@babylonjs/gui 9.10.1 → 9.11.0

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Files changed (36) hide show
  1. package/3D/materials/fluent/fluentMaterial.d.ts +12 -0
  2. package/3D/materials/fluent/fluentMaterial.js +22 -0
  3. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  4. package/3D/materials/fluent/wgsl/fluent.fragment.d.ts +5 -0
  5. package/3D/materials/fluent/wgsl/fluent.fragment.js +44 -0
  6. package/3D/materials/fluent/wgsl/fluent.fragment.js.map +1 -0
  7. package/3D/materials/fluent/wgsl/fluent.vertex.d.ts +5 -0
  8. package/3D/materials/fluent/wgsl/fluent.vertex.js +29 -0
  9. package/3D/materials/fluent/wgsl/fluent.vertex.js.map +1 -0
  10. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +12 -0
  11. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +22 -0
  12. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  13. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.d.ts +5 -0
  14. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.js +32 -0
  15. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.js.map +1 -0
  16. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.d.ts +5 -0
  17. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.js +72 -0
  18. package/3D/materials/fluentBackplate/wgsl/fluentBackplate.vertex.js.map +1 -0
  19. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +13 -0
  20. package/3D/materials/fluentButton/fluentButtonMaterial.js +29 -2
  21. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  22. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.d.ts +5 -0
  23. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.js +20 -0
  24. package/3D/materials/fluentButton/wgsl/fluentButton.fragment.js.map +1 -0
  25. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.d.ts +5 -0
  26. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.js +31 -0
  27. package/3D/materials/fluentButton/wgsl/fluentButton.vertex.js.map +1 -0
  28. package/3D/materials/handle/handleMaterial.js +7 -0
  29. package/3D/materials/handle/handleMaterial.js.map +1 -1
  30. package/3D/materials/handle/wgsl/handle.fragment.d.ts +5 -0
  31. package/3D/materials/handle/wgsl/handle.fragment.js +13 -0
  32. package/3D/materials/handle/wgsl/handle.fragment.js.map +1 -0
  33. package/3D/materials/handle/wgsl/handle.vertex.d.ts +5 -0
  34. package/3D/materials/handle/wgsl/handle.vertex.js +13 -0
  35. package/3D/materials/handle/wgsl/handle.vertex.js.map +1 -0
  36. package/package.json +2 -2
@@ -22,6 +22,7 @@ export declare class FluentMaterialDefines extends MaterialDefines {
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  * Class used to render controls with fluent design
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  */
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  export declare class FluentMaterial extends PushMaterial {
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+ private _shadersLoaded;
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  /**
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  * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)
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  */
@@ -82,9 +83,20 @@ export declare class FluentMaterial extends PushMaterial {
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  bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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  getActiveTextures(): BaseTexture[];
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  hasTexture(texture: BaseTexture): boolean;
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+ /**
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+ * Disposes the material.
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+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
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+ */
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  dispose(forceDisposeEffect?: boolean): void;
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  clone(name: string): FluentMaterial;
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  serialize(): any;
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  getClassName(): string;
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+ /**
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+ * Creates a fluent material from parsed material data.
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+ * @param source defines the JSON representation of the material
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a new fluent material
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+ */
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  static Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial;
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  }
@@ -32,6 +32,7 @@ export class FluentMaterial extends PushMaterial {
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  */
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  constructor(name, scene) {
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  super(name, scene);
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+ this._shadersLoaded = false;
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  /**
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  * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)
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  */
@@ -151,6 +152,7 @@ export class FluentMaterial extends PushMaterial {
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  samplers: samplers,
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  defines: defines,
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  maxSimultaneousLights: 4,
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+ shaderLanguage: this._shaderLanguage,
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  });
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  const join = defines.toString();
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  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
@@ -163,6 +165,15 @@ export class FluentMaterial extends PushMaterial {
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  onCompiled: this.onCompiled,
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  onError: this.onError,
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  indexParameters: { maxSimultaneousLights: 4 },
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+ shaderLanguage: this._shaderLanguage,
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+ extraInitializationsAsync: this._shadersLoaded
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+ ? undefined
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+ : async () => {
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+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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+ await Promise.all([import("./wgsl/fluent.vertex.js"), import("./wgsl/fluent.fragment.js")]);
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+ }
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+ this._shadersLoaded = true;
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+ },
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  }, engine), defines, this._materialContext);
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  }
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  if (!subMesh.effect || !subMesh.effect.isReady()) {
@@ -221,6 +232,10 @@ export class FluentMaterial extends PushMaterial {
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  }
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  return false;
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  }
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+ /**
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+ * Disposes the material.
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+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
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+ */
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  dispose(forceDisposeEffect) {
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  super.dispose(forceDisposeEffect);
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  }
@@ -236,6 +251,13 @@ export class FluentMaterial extends PushMaterial {
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  return "FluentMaterial";
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  }
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  // Statics
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+ /**
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+ * Creates a fluent material from parsed material data.
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+ * @param source defines the JSON representation of the material
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+ * @param scene defines the hosting scene
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+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
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+ * @returns a new fluent material
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+ */
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  static Parse(source, scene, rootUrl) {
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  return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);
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  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\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 { Color3, Color4 } from \"core/Maths/math.color\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\nimport { PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent design\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 0.01)\r\n */\r\n @serialize()\r\n public hoverRadius = 0.01;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n const shaderName = \"fluent\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"innerGlowColor\",\r\n \"albedoColor\",\r\n \"borderWidth\",\r\n \"edgeSmoothingValue\",\r\n \"scaleFactor\",\r\n \"borderMinValue\",\r\n \"hoverColor\",\r\n \"hoverPosition\",\r\n \"hoverRadius\",\r\n \"textureMatrix\",\r\n ];\r\n\r\n const samplers = [\"albedoSampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n 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 const join = defines.toString();\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: null,\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\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FluentMaterialDefines>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 this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\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 { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\nimport { PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent design\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 0.01)\r\n */\r\n @serialize()\r\n public hoverRadius = 0.01;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n const engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n const shaderName = \"fluent\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"innerGlowColor\",\r\n \"albedoColor\",\r\n \"borderWidth\",\r\n \"edgeSmoothingValue\",\r\n \"scaleFactor\",\r\n \"borderMinValue\",\r\n \"hoverColor\",\r\n \"hoverPosition\",\r\n \"hoverRadius\",\r\n \"textureMatrix\",\r\n ];\r\n\r\n const samplers = [\"albedoSampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n const join = defines.toString();\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: null,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/fluent.vertex\"), import(\"./wgsl/fluent.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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 drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FluentMaterialDefines>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 this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the material.\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a fluent material from parsed material data.\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new fluent material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);\r\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluentPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,44 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "fluentPixelShader";
4
+ const shader = `varying vUV: vec2f;uniform albedoColor: vec4f;
5
+ #ifdef INNERGLOW
6
+ uniform innerGlowColor: vec4f;
7
+ #endif
8
+ #ifdef BORDER
9
+ varying scaleInfo: vec2f;uniform edgeSmoothingValue: f32;uniform borderMinValue: f32;
10
+ #endif
11
+ #ifdef HOVERLIGHT
12
+ varying worldPosition: vec3f;uniform hoverPosition: vec3f;uniform hoverColor: vec4f;uniform hoverRadius: f32;
13
+ #endif
14
+ #ifdef TEXTURE
15
+ uniform textureMatrix: mat4x4f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;
16
+ #endif
17
+ @fragment
18
+ fn main(input: FragmentInputs)->FragmentOutputs {var albedo: vec3f=uniforms.albedoColor.rgb;var alpha: f32=uniforms.albedoColor.a;
19
+ #ifdef TEXTURE
20
+ let finalUV: vec2f=(uniforms.textureMatrix*vec4f(input.vUV,1.0,0.0)).xy;albedo=textureSample(albedoSampler,albedoSamplerSampler,finalUV).rgb;
21
+ #endif
22
+ #ifdef HOVERLIGHT
23
+ let pointToHover: f32=(1.0-clamp(length(uniforms.hoverPosition-input.worldPosition)/uniforms.hoverRadius,0.0,1.0))*uniforms.hoverColor.a;albedo=clamp(albedo+uniforms.hoverColor.rgb*pointToHover,vec3f(0.0),vec3f(1.0));
24
+ #else
25
+ let pointToHover: f32=1.0;
26
+ #endif
27
+ #ifdef BORDER
28
+ let borderPower: f32=10.0;let inverseBorderPower: f32=1.0/borderPower;var borderColor: vec3f=albedo*borderPower;let distanceToEdge: vec2f=abs(input.vUV-vec2f(0.5))*2.0;let borderValue: f32=max(
29
+ smoothstep(input.scaleInfo.x-uniforms.edgeSmoothingValue,input.scaleInfo.x+uniforms.edgeSmoothingValue,distanceToEdge.x),
30
+ smoothstep(input.scaleInfo.y-uniforms.edgeSmoothingValue,input.scaleInfo.y+uniforms.edgeSmoothingValue,distanceToEdge.y)
31
+ );borderColor=borderColor*borderValue*max(uniforms.borderMinValue*inverseBorderPower,pointToHover);albedo+=borderColor;alpha=max(alpha,borderValue);
32
+ #endif
33
+ #ifdef INNERGLOW
34
+ var uvGlow: vec2f=(input.vUV-vec2f(0.5))*(uniforms.innerGlowColor.a*2.0);uvGlow=uvGlow*uvGlow;uvGlow=uvGlow*uvGlow;albedo+=mix(vec3f(0.0),uniforms.innerGlowColor.rgb,uvGlow.x+uvGlow.y);
35
+ #endif
36
+ fragmentOutputs.color=vec4f(albedo,alpha);}
37
+ `;
38
+ // Sideeffect
39
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
40
+ ShaderStore.ShadersStoreWGSL[name] = shader;
41
+ }
42
+ /** @internal */
43
+ export const fluentPixelShaderWGSL = { name, shader };
44
+ //# sourceMappingURL=fluent.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluent.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/wgsl/fluent.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentPixelShader\";\nconst shader = `varying vUV: vec2f;uniform albedoColor: vec4f;\n#ifdef INNERGLOW\nuniform innerGlowColor: vec4f;\n#endif\n#ifdef BORDER\nvarying scaleInfo: vec2f;uniform edgeSmoothingValue: f32;uniform borderMinValue: f32;\n#endif\n#ifdef HOVERLIGHT\nvarying worldPosition: vec3f;uniform hoverPosition: vec3f;uniform hoverColor: vec4f;uniform hoverRadius: f32;\n#endif\n#ifdef TEXTURE\nuniform textureMatrix: mat4x4f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var albedo: vec3f=uniforms.albedoColor.rgb;var alpha: f32=uniforms.albedoColor.a;\n#ifdef TEXTURE\nlet finalUV: vec2f=(uniforms.textureMatrix*vec4f(input.vUV,1.0,0.0)).xy;albedo=textureSample(albedoSampler,albedoSamplerSampler,finalUV).rgb;\n#endif\n#ifdef HOVERLIGHT\nlet pointToHover: f32=(1.0-clamp(length(uniforms.hoverPosition-input.worldPosition)/uniforms.hoverRadius,0.0,1.0))*uniforms.hoverColor.a;albedo=clamp(albedo+uniforms.hoverColor.rgb*pointToHover,vec3f(0.0),vec3f(1.0));\n#else\nlet pointToHover: f32=1.0;\n#endif\n#ifdef BORDER\nlet borderPower: f32=10.0;let inverseBorderPower: f32=1.0/borderPower;var borderColor: vec3f=albedo*borderPower;let distanceToEdge: vec2f=abs(input.vUV-vec2f(0.5))*2.0;let borderValue: f32=max(\nsmoothstep(input.scaleInfo.x-uniforms.edgeSmoothingValue,input.scaleInfo.x+uniforms.edgeSmoothingValue,distanceToEdge.x),\nsmoothstep(input.scaleInfo.y-uniforms.edgeSmoothingValue,input.scaleInfo.y+uniforms.edgeSmoothingValue,distanceToEdge.y)\n);borderColor=borderColor*borderValue*max(uniforms.borderMinValue*inverseBorderPower,pointToHover);albedo+=borderColor;alpha=max(alpha,borderValue);\n#endif\n#ifdef INNERGLOW\nvar uvGlow: vec2f=(input.vUV-vec2f(0.5))*(uniforms.innerGlowColor.a*2.0);uvGlow=uvGlow*uvGlow;uvGlow=uvGlow*uvGlow;albedo+=mix(vec3f(0.0),uniforms.innerGlowColor.rgb,uvGlow.x+uvGlow.y);\n#endif\nfragmentOutputs.color=vec4f(albedo,alpha);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluentPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluentVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,29 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "fluentVertexShader";
4
+ const shader = `attribute position: vec3f;attribute normal: vec3f;attribute uv: vec2f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;varying vUV: vec2f;
5
+ #ifdef BORDER
6
+ varying scaleInfo: vec2f;uniform borderWidth: f32;uniform scaleFactor: vec3f;
7
+ #endif
8
+ #ifdef HOVERLIGHT
9
+ varying worldPosition: vec3f;
10
+ #endif
11
+ @vertex
12
+ fn main(input: VertexInputs)->FragmentInputs {vertexOutputs.vUV=vertexInputs.uv;
13
+ #ifdef BORDER
14
+ var scale: vec3f=uniforms.scaleFactor;let minScale: f32=min(min(scale.x,scale.y),scale.z);let maxScale: f32=max(max(scale.x,scale.y),scale.z);let minOverMiddleScale: f32=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);let areaYZ: f32=scale.y*scale.z;let areaXZ: f32=scale.x*scale.z;let areaXY: f32=scale.x*scale.y;var scaledBorderWidth: f32=uniforms.borderWidth;if (abs(vertexInputs.normal.x)==1.0) {scale.x=scale.y;scale.y=scale.z;if (areaYZ>areaXZ && areaYZ>areaXY) {scaledBorderWidth*=minOverMiddleScale;}} else if (abs(vertexInputs.normal.y)==1.0) {scale.x=scale.z;if (areaXZ>areaXY && areaXZ>areaYZ) {scaledBorderWidth*=minOverMiddleScale;}} else {if (areaXY>areaYZ && areaXY>areaXZ) {scaledBorderWidth*=minOverMiddleScale;}}
15
+ let scaleRatio: f32=min(scale.x,scale.y)/max(scale.x,scale.y);if (scale.x>scale.y) {vertexOutputs.scaleInfo=vec2f(1.0-scaledBorderWidth*scaleRatio,1.0-scaledBorderWidth);} else {vertexOutputs.scaleInfo=vec2f(1.0-scaledBorderWidth,1.0-scaledBorderWidth*scaleRatio);}
16
+ #endif
17
+ let worldPos: vec4f=uniforms.world*vec4f(vertexInputs.position,1.0);
18
+ #ifdef HOVERLIGHT
19
+ vertexOutputs.worldPosition=worldPos.xyz;
20
+ #endif
21
+ vertexOutputs.position=uniforms.viewProjection*worldPos;}
22
+ `;
23
+ // Sideeffect
24
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
25
+ ShaderStore.ShadersStoreWGSL[name] = shader;
26
+ }
27
+ /** @internal */
28
+ export const fluentVertexShaderWGSL = { name, shader };
29
+ //# sourceMappingURL=fluent.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluent.vertex.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluent/wgsl/fluent.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentVertexShader\";\nconst shader = `attribute position: vec3f;attribute normal: vec3f;attribute uv: vec2f;uniform world: mat4x4f;uniform viewProjection: mat4x4f;varying vUV: vec2f;\n#ifdef BORDER\nvarying scaleInfo: vec2f;uniform borderWidth: f32;uniform scaleFactor: vec3f;\n#endif\n#ifdef HOVERLIGHT\nvarying worldPosition: vec3f;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {vertexOutputs.vUV=vertexInputs.uv;\n#ifdef BORDER\nvar scale: vec3f=uniforms.scaleFactor;let minScale: f32=min(min(scale.x,scale.y),scale.z);let maxScale: f32=max(max(scale.x,scale.y),scale.z);let minOverMiddleScale: f32=minScale/(scale.x+scale.y+scale.z-minScale-maxScale);let areaYZ: f32=scale.y*scale.z;let areaXZ: f32=scale.x*scale.z;let areaXY: f32=scale.x*scale.y;var scaledBorderWidth: f32=uniforms.borderWidth;if (abs(vertexInputs.normal.x)==1.0) {scale.x=scale.y;scale.y=scale.z;if (areaYZ>areaXZ && areaYZ>areaXY) {scaledBorderWidth*=minOverMiddleScale;}} else if (abs(vertexInputs.normal.y)==1.0) {scale.x=scale.z;if (areaXZ>areaXY && areaXZ>areaYZ) {scaledBorderWidth*=minOverMiddleScale;}} else {if (areaXY>areaYZ && areaXY>areaXZ) {scaledBorderWidth*=minOverMiddleScale;}}\nlet scaleRatio: f32=min(scale.x,scale.y)/max(scale.x,scale.y);if (scale.x>scale.y) {vertexOutputs.scaleInfo=vec2f(1.0-scaledBorderWidth*scaleRatio,1.0-scaledBorderWidth);} else {vertexOutputs.scaleInfo=vec2f(1.0-scaledBorderWidth,1.0-scaledBorderWidth*scaleRatio);}\n#endif\nlet worldPos: vec4f=uniforms.world*vec4f(vertexInputs.position,1.0);\n#ifdef HOVERLIGHT\nvertexOutputs.worldPosition=worldPos.xyz;\n#endif\nvertexOutputs.position=uniforms.viewProjection*worldPos;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluentVertexShaderWGSL = { name, shader };\n"]}
@@ -14,6 +14,7 @@ import "./shaders/fluentBackplate.vertex.js";
14
14
  * Class used to render square buttons with fluent design
15
15
  */
16
16
  export declare class FluentBackplateMaterial extends PushMaterial {
17
+ private _shadersLoaded;
17
18
  /**
18
19
  * URL pointing to the texture used to define the coloring for the fluent blob effect.
19
20
  */
@@ -146,9 +147,20 @@ export declare class FluentBackplateMaterial extends PushMaterial {
146
147
  * @returns the list of animatables object used in the material
147
148
  */
148
149
  getAnimatables(): IAnimatable[];
150
+ /**
151
+ * Disposes the material.
152
+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
153
+ */
149
154
  dispose(forceDisposeEffect?: boolean): void;
150
155
  clone(name: string): FluentBackplateMaterial;
151
156
  serialize(): any;
152
157
  getClassName(): string;
158
+ /**
159
+ * Creates a fluent backplate material from parsed material data.
160
+ * @param source defines the JSON representation of the material
161
+ * @param scene defines the hosting scene
162
+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
163
+ * @returns a new fluent backplate material
164
+ */
153
165
  static Parse(source: any, scene: Scene, rootUrl: string): FluentBackplateMaterial;
154
166
  }
@@ -32,6 +32,7 @@ class FluentBackplateMaterialDefines extends MaterialDefines {
32
32
  export class FluentBackplateMaterial extends PushMaterial {
33
33
  constructor(name, scene) {
34
34
  super(name, scene);
35
+ this._shadersLoaded = false;
35
36
  /**
36
37
  * Gets or sets the corner radius on the backplate. Best to keep this value between 0.01 and 0.5. Default is 0.03.
37
38
  */
@@ -266,6 +267,7 @@ export class FluentBackplateMaterial extends PushMaterial {
266
267
  samplers: samplers,
267
268
  defines: defines,
268
269
  maxSimultaneousLights: 4,
270
+ shaderLanguage: this._shaderLanguage,
269
271
  });
270
272
  subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
271
273
  attributes: attribs,
@@ -277,6 +279,15 @@ export class FluentBackplateMaterial extends PushMaterial {
277
279
  onCompiled: this.onCompiled,
278
280
  onError: this.onError,
279
281
  indexParameters: { maxSimultaneousLights: 4 },
282
+ shaderLanguage: this._shaderLanguage,
283
+ extraInitializationsAsync: this._shadersLoaded
284
+ ? undefined
285
+ : async () => {
286
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
287
+ await Promise.all([import("./wgsl/fluentBackplate.vertex.js"), import("./wgsl/fluentBackplate.fragment.js")]);
288
+ }
289
+ this._shadersLoaded = true;
290
+ },
280
291
  }, engine), defines, this._materialContext);
281
292
  }
282
293
  if (!subMesh.effect || !subMesh.effect.isReady()) {
@@ -367,6 +378,10 @@ export class FluentBackplateMaterial extends PushMaterial {
367
378
  getAnimatables() {
368
379
  return [];
369
380
  }
381
+ /**
382
+ * Disposes the material.
383
+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
384
+ */
370
385
  dispose(forceDisposeEffect) {
371
386
  super.dispose(forceDisposeEffect);
372
387
  this._blobTexture.dispose();
@@ -384,6 +399,13 @@ export class FluentBackplateMaterial extends PushMaterial {
384
399
  return "FluentBackplateMaterial";
385
400
  }
386
401
  // Statics
402
+ /**
403
+ * Creates a fluent backplate material from parsed material data.
404
+ * @param source defines the JSON representation of the material
405
+ * @param scene defines the hosting scene
406
+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
407
+ * @returns a new fluent backplate material
408
+ */
387
409
  static Parse(source, scene, rootUrl) {
388
410
  return SerializationHelper.Parse(() => new FluentBackplateMaterial(source.name, scene), source, scene, rootUrl);
389
411
  }
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, 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 { 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\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\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/core/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/core/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 const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!this._blobTexture.isReady() || !this._iridescentMap.isReady()) {\r\n return false;\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 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 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 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: string[] = [];\r\n\r\n 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 drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override 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, subMesh);\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 override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public override 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 override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override 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 override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override 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 { serialize, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, 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 { 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\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nimport \"./shaders/fluentBackplate.fragment\";\r\nimport \"./shaders/fluentBackplate.vertex\";\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\nimport { Tools } from \"core/Misc/tools\";\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 private _shadersLoaded = false;\r\n\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/core/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/core/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 const blobTextureUrl = Tools.GetAssetUrl(FluentBackplateMaterial.BLOB_TEXTURE_URL);\r\n const iridescentMapUrl = Tools.GetAssetUrl(FluentBackplateMaterial.IM_TEXTURE_URL);\r\n this._blobTexture = new Texture(blobTextureUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n this._iridescentMap = new Texture(iridescentMapUrl, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!this._blobTexture.isReady() || !this._iridescentMap.isReady()) {\r\n return false;\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 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 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 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: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n shaderLanguage: this._shaderLanguage,\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 shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/fluentBackplate.vertex\"), import(\"./wgsl/fluentBackplate.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\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 drawWrapper._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public override 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, subMesh);\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 override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material.\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override 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 override clone(name: string): FluentBackplateMaterial {\r\n return SerializationHelper.Clone(() => new FluentBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override 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 override getClassName(): string {\r\n return \"FluentBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates a fluent backplate material from parsed material data.\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new fluent backplate material\r\n */\r\n public static override 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 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluentBackplatePixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,32 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "fluentBackplatePixelShader";
4
+ const shader = `uniform cameraPosition: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;uniform _Filter_Width_: f32;uniform _Base_Color_: vec4f;uniform _Line_Color_: vec4f;uniform _Rate_: f32;uniform _Highlight_Color_: vec4f;uniform _Highlight_Width_: f32;uniform _Highlight_: f32;uniform _Iridescence_Intensity_: f32;uniform _Iridescence_Edge_Intensity_: f32;uniform _Fade_Out_: f32;uniform _Reflected_: f32;uniform _Frequency_: f32;uniform _Vertical_Offset_: f32;var _Blob_Texture_Sampler: sampler;var _Blob_Texture_: texture_2d<f32>;var _Iridescent_Map_Sampler: sampler;var _Iridescent_Map_: texture_2d<f32>;fn roundRectFragment(radius: f32,lineWidth: f32,lineColor: vec4f,filterWidth: f32,uv: vec2f,rectParms: vec4f,fillColor: vec4f)->vec4f {let d: f32=length(max(abs(uv)-rectParms.xy,vec2f(0.0)));let dx: f32=max(fwidth(d)*filterWidth,0.00001);let g: f32=min(rectParms.z,rectParms.w);let dgrad: f32=max(fwidth(g)*filterWidth,0.00001);let insideRect: f32=clamp(g/dgrad,0.0,1.0);let inner: f32=clamp((d+dx*0.5-max(radius-lineWidth,d-dx*0.5))/dx,0.0,1.0);return clamp(mix(fillColor,lineColor,inner),vec4f(0.0),vec4f(1.0))*insideRect;}
5
+ fn blobFragment(blobInfo1: vec4f,blobInfo2: vec4f)->vec4f {let k1: f32=dot(blobInfo1.xy,blobInfo1.xy);let k2: f32=dot(blobInfo2.xy,blobInfo2.xy);var closer: vec3f;if (k1<k2) {closer=vec3f(k1,blobInfo1.z,blobInfo1.w);} else {closer=vec3f(k2,blobInfo2.z,blobInfo2.w);}
6
+ let blobUV: vec2f=vec2f(sqrt(closer.x),1.0-closer.y);return closer.z*textureSample(_Blob_Texture_,_Blob_Texture_Sampler,blobUV)*clamp(1.0-closer.x,0.0,1.0);}
7
+ fn lineFragment(baseColor: vec4f,highlightColor: vec4f,highlightWidth: f32,lineVertex: vec3f,highlight: f32)->vec4f {let k2: f32=1.0-clamp(abs(lineVertex.y/highlightWidth),0.0,1.0);return mix(baseColor,highlightColor,highlight*k2);}
8
+ fn scaleRGB(color: vec4f,scalar: f32)->vec4f {return vec4f(scalar,scalar,scalar,1.0)*color;}
9
+ @fragment
10
+ fn main(input: FragmentInputs)->FragmentOutputs {
11
+ #ifdef BLOB_ENABLE
12
+ let blobColor: vec4f=blobFragment(input.vExtra2,input.vExtra3);
13
+ #else
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+ let blobColor: vec4f=vec4f(0.0);
15
+ #endif
16
+ let lineColor: vec4f=lineFragment(uniforms._Line_Color_,uniforms._Highlight_Color_,uniforms._Highlight_Width_,input.vTangent,uniforms._Highlight_);let incident: vec3f=normalize(input.vPosition-uniforms.cameraPosition);let reflected: vec3f=reflect(incident,input.vBinormal);var reflectedResult: f32=dot(input.vNormal,incident);if (uniforms._Reflected_>0.5) {reflectedResult=dot(incident,reflected);}
17
+ let iridescentU: f32=fract((reflectedResult*uniforms._Frequency_+1.0)*0.5+input.vUV.y*uniforms._Vertical_Offset_);let iridescentUV: vec2f=vec2f(iridescentU,0.5);
18
+ #ifdef IRIDESCENT_MAP_ENABLE
19
+ let iridescentColor: vec4f=textureSample(_Iridescent_Map_,_Iridescent_Map_Sampler,iridescentUV);
20
+ #else
21
+ let iridescentColor: vec4f=vec4f(0.0);
22
+ #endif
23
+ let lineAndIridescent: vec4f=lineColor+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Edge_Intensity_).rgb,0.0);let fillAndIridescent: vec4f=uniforms._Base_Color_+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Intensity_).rgb,0.0);var lineOpaque: vec4f=lineAndIridescent;lineOpaque.a=1.0;let fillWithBlob: vec4f=blobColor+(1.0-blobColor.a)*fillAndIridescent;let color: vec4f=uniforms._Fade_Out_*roundRectFragment(input.vColor.r,input.vColor.g,lineOpaque,uniforms._Filter_Width_,input.vUV,input.vExtra1,fillWithBlob);if (color.a<0.001) {discard;}
24
+ fragmentOutputs.color=color;}
25
+ `;
26
+ // Sideeffect
27
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
28
+ ShaderStore.ShadersStoreWGSL[name] = shader;
29
+ }
30
+ /** @internal */
31
+ export const fluentBackplatePixelShaderWGSL = { name, shader };
32
+ //# sourceMappingURL=fluentBackplate.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluentBackplate.fragment.js","sourceRoot":"","sources":["../../../../../../../dev/gui/src/3D/materials/fluentBackplate/wgsl/fluentBackplate.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"fluentBackplatePixelShader\";\nconst shader = `uniform cameraPosition: vec3f;varying vPosition: vec3f;varying vNormal: vec3f;varying vUV: vec2f;varying vTangent: vec3f;varying vBinormal: vec3f;varying vColor: vec4f;varying vExtra1: vec4f;varying vExtra2: vec4f;varying vExtra3: vec4f;uniform _Filter_Width_: f32;uniform _Base_Color_: vec4f;uniform _Line_Color_: vec4f;uniform _Rate_: f32;uniform _Highlight_Color_: vec4f;uniform _Highlight_Width_: f32;uniform _Highlight_: f32;uniform _Iridescence_Intensity_: f32;uniform _Iridescence_Edge_Intensity_: f32;uniform _Fade_Out_: f32;uniform _Reflected_: f32;uniform _Frequency_: f32;uniform _Vertical_Offset_: f32;var _Blob_Texture_Sampler: sampler;var _Blob_Texture_: texture_2d<f32>;var _Iridescent_Map_Sampler: sampler;var _Iridescent_Map_: texture_2d<f32>;fn roundRectFragment(radius: f32,lineWidth: f32,lineColor: vec4f,filterWidth: f32,uv: vec2f,rectParms: vec4f,fillColor: vec4f)->vec4f {let d: f32=length(max(abs(uv)-rectParms.xy,vec2f(0.0)));let dx: f32=max(fwidth(d)*filterWidth,0.00001);let g: f32=min(rectParms.z,rectParms.w);let dgrad: f32=max(fwidth(g)*filterWidth,0.00001);let insideRect: f32=clamp(g/dgrad,0.0,1.0);let inner: f32=clamp((d+dx*0.5-max(radius-lineWidth,d-dx*0.5))/dx,0.0,1.0);return clamp(mix(fillColor,lineColor,inner),vec4f(0.0),vec4f(1.0))*insideRect;}\nfn blobFragment(blobInfo1: vec4f,blobInfo2: vec4f)->vec4f {let k1: f32=dot(blobInfo1.xy,blobInfo1.xy);let k2: f32=dot(blobInfo2.xy,blobInfo2.xy);var closer: vec3f;if (k1<k2) {closer=vec3f(k1,blobInfo1.z,blobInfo1.w);} else {closer=vec3f(k2,blobInfo2.z,blobInfo2.w);}\nlet blobUV: vec2f=vec2f(sqrt(closer.x),1.0-closer.y);return closer.z*textureSample(_Blob_Texture_,_Blob_Texture_Sampler,blobUV)*clamp(1.0-closer.x,0.0,1.0);}\nfn lineFragment(baseColor: vec4f,highlightColor: vec4f,highlightWidth: f32,lineVertex: vec3f,highlight: f32)->vec4f {let k2: f32=1.0-clamp(abs(lineVertex.y/highlightWidth),0.0,1.0);return mix(baseColor,highlightColor,highlight*k2);}\nfn scaleRGB(color: vec4f,scalar: f32)->vec4f {return vec4f(scalar,scalar,scalar,1.0)*color;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef BLOB_ENABLE\nlet blobColor: vec4f=blobFragment(input.vExtra2,input.vExtra3);\n#else\nlet blobColor: vec4f=vec4f(0.0);\n#endif\nlet lineColor: vec4f=lineFragment(uniforms._Line_Color_,uniforms._Highlight_Color_,uniforms._Highlight_Width_,input.vTangent,uniforms._Highlight_);let incident: vec3f=normalize(input.vPosition-uniforms.cameraPosition);let reflected: vec3f=reflect(incident,input.vBinormal);var reflectedResult: f32=dot(input.vNormal,incident);if (uniforms._Reflected_>0.5) {reflectedResult=dot(incident,reflected);}\nlet iridescentU: f32=fract((reflectedResult*uniforms._Frequency_+1.0)*0.5+input.vUV.y*uniforms._Vertical_Offset_);let iridescentUV: vec2f=vec2f(iridescentU,0.5);\n#ifdef IRIDESCENT_MAP_ENABLE\nlet iridescentColor: vec4f=textureSample(_Iridescent_Map_,_Iridescent_Map_Sampler,iridescentUV);\n#else\nlet iridescentColor: vec4f=vec4f(0.0);\n#endif\nlet lineAndIridescent: vec4f=lineColor+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Edge_Intensity_).rgb,0.0);let fillAndIridescent: vec4f=uniforms._Base_Color_+vec4f(scaleRGB(iridescentColor,uniforms._Iridescence_Intensity_).rgb,0.0);var lineOpaque: vec4f=lineAndIridescent;lineOpaque.a=1.0;let fillWithBlob: vec4f=blobColor+(1.0-blobColor.a)*fillAndIridescent;let color: vec4f=uniforms._Fade_Out_*roundRectFragment(input.vColor.r,input.vColor.g,lineOpaque,uniforms._Filter_Width_,input.vUV,input.vExtra1,fillWithBlob);if (color.a<0.001) {discard;}\nfragmentOutputs.color=color;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluentBackplatePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
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+ export declare const fluentBackplateVertexShaderWGSL: {
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+ name: string;
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+ shader: string;
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+ };