@babylonjs/gui 5.26.1 → 5.27.1

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Files changed (69) hide show
  1. package/2D/advancedDynamicTexture.js +5 -4
  2. package/2D/advancedDynamicTexture.js.map +1 -1
  3. package/2D/controls/container.js +5 -3
  4. package/2D/controls/container.js.map +1 -1
  5. package/2D/controls/control.js +8 -7
  6. package/2D/controls/control.js.map +1 -1
  7. package/2D/controls/grid.js +2 -2
  8. package/2D/controls/grid.js.map +1 -1
  9. package/2D/controls/image.js +8 -4
  10. package/2D/controls/image.js.map +1 -1
  11. package/2D/controls/inputText.d.ts +1 -1
  12. package/2D/controls/inputText.js +10 -29
  13. package/2D/controls/inputText.js.map +1 -1
  14. package/2D/controls/inputTextArea.js +9 -7
  15. package/2D/controls/inputTextArea.js.map +1 -1
  16. package/2D/controls/textBlock.js +2 -1
  17. package/2D/controls/textBlock.js.map +1 -1
  18. package/2D/controls/toggleButton.js +4 -3
  19. package/2D/controls/toggleButton.js.map +1 -1
  20. package/3D/controls/MRTK3/touchHolographicButton.d.ts +220 -0
  21. package/3D/controls/MRTK3/touchHolographicButton.js +866 -0
  22. package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -0
  23. package/3D/controls/control3D.js +3 -2
  24. package/3D/controls/control3D.js.map +1 -1
  25. package/3D/controls/holographicBackplate.js +2 -1
  26. package/3D/controls/holographicBackplate.js.map +1 -1
  27. package/3D/controls/holographicSlate.js +2 -1
  28. package/3D/controls/holographicSlate.js.map +1 -1
  29. package/3D/controls/index.d.ts +3 -2
  30. package/3D/controls/index.js +4 -2
  31. package/3D/controls/index.js.map +1 -1
  32. package/3D/controls/slider3D.js +13 -10
  33. package/3D/controls/slider3D.js.map +1 -1
  34. package/3D/controls/touchButton3D.js +4 -2
  35. package/3D/controls/touchButton3D.js.map +1 -1
  36. package/3D/controls/touchHolographicButton.js +2 -1
  37. package/3D/controls/touchHolographicButton.js.map +1 -1
  38. package/3D/gui3DManager.js +5 -3
  39. package/3D/gui3DManager.js.map +1 -1
  40. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +2 -1
  41. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  42. package/3D/materials/mrdl/mrdlBackglowMaterial.d.ts +87 -0
  43. package/3D/materials/mrdl/mrdlBackglowMaterial.js +300 -0
  44. package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -0
  45. package/3D/materials/mrdl/mrdlFrontplateMaterial.d.ts +186 -0
  46. package/3D/materials/mrdl/mrdlFrontplateMaterial.js +530 -0
  47. package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -0
  48. package/3D/materials/mrdl/mrdlInnerquadMaterial.d.ts +56 -0
  49. package/3D/materials/mrdl/mrdlInnerquadMaterial.js +228 -0
  50. package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -0
  51. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.d.ts +5 -0
  52. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +9 -0
  53. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -0
  54. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.d.ts +5 -0
  55. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +9 -0
  56. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -0
  57. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.d.ts +5 -0
  58. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +9 -0
  59. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -0
  60. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.d.ts +5 -0
  61. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +9 -0
  62. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -0
  63. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.d.ts +5 -0
  64. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +9 -0
  65. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -0
  66. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.d.ts +5 -0
  67. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +9 -0
  68. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -0
  69. package/package.json +2 -2
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { SerializationHelper, serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the backplate, which controls the size of the fluent hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._blobTexture = new Texture(FluentBackplateMaterial.BLOB_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(FluentBackplateMaterial.IM_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera?.position ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n\r\n this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { SerializationHelper, serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\n\r\n/** @internal */\r\nclass FluentBackplateMaterialDefines extends MaterialDefines {\r\n public BLOB_ENABLE = true;\r\n public BLOB_ENABLE_2 = true;\r\n public SMOOTH_EDGES = true;\r\n public IRIDESCENT_MAP_ENABLE = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render square buttons with fluent design\r\n */\r\nexport class FluentBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the fluent blob effect.\r\n */\r\n public static BLOB_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-backplate-blob.png\";\r\n\r\n /**\r\n * URL pointing to the texture used to define iridescent map.\r\n */\r\n public static IM_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/mrtk-fluent-backplate-iridescence.png\";\r\n\r\n private _blobTexture: Texture;\r\n private _iridescentMap: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.\r\n */\r\n @serialize()\r\n public radius = 0.03;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @internal */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0.0392157, 0.0666667, 0.207843, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.14902, 0.133333, 0.384314, 1);\r\n\r\n /**\r\n * Gets or sets the intensity of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.98;\r\n\r\n /**\r\n * Gets or sets the far size of the fluent hover glow effect.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.04;\r\n\r\n /**\r\n * Gets or sets the distance considered \"near\" to the backplate, which controls the size of the fluent hover glow effect (see blobNearSize).\r\n */\r\n @serialize()\r\n public blobNearDistance = 0;\r\n\r\n /**\r\n * Gets or sets the distance considered \"far\" from the backplate, which controls the size of the fluent hover glow effect (see blobFarSize).\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the length of the fluent hover glow effect fade.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the left pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the left pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the left pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade = 0;\r\n\r\n /**\r\n * Gets or sets the size of the fluent hover glow effect when the right pointer is considered \"near\" to the backplate (see blobNearDistance).\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.22;\r\n\r\n /**\r\n * Gets or sets the progress of the fluent hover glow effect selection animation corresponding to the right pointer (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public blobPulse2 = 0;\r\n\r\n /**\r\n * Gets or sets the opacity of the fluent hover glow effect corresponding to the right pointer (0.0 - 1.0). Default is 0.\r\n */\r\n @serialize()\r\n public blobFade2 = 0;\r\n\r\n /** @internal */\r\n public _rate = 0.135;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.98, 0.98, 0.98, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0.25;\r\n\r\n /** @internal */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @internal */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /** @internal */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @internal */\r\n public _reflected = true;\r\n\r\n /** @internal */\r\n public _frequency = 1;\r\n\r\n /** @internal */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the left index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalLeftIndexTipPosition = Vector3.Zero();\r\n private _globalLeftIndexTipPosition4 = Vector4.Zero();\r\n\r\n /**\r\n * Gets or sets the world-space position of the tip of the right index finger.\r\n */\r\n @serializeAsVector3()\r\n public globalRightIndexTipPosition = Vector3.Zero();\r\n private _globalRightIndexTipPosition4 = Vector4.Zero();\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._blobTexture = new Texture(FluentBackplateMaterial.BLOB_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(FluentBackplateMaterial.IM_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fluentBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Texture_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Angle_\",\r\n \"_Fade_Out_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Iridescent_Map_\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n ];\r\n const samplers: string[] = [\"_Blob_Texture_\", \"_Iridescent_Map_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <FluentBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera?.position ?? Vector3.ZeroReadOnly);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", 1);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", 1.0);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", 1.0);\r\n\r\n // \"Blob\"\r\n //define BLOB_ENABLE true;\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Blob 2\"\r\n //define BLOB_ENABLE_2 true;\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n // \"ChooseAngle\"\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n\r\n // \"Multiply\"\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Color Texture\"\r\n //define IRIDESCENT_MAP_ENABLE true;\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMap);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", 1.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", 1.0);\r\n\r\n this._globalLeftIndexTipPosition4.set(this.globalLeftIndexTipPosition.x, this.globalLeftIndexTipPosition.y, this.globalLeftIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Left_Index_Tip_Position\", this._globalLeftIndexTipPosition4);\r\n\r\n this._globalRightIndexTipPosition4.set(this.globalRightIndexTipPosition.x, this.globalRightIndexTipPosition.y, this.globalRightIndexTipPosition.z, 1.0);\r\n this._activeEffect.setVector4(\"Global_Right_Index_Tip_Position\", this._globalRightIndexTipPosition4);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n\r\n this._blobTexture.dispose();\r\n this._iridescentMap.dispose();\r\n }\r\n\r\n public clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.FluentBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial {\r\n return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentBackplateMaterial\", FluentBackplateMaterial);\r\n"]}
@@ -0,0 +1,87 @@
1
+ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
2
+ import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
3
+ import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
4
+ import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
5
+ import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
+ import type { Nullable } from "@babylonjs/core/types.js";
7
+ import type { Scene } from "@babylonjs/core/scene.js";
8
+ import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
10
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
11
+ import "./shaders/mrdlBackglow.fragment";
12
+ import "./shaders/mrdlBackglow.vertex";
13
+ export declare class MRDLBackglowMaterial extends PushMaterial {
14
+ /**
15
+ * Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.
16
+ */
17
+ bevelRadius: number;
18
+ /**
19
+ * Gets or sets the line width of the backglow.
20
+ */
21
+ lineWidth: number;
22
+ /**
23
+ * Gets or sets whether to use absolute sizes when calculating effects on the backglow.
24
+ * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
25
+ */
26
+ absoluteSizes: boolean;
27
+ /**
28
+ * Gets or sets the tuning motion of the backglow.
29
+ */
30
+ tuningMotion: number;
31
+ /**
32
+ * Gets or sets the motion of the backglow.
33
+ */
34
+ motion: number;
35
+ /**
36
+ * Gets or sets the maximum intensity of the backglow.
37
+ */
38
+ maxIntensity: number;
39
+ /**
40
+ * Gets or sets the fade-in exponent of the intensity of the backglow.
41
+ */
42
+ intensityFadeInExponent: number;
43
+ /**
44
+ * Gets or sets the start of the outer fuzz effect on the backglow.
45
+ */
46
+ outerFuzzStart: number;
47
+ /**
48
+ * Gets or sets the end of the outer fuzz effect on the backglow.
49
+ */
50
+ outerFuzzEnd: number;
51
+ /**
52
+ * Gets or sets the color of the backglow.
53
+ */
54
+ color: Color4;
55
+ /**
56
+ * Gets or sets the inner color of the backglow.
57
+ */
58
+ innerColor: Color4;
59
+ /**
60
+ * Gets or sets the blend exponent of the backglow.
61
+ */
62
+ blendExponent: number;
63
+ /**
64
+ * Gets or sets the falloff of the backglow.
65
+ */
66
+ falloff: number;
67
+ /**
68
+ * Gets or sets the bias of the backglow.
69
+ */
70
+ bias: number;
71
+ constructor(name: string, scene: Scene);
72
+ needAlphaBlending(): boolean;
73
+ needAlphaTesting(): boolean;
74
+ getAlphaTestTexture(): Nullable<BaseTexture>;
75
+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
76
+ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
77
+ /**
78
+ * Get the list of animatables in the material.
79
+ * @returns the list of animatables object used in the material
80
+ */
81
+ getAnimatables(): IAnimatable[];
82
+ dispose(forceDisposeEffect?: boolean): void;
83
+ clone(name: string): MRDLBackglowMaterial;
84
+ serialize(): unknown;
85
+ getClassName(): string;
86
+ static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackglowMaterial;
87
+ }
@@ -0,0 +1,300 @@
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Constants } from "@babylonjs/core/Engines/constants.js";
4
+ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
5
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
6
+ import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
7
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
8
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
9
+ import { SerializationHelper, serialize } from "@babylonjs/core/Misc/decorators.js";
10
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
11
+ import "./shaders/mrdlBackglow.fragment.js";
12
+ import "./shaders/mrdlBackglow.vertex.js";
13
+ /** @hidden */
14
+ class MRDLBackglowMaterialDefines extends MaterialDefines {
15
+ constructor() {
16
+ super();
17
+ this._needNormals = true;
18
+ this._needUVs = true;
19
+ this.rebuild();
20
+ }
21
+ }
22
+ export class MRDLBackglowMaterial extends PushMaterial {
23
+ constructor(name, scene) {
24
+ super(name, scene);
25
+ /**
26
+ * Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.
27
+ */
28
+ this.bevelRadius = 0.16;
29
+ /**
30
+ * Gets or sets the line width of the backglow.
31
+ */
32
+ this.lineWidth = 0.16;
33
+ /**
34
+ * Gets or sets whether to use absolute sizes when calculating effects on the backglow.
35
+ * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
36
+ */
37
+ this.absoluteSizes = false;
38
+ /**
39
+ * Gets or sets the tuning motion of the backglow.
40
+ */
41
+ this.tuningMotion = 0.0;
42
+ /**
43
+ * Gets or sets the motion of the backglow.
44
+ */
45
+ this.motion = 1.0;
46
+ /**
47
+ * Gets or sets the maximum intensity of the backglow.
48
+ */
49
+ this.maxIntensity = 0.7;
50
+ /**
51
+ * Gets or sets the fade-in exponent of the intensity of the backglow.
52
+ */
53
+ this.intensityFadeInExponent = 2.0;
54
+ /**
55
+ * Gets or sets the start of the outer fuzz effect on the backglow.
56
+ */
57
+ this.outerFuzzStart = 0.04;
58
+ /**
59
+ * Gets or sets the end of the outer fuzz effect on the backglow.
60
+ */
61
+ this.outerFuzzEnd = 0.04;
62
+ /**
63
+ * Gets or sets the color of the backglow.
64
+ */
65
+ this.color = new Color4(0.682353, 0.698039, 1, 1);
66
+ /**
67
+ * Gets or sets the inner color of the backglow.
68
+ */
69
+ this.innerColor = new Color4(0.356863, 0.392157, 0.796078, 1);
70
+ /**
71
+ * Gets or sets the blend exponent of the backglow.
72
+ */
73
+ this.blendExponent = 1.5;
74
+ /**
75
+ * Gets or sets the falloff of the backglow.
76
+ */
77
+ this.falloff = 2.0;
78
+ /**
79
+ * Gets or sets the bias of the backglow.
80
+ */
81
+ this.bias = 0.5;
82
+ this.alphaMode = Constants.ALPHA_ADD;
83
+ this.disableDepthWrite = true;
84
+ this.backFaceCulling = false;
85
+ }
86
+ needAlphaBlending() {
87
+ return true;
88
+ }
89
+ needAlphaTesting() {
90
+ return false;
91
+ }
92
+ getAlphaTestTexture() {
93
+ return null;
94
+ }
95
+ // Methods
96
+ isReadyForSubMesh(mesh, subMesh) {
97
+ if (this.isFrozen) {
98
+ if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
99
+ return true;
100
+ }
101
+ }
102
+ if (!subMesh.materialDefines) {
103
+ subMesh.materialDefines = new MRDLBackglowMaterialDefines();
104
+ }
105
+ const defines = subMesh.materialDefines;
106
+ const scene = this.getScene();
107
+ if (this._isReadyForSubMesh(subMesh)) {
108
+ return true;
109
+ }
110
+ const engine = scene.getEngine();
111
+ // Attribs
112
+ MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);
113
+ // Get correct effect
114
+ if (defines.isDirty) {
115
+ defines.markAsProcessed();
116
+ scene.resetCachedMaterial();
117
+ // Fallbacks
118
+ const fallbacks = new EffectFallbacks();
119
+ if (defines.FOG) {
120
+ fallbacks.addFallback(1, "FOG");
121
+ }
122
+ MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
123
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
124
+ //Attributes
125
+ const attribs = [VertexBuffer.PositionKind];
126
+ if (defines.NORMAL) {
127
+ attribs.push(VertexBuffer.NormalKind);
128
+ }
129
+ if (defines.UV1) {
130
+ attribs.push(VertexBuffer.UVKind);
131
+ }
132
+ if (defines.UV2) {
133
+ attribs.push(VertexBuffer.UV2Kind);
134
+ }
135
+ if (defines.VERTEXCOLOR) {
136
+ attribs.push(VertexBuffer.ColorKind);
137
+ }
138
+ if (defines.TANGENT) {
139
+ attribs.push(VertexBuffer.TangentKind);
140
+ }
141
+ MaterialHelper.PrepareAttributesForInstances(attribs, defines);
142
+ // Legacy browser patch
143
+ const shaderName = "mrdlBackglow";
144
+ const join = defines.toString();
145
+ const uniforms = [
146
+ "world",
147
+ "worldView",
148
+ "worldViewProjection",
149
+ "view",
150
+ "projection",
151
+ "viewProjection",
152
+ "cameraPosition",
153
+ "_Bevel_Radius_",
154
+ "_Line_Width_",
155
+ "_Absolute_Sizes_",
156
+ "_Tuning_Motion_",
157
+ "_Motion_",
158
+ "_Max_Intensity_",
159
+ "_Intensity_Fade_In_Exponent_",
160
+ "_Outer_Fuzz_Start_",
161
+ "_Outer_Fuzz_End_",
162
+ "_Color_",
163
+ "_Inner_Color_",
164
+ "_Blend_Exponent_",
165
+ "_Falloff_",
166
+ "_Bias_",
167
+ ];
168
+ const samplers = [];
169
+ const uniformBuffers = new Array();
170
+ MaterialHelper.PrepareUniformsAndSamplersList({
171
+ uniformsNames: uniforms,
172
+ uniformBuffersNames: uniformBuffers,
173
+ samplers: samplers,
174
+ defines: defines,
175
+ maxSimultaneousLights: 4,
176
+ });
177
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
178
+ attributes: attribs,
179
+ uniformsNames: uniforms,
180
+ uniformBuffersNames: uniformBuffers,
181
+ samplers: samplers,
182
+ defines: join,
183
+ fallbacks: fallbacks,
184
+ onCompiled: this.onCompiled,
185
+ onError: this.onError,
186
+ indexParameters: { maxSimultaneousLights: 4 },
187
+ }, engine), defines);
188
+ }
189
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
190
+ return false;
191
+ }
192
+ defines._renderId = scene.getRenderId();
193
+ subMesh.effect._wasPreviouslyReady = true;
194
+ return true;
195
+ }
196
+ bindForSubMesh(world, mesh, subMesh) {
197
+ const scene = this.getScene();
198
+ const defines = subMesh.materialDefines;
199
+ if (!defines) {
200
+ return;
201
+ }
202
+ const effect = subMesh.effect;
203
+ if (!effect) {
204
+ return;
205
+ }
206
+ this._activeEffect = effect;
207
+ // Matrices
208
+ this.bindOnlyWorldMatrix(world);
209
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
210
+ this._activeEffect.setVector3("cameraPosition", scene.activeCamera.position);
211
+ // "Rounded Rectangle"
212
+ this._activeEffect.setFloat("_Bevel_Radius_", this.bevelRadius);
213
+ this._activeEffect.setFloat("_Line_Width_", this.lineWidth);
214
+ this._activeEffect.setFloat("_Absolute_Sizes_", this.absoluteSizes ? 1.0 : 0.0);
215
+ // "Animation"
216
+ this._activeEffect.setFloat("_Tuning_Motion_", this.tuningMotion);
217
+ this._activeEffect.setFloat("_Motion_", this.motion);
218
+ this._activeEffect.setFloat("_Max_Intensity_", this.maxIntensity);
219
+ this._activeEffect.setFloat("_Intensity_Fade_In_Exponent_", this.intensityFadeInExponent);
220
+ this._activeEffect.setFloat("_Outer_Fuzz_Start_", this.outerFuzzStart);
221
+ this._activeEffect.setFloat("_Outer_Fuzz_End_", this.outerFuzzEnd);
222
+ // "Color"
223
+ this._activeEffect.setDirectColor4("_Color_", this.color);
224
+ this._activeEffect.setDirectColor4("_Inner_Color_", this.innerColor);
225
+ this._activeEffect.setFloat("_Blend_Exponent_", this.blendExponent);
226
+ // "Inner Transition"
227
+ this._activeEffect.setFloat("_Falloff_", this.falloff);
228
+ this._activeEffect.setFloat("_Bias_", this.bias);
229
+ this._afterBind(mesh, this._activeEffect);
230
+ }
231
+ /**
232
+ * Get the list of animatables in the material.
233
+ * @returns the list of animatables object used in the material
234
+ */
235
+ getAnimatables() {
236
+ return [];
237
+ }
238
+ dispose(forceDisposeEffect) {
239
+ super.dispose(forceDisposeEffect);
240
+ }
241
+ clone(name) {
242
+ return SerializationHelper.Clone(() => new MRDLBackglowMaterial(name, this.getScene()), this);
243
+ }
244
+ serialize() {
245
+ const serializationObject = SerializationHelper.Serialize(this);
246
+ serializationObject.customType = "BABYLON.MRDLBackglowMaterial";
247
+ return serializationObject;
248
+ }
249
+ getClassName() {
250
+ return "MRDLBackglowMaterial";
251
+ }
252
+ // Statics
253
+ static Parse(source, scene, rootUrl) {
254
+ return SerializationHelper.Parse(() => new MRDLBackglowMaterial(source.name, scene), source, scene, rootUrl);
255
+ }
256
+ }
257
+ __decorate([
258
+ serialize()
259
+ ], MRDLBackglowMaterial.prototype, "bevelRadius", void 0);
260
+ __decorate([
261
+ serialize()
262
+ ], MRDLBackglowMaterial.prototype, "lineWidth", void 0);
263
+ __decorate([
264
+ serialize()
265
+ ], MRDLBackglowMaterial.prototype, "absoluteSizes", void 0);
266
+ __decorate([
267
+ serialize()
268
+ ], MRDLBackglowMaterial.prototype, "tuningMotion", void 0);
269
+ __decorate([
270
+ serialize()
271
+ ], MRDLBackglowMaterial.prototype, "motion", void 0);
272
+ __decorate([
273
+ serialize()
274
+ ], MRDLBackglowMaterial.prototype, "maxIntensity", void 0);
275
+ __decorate([
276
+ serialize()
277
+ ], MRDLBackglowMaterial.prototype, "intensityFadeInExponent", void 0);
278
+ __decorate([
279
+ serialize()
280
+ ], MRDLBackglowMaterial.prototype, "outerFuzzStart", void 0);
281
+ __decorate([
282
+ serialize()
283
+ ], MRDLBackglowMaterial.prototype, "outerFuzzEnd", void 0);
284
+ __decorate([
285
+ serialize()
286
+ ], MRDLBackglowMaterial.prototype, "color", void 0);
287
+ __decorate([
288
+ serialize()
289
+ ], MRDLBackglowMaterial.prototype, "innerColor", void 0);
290
+ __decorate([
291
+ serialize()
292
+ ], MRDLBackglowMaterial.prototype, "blendExponent", void 0);
293
+ __decorate([
294
+ serialize()
295
+ ], MRDLBackglowMaterial.prototype, "falloff", void 0);
296
+ __decorate([
297
+ serialize()
298
+ ], MRDLBackglowMaterial.prototype, "bias", void 0);
299
+ RegisterClass("BABYLON.GUI.MRDLBackglowMaterial", MRDLBackglowMaterial);
300
+ //# sourceMappingURL=mrdlBackglowMaterial.js.map
@@ -0,0 +1 @@
1
+ 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type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { SerializationHelper, serialize } from \"core/Misc/decorators\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nimport \"./shaders/mrdlBackglow.fragment\";\r\nimport \"./shaders/mrdlBackglow.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackglowMaterialDefines extends MaterialDefines {\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLBackglowMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public bevelRadius = 0.16;\r\n\r\n /**\r\n * Gets or sets the line width of the backglow.\r\n */\r\n @serialize()\r\n public lineWidth = 0.16;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backglow.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /**\r\n * Gets or sets the tuning motion of the backglow.\r\n */\r\n @serialize()\r\n public tuningMotion = 0.0;\r\n\r\n /**\r\n * Gets or sets the motion of the backglow.\r\n */\r\n @serialize()\r\n public motion = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the backglow.\r\n */\r\n @serialize()\r\n public maxIntensity = 0.7;\r\n\r\n /**\r\n * Gets or sets the fade-in exponent of the intensity of the backglow.\r\n */\r\n @serialize()\r\n public intensityFadeInExponent = 2.0;\r\n\r\n /**\r\n * Gets or sets the start of the outer fuzz effect on the backglow.\r\n */\r\n @serialize()\r\n public outerFuzzStart = 0.04;\r\n\r\n /**\r\n * Gets or sets the end of the outer fuzz effect on the backglow.\r\n */\r\n @serialize()\r\n public outerFuzzEnd = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the backglow.\r\n */\r\n @serialize()\r\n public color: Color4 = new Color4(0.682353, 0.698039, 1, 1);\r\n\r\n /**\r\n * Gets or sets the inner color of the backglow.\r\n */\r\n @serialize()\r\n public innerColor: Color4 = new Color4(0.356863, 0.392157, 0.796078, 1);\r\n\r\n /**\r\n * Gets or sets the blend exponent of the backglow.\r\n */\r\n @serialize()\r\n public blendExponent = 1.5;\r\n\r\n /**\r\n * Gets or sets the falloff of the backglow.\r\n */\r\n @serialize()\r\n public falloff = 2.0;\r\n\r\n /**\r\n * Gets or sets the bias of the backglow.\r\n */\r\n @serialize()\r\n public bias = 0.5;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLBackglowMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackglowMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlBackglow\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Bevel_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Tuning_Motion_\",\r\n \"_Motion_\",\r\n \"_Max_Intensity_\",\r\n \"_Intensity_Fade_In_Exponent_\",\r\n \"_Outer_Fuzz_Start_\",\r\n \"_Outer_Fuzz_End_\",\r\n \"_Color_\",\r\n \"_Inner_Color_\",\r\n \"_Blend_Exponent_\",\r\n \"_Falloff_\",\r\n \"_Bias_\",\r\n ];\r\n const samplers: string[] = [];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <MRDLBackglowMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Rounded Rectangle\"\r\n this._activeEffect.setFloat(\"_Bevel_Radius_\", this.bevelRadius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n\r\n // \"Animation\"\r\n this._activeEffect.setFloat(\"_Tuning_Motion_\", this.tuningMotion);\r\n this._activeEffect.setFloat(\"_Motion_\", this.motion);\r\n this._activeEffect.setFloat(\"_Max_Intensity_\", this.maxIntensity);\r\n this._activeEffect.setFloat(\"_Intensity_Fade_In_Exponent_\", this.intensityFadeInExponent);\r\n this._activeEffect.setFloat(\"_Outer_Fuzz_Start_\", this.outerFuzzStart);\r\n this._activeEffect.setFloat(\"_Outer_Fuzz_End_\", this.outerFuzzEnd);\r\n\r\n // \"Color\"\r\n this._activeEffect.setDirectColor4(\"_Color_\", this.color);\r\n this._activeEffect.setDirectColor4(\"_Inner_Color_\", this.innerColor);\r\n this._activeEffect.setFloat(\"_Blend_Exponent_\", this.blendExponent);\r\n\r\n // \"Inner Transition\"\r\n this._activeEffect.setFloat(\"_Falloff_\", this.falloff);\r\n this._activeEffect.setFloat(\"_Bias_\", this.bias);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLBackglowMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackglowMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLBackglowMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackglowMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackglowMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackglowMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackglowMaterial\", MRDLBackglowMaterial);\r\n"]}