalTextureLoader } from \"./internalTextureLoader\";\r\nimport { LoadTextureFromTranscodeResult, TranscodeAsync } from \"../../../Misc/basis\";\r\nimport { Tools } from \"../../../Misc/tools\";\r\n\r\n/**\r\n * Loader for .basis file format\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _BasisTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param createPolynomials will be true if polynomials have been requested\r\n * @param onLoad defines the callback to trigger once the texture is ready\r\n * @param onError defines the callback to trigger in case of error\r\n */\r\n public loadCubeData(\r\n data: ArrayBufferView | ArrayBufferView[],\r\n texture: InternalTexture,\r\n createPolynomials: boolean,\r\n onLoad: Nullable<(data?: any) => void>,\r\n onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n if (Array.isArray(data)) {\r\n return;\r\n }\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n LoadTextureFromTranscodeResult(texture, result);\r\n texture.getEngine()._setCubeMapTextureParams(texture, hasMipmap);\r\n texture.isReady = true;\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n })\r\n .catch((err) => {\r\n const errorMessage = \"Failed to transcode Basis file, transcoding may not be supported on this device\";\r\n Tools.Warn(errorMessage);\r\n texture.isReady = true;\r\n if (onError) {\r\n onError(err);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ): void {\r\n const caps = texture.getEngine().getCaps();\r\n const transcodeConfig = {\r\n supportedCompressionFormats: {\r\n etc1: caps.etc1 ? true : false,\r\n s3tc: caps.s3tc ? true : false,\r\n pvrtc: caps.pvrtc ? true : false,\r\n etc2: caps.etc2 ? true : false,\r\n astc: caps.astc ? true : false,\r\n bc7: caps.bptc ? true : false,\r\n },\r\n };\r\n TranscodeAsync(data, transcodeConfig)\r\n .then((result) => {\r\n const rootImage = result.fileInfo.images[0].levels[0];\r\n const hasMipmap = result.fileInfo.images[0].levels.length > 1 && texture.generateMipMaps;\r\n callback(rootImage.width, rootImage.height, hasMipmap, result.format !== -1, () => {\r\n LoadTextureFromTranscodeResult(texture, result);\r\n });\r\n })\r\n .catch((err) => {\r\n Tools.Warn(\"Failed to transcode Basis file, transcoding may not be supported on this device\");\r\n Tools.Warn(`Failed to transcode Basis file: ${err}`);\r\n callback(0, 0, false, false, () => {}, true);\r\n });\r\n }\r\n}\r\n"]}
@@ -8,10 +8,11 @@ import type { IInternalTextureLoader } from "./internalTextureLoader";
8
8
  */
9
9
  /**
10
10
  * Loader for .exr file format
11
- * #4RN0VF#151: PIZ compression
12
- * #4RN0VF#146: ZIP compression
13
- * #4RN0VF#149: RLE compression
14
- * #4RN0VF#150: PXR24 compression
11
+ * @see [PIZ compression](https://playground.babylonjs.com/#4RN0VF#151)
12
+ * @see [ZIP compression](https://playground.babylonjs.com/#4RN0VF#146)
13
+ * @see [RLE compression](https://playground.babylonjs.com/#4RN0VF#149)
14
+ * @see [PXR24 compression](https://playground.babylonjs.com/#4RN0VF#150)
15
+ * @internal
15
16
  */
16
17
  export declare class _ExrTextureLoader implements IInternalTextureLoader {
17
18
  /**
@@ -67,10 +67,11 @@ import { ExrLoaderGlobalConfiguration } from "./EXR/exrLoader.configuration.js";
67
67
  // // End of OpenEXR license -------------------------------------------------
68
68
  /**
69
69
  * Loader for .exr file format
70
- * #4RN0VF#151: PIZ compression
71
- * #4RN0VF#146: ZIP compression
72
- * #4RN0VF#149: RLE compression
73
- * #4RN0VF#150: PXR24 compression
70
+ * @see [PIZ compression](https://playground.babylonjs.com/#4RN0VF#151)
71
+ * @see [ZIP compression](https://playground.babylonjs.com/#4RN0VF#146)
72
+ * @see [RLE compression](https://playground.babylonjs.com/#4RN0VF#149)
73
+ * @see [PXR24 compression](https://playground.babylonjs.com/#4RN0VF#150)
74
+ * @internal
74
75
  */
75
76
  // eslint-disable-next-line @typescript-eslint/naming-convention
76
77
  export class _ExrTextureLoader {
@@ -1 +1 @@
1
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IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY\r\n// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\r\n// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\r\n// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND\r\n// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\r\n// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// */\r\n\r\n// // TinyEXR contains some OpenEXR code, which is licensed under ------------\r\n\r\n// ///////////////////////////////////////////////////////////////////////////\r\n// //\r\n// // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas\r\n// // Digital Ltd. LLC\r\n// //\r\n// // All rights reserved.\r\n// //\r\n// // Redistribution and use in source and binary forms, with or without\r\n// // modification, are permitted provided that the following conditions are\r\n// // met:\r\n// // * Redistributions of source code must retain the above copyright\r\n// // notice, this list of conditions and the following disclaimer.\r\n// // * Redistributions in binary form must reproduce the above\r\n// // copyright notice, this list of conditions and the following disclaimer\r\n// // in the documentation and/or other materials provided with the\r\n// // distribution.\r\n// // * Neither the name of Industrial Light & Magic nor the names of\r\n// // its contributors may be used to endorse or promote products derived\r\n// // from this software without specific prior written permission.\r\n// //\r\n// // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n// // \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n// // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n// // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n// // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n// // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n// // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n// // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n// // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n// // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// //\r\n// ///////////////////////////////////////////////////////////////////////////\r\n\r\n// // End of OpenEXR license -------------------------------------------------\r\n\r\n/**\r\n * Loader for .exr file format\r\n * #4RN0VF#151: PIZ compression\r\n * #4RN0VF#146: ZIP compression\r\n * #4RN0VF#149: RLE compression\r\n * #4RN0VF#150: PXR24 compression\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ExrTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param _data contains the texture data\r\n * @param _texture defines the BabylonJS internal texture\r\n * @param _createPolynomials will be true if polynomials have been requested\r\n * @param _onLoad defines the callback to trigger once the texture is ready\r\n * @param _onError defines the callback to trigger in case of error\r\n * Cube texture are not supported by .exr files\r\n */\r\n public loadCubeData(\r\n _data: ArrayBufferView | ArrayBufferView[],\r\n _texture: InternalTexture,\r\n _createPolynomials: boolean,\r\n _onLoad: Nullable<(data?: any) => void>,\r\n _onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".exr not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public async loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ) {\r\n const dataView = new DataView(data.buffer);\r\n\r\n const offset = { value: 0 };\r\n const header = GetExrHeader(dataView, offset);\r\n const decoder = await CreateDecoderAsync(header, dataView, offset, ExrLoaderGlobalConfiguration.DefaultOutputType);\r\n\r\n ScanData(decoder, header, dataView, offset);\r\n\r\n // Updating texture\r\n const width = header.dataWindow.xMax - header.dataWindow.xMin + 1;\r\n const height = header.dataWindow.yMax - header.dataWindow.yMin + 1;\r\n callback(width, height, texture.generateMipMaps, false, () => {\r\n const engine = texture.getEngine();\r\n texture.format = header.format;\r\n texture.type = decoder.textureType;\r\n texture.invertY = false;\r\n texture._gammaSpace = !header.linearSpace;\r\n if (decoder.byteArray) {\r\n engine._uploadDataToTextureDirectly(texture, decoder.byteArray, 0, 0, undefined, true);\r\n }\r\n });\r\n }\r\n}\r\n"]}
1
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IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY\r\n// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\r\n// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;\r\n// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND\r\n// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS\r\n// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// */\r\n\r\n// // TinyEXR contains some OpenEXR code, which is licensed under ------------\r\n\r\n// ///////////////////////////////////////////////////////////////////////////\r\n// //\r\n// // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas\r\n// // Digital Ltd. LLC\r\n// //\r\n// // All rights reserved.\r\n// //\r\n// // Redistribution and use in source and binary forms, with or without\r\n// // modification, are permitted provided that the following conditions are\r\n// // met:\r\n// // * Redistributions of source code must retain the above copyright\r\n// // notice, this list of conditions and the following disclaimer.\r\n// // * Redistributions in binary form must reproduce the above\r\n// // copyright notice, this list of conditions and the following disclaimer\r\n// // in the documentation and/or other materials provided with the\r\n// // distribution.\r\n// // * Neither the name of Industrial Light & Magic nor the names of\r\n// // its contributors may be used to endorse or promote products derived\r\n// // from this software without specific prior written permission.\r\n// //\r\n// // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\r\n// // \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\r\n// // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\r\n// // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\r\n// // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\r\n// // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\r\n// // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\r\n// // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\r\n// // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\r\n// // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\r\n// // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\r\n// //\r\n// ///////////////////////////////////////////////////////////////////////////\r\n\r\n// // End of OpenEXR license -------------------------------------------------\r\n\r\n/**\r\n * Loader for .exr file format\r\n * @see [PIZ compression](https://playground.babylonjs.com/#4RN0VF#151)\r\n * @see [ZIP compression](https://playground.babylonjs.com/#4RN0VF#146)\r\n * @see [RLE compression](https://playground.babylonjs.com/#4RN0VF#149)\r\n * @see [PXR24 compression](https://playground.babylonjs.com/#4RN0VF#150)\r\n * @internal\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class _ExrTextureLoader implements IInternalTextureLoader {\r\n /**\r\n * Defines whether the loader supports cascade loading the different faces.\r\n */\r\n public readonly supportCascades = false;\r\n\r\n /**\r\n * Uploads the cube texture data to the WebGL texture. It has already been bound.\r\n * @param _data contains the texture data\r\n * @param _texture defines the BabylonJS internal texture\r\n * @param _createPolynomials will be true if polynomials have been requested\r\n * @param _onLoad defines the callback to trigger once the texture is ready\r\n * @param _onError defines the callback to trigger in case of error\r\n * Cube texture are not supported by .exr files\r\n */\r\n public loadCubeData(\r\n _data: ArrayBufferView | ArrayBufferView[],\r\n _texture: InternalTexture,\r\n _createPolynomials: boolean,\r\n _onLoad: Nullable<(data?: any) => void>,\r\n _onError: Nullable<(message?: string, exception?: any) => void>\r\n ): void {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \".exr not supported in Cube.\";\r\n }\r\n\r\n /**\r\n * Uploads the 2D texture data to the WebGL texture. It has already been bound once in the callback.\r\n * @param data contains the texture data\r\n * @param texture defines the BabylonJS internal texture\r\n * @param callback defines the method to call once ready to upload\r\n */\r\n public async loadData(\r\n data: ArrayBufferView,\r\n texture: InternalTexture,\r\n callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, failedLoading?: boolean) => void\r\n ) {\r\n const dataView = new DataView(data.buffer);\r\n\r\n const offset = { value: 0 };\r\n const header = GetExrHeader(dataView, offset);\r\n const decoder = await CreateDecoderAsync(header, dataView, offset, ExrLoaderGlobalConfiguration.DefaultOutputType);\r\n\r\n ScanData(decoder, header, dataView, offset);\r\n\r\n // Updating texture\r\n const width = header.dataWindow.xMax - header.dataWindow.xMin + 1;\r\n const height = header.dataWindow.yMax - header.dataWindow.yMin + 1;\r\n callback(width, height, texture.generateMipMaps, false, () => {\r\n const engine = texture.getEngine();\r\n texture.format = header.format;\r\n texture.type = decoder.textureType;\r\n texture.invertY = false;\r\n texture._gammaSpace = !header.linearSpace;\r\n if (decoder.byteArray) {\r\n engine._uploadDataToTextureDirectly(texture, decoder.byteArray, 0, 0, undefined, true);\r\n }\r\n });\r\n }\r\n}\r\n"]}
@@ -1220,7 +1220,7 @@ export class Material {
1220
1220
  * Indicates that prepass needs to be re-calculated for all submeshes
1221
1221
  */
1222
1222
  _markAllSubMeshesAsPrePassDirty() {
1223
- this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
1223
+ this._markAllSubMeshesAsDirty(Material._PrePassDirtyCallBack);
1224
1224
  }
1225
1225
  /**
1226
1226
  * Indicates that textures and misc need to be re-calculated for all submeshes