@babylonjs/gui 9.15.0 → 9.16.0

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Files changed (64) hide show
  1. package/2D/controls/checkbox.pure.js +164 -153
  2. package/2D/controls/checkbox.pure.js.map +1 -1
  3. package/2D/controls/colorpicker.pure.js +1300 -1289
  4. package/2D/controls/colorpicker.pure.js.map +1 -1
  5. package/2D/controls/container.pure.js +597 -582
  6. package/2D/controls/container.pure.js.map +1 -1
  7. package/2D/controls/control.pure.js +2474 -2434
  8. package/2D/controls/control.pure.js.map +1 -1
  9. package/2D/controls/displayGrid.pure.js +201 -190
  10. package/2D/controls/displayGrid.pure.js.map +1 -1
  11. package/2D/controls/ellipse.pure.js +96 -85
  12. package/2D/controls/ellipse.pure.js.map +1 -1
  13. package/2D/controls/grid.pure.js +511 -500
  14. package/2D/controls/grid.pure.js.map +1 -1
  15. package/2D/controls/image.pure.js +888 -877
  16. package/2D/controls/image.pure.js.map +1 -1
  17. package/2D/controls/inputText.pure.js +988 -973
  18. package/2D/controls/inputText.pure.js.map +1 -1
  19. package/2D/controls/inputTextArea.pure.js +955 -944
  20. package/2D/controls/inputTextArea.pure.js.map +1 -1
  21. package/2D/controls/line.pure.js +237 -226
  22. package/2D/controls/line.pure.js.map +1 -1
  23. package/2D/controls/multiLine.pure.js +233 -222
  24. package/2D/controls/multiLine.pure.js.map +1 -1
  25. package/2D/controls/radioButton.pure.js +182 -169
  26. package/2D/controls/radioButton.pure.js.map +1 -1
  27. package/2D/controls/rectangle.pure.js +211 -200
  28. package/2D/controls/rectangle.pure.js.map +1 -1
  29. package/2D/controls/scrollViewers/scrollViewer.pure.js +579 -567
  30. package/2D/controls/scrollViewers/scrollViewer.pure.js.map +1 -1
  31. package/2D/controls/sliders/baseSlider.js +291 -280
  32. package/2D/controls/sliders/baseSlider.js.map +1 -1
  33. package/2D/controls/sliders/imageBasedSlider.pure.js +158 -147
  34. package/2D/controls/sliders/imageBasedSlider.pure.js.map +1 -1
  35. package/2D/controls/sliders/imageScrollBar.js +237 -223
  36. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  37. package/2D/controls/sliders/scrollBar.pure.js +169 -158
  38. package/2D/controls/sliders/scrollBar.pure.js.map +1 -1
  39. package/2D/controls/sliders/slider.pure.js +251 -240
  40. package/2D/controls/sliders/slider.pure.js.map +1 -1
  41. package/2D/controls/stackPanel.pure.js +236 -221
  42. package/2D/controls/stackPanel.pure.js.map +1 -1
  43. package/2D/controls/textBlock.pure.js +637 -626
  44. package/2D/controls/textBlock.pure.js.map +1 -1
  45. package/3D/materials/fluent/fluentMaterial.pure.d.ts +4 -4
  46. package/3D/materials/fluent/fluentMaterial.pure.js +322 -273
  47. package/3D/materials/fluent/fluentMaterial.pure.js.map +1 -1
  48. package/3D/materials/fluentBackplate/fluentBackplateMaterial.pure.js +510 -454
  49. package/3D/materials/fluentBackplate/fluentBackplateMaterial.pure.js.map +1 -1
  50. package/3D/materials/fluentButton/fluentButtonMaterial.pure.js +612 -529
  51. package/3D/materials/fluentButton/fluentButtonMaterial.pure.js.map +1 -1
  52. package/3D/materials/mrdl/mrdlBackglowMaterial.pure.js +313 -274
  53. package/3D/materials/mrdl/mrdlBackglowMaterial.pure.js.map +1 -1
  54. package/3D/materials/mrdl/mrdlBackplateMaterial.pure.js +462 -405
  55. package/3D/materials/mrdl/mrdlBackplateMaterial.pure.js.map +1 -1
  56. package/3D/materials/mrdl/mrdlFrontplateMaterial.pure.js +583 -501
  57. package/3D/materials/mrdl/mrdlFrontplateMaterial.pure.js.map +1 -1
  58. package/3D/materials/mrdl/mrdlInnerquadMaterial.pure.js +226 -203
  59. package/3D/materials/mrdl/mrdlInnerquadMaterial.pure.js.map +1 -1
  60. package/3D/materials/mrdl/mrdlSliderBarMaterial.pure.js +961 -825
  61. package/3D/materials/mrdl/mrdlSliderBarMaterial.pure.js.map +1 -1
  62. package/3D/materials/mrdl/mrdlSliderThumbMaterial.pure.js +961 -825
  63. package/3D/materials/mrdl/mrdlSliderThumbMaterial.pure.js.map +1 -1
  64. package/package.json +2 -2
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh.pure\";\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, Vector3 } from \"core/Maths/math.vector.pure\";\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.pure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer.pure\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\n\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @hidden */\r\nclass MRDLFrontplateMaterialDefines extends MaterialDefines {\r\n /**\r\n * Sets default value for \"SMOOTH_EDGES\"\r\n */\r\n public SMOOTH_EDGES = true;\r\n\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 MRDLFrontplateMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets the line width of the frontplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the scale is relative to the frontplate height.\r\n */\r\n @serialize()\r\n public relativeToHeight = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the edge color of the frontplate.\r\n */\r\n @serialize()\r\n public edgeColor: Color4 = new Color4(0.53, 0.53, 0.53, 1);\r\n\r\n /**\r\n * Gets or sets whether to enable blob effects on the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable = true;\r\n\r\n /**\r\n * Gets or sets the blob position on the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition: Vector3 = new Vector3(100, 100, 100);\r\n\r\n /**\r\n * Gets or sets the blob intensity of the frontplate.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the blob near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.032;\r\n\r\n /**\r\n * Gets or sets the blob far size of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.048;\r\n\r\n /**\r\n * Gets or sets the blob near distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearDistance = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob far distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.064;\r\n\r\n /**\r\n * Gets or sets the blob fade length of the frontplate.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.04;\r\n\r\n /**\r\n * Gets or sets the blob inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the blob pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum size of the blob pulse on the frontplate.\r\n */\r\n @serialize()\r\n public blobPulseMaxSize = 0.05;\r\n\r\n /**\r\n * Gets or sets whether to enable extra blob effects of the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable2 = true;\r\n\r\n /**\r\n * Gets or sets blob2 position of the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition2: Vector3 = new Vector3(10, 10.1, -0.6);\r\n\r\n /**\r\n * Gets or sets the blob2 near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob2 inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade2 = 0.1;\r\n\r\n /**\r\n * Gets or sets the blob2 pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse2 = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob2 fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade2 = 1.0;\r\n\r\n /**\r\n * Gets or sets the gaze intensity of the frontplate.\r\n */\r\n @serialize()\r\n public gazeIntensity = 0.8;\r\n\r\n /**\r\n * Gets or sets the gaze focus of the frontplate.\r\n */\r\n @serialize()\r\n public gazeFocus = 0.0;\r\n\r\n /**\r\n * Gets or sets the selection fuzz of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selected = 1.0;\r\n\r\n /**\r\n * Gets or sets the selection fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFade = 0.2;\r\n\r\n /**\r\n * Gets or sets the selection fade size of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.0;\r\n\r\n /**\r\n * Gets or sets the selected distance of the frontplate.\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the selected fade length of the frontplate.\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the proximity maximum intensity of the frontplate.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the proximity far distance of the frontplate.\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the proximity near radius of the frontplate.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 0.016;\r\n\r\n /**\r\n * Gets or sets the proximity anisotropy of the frontplate.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1.0;\r\n\r\n /**\r\n * Gets or sets whether to use global left index on the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalLeftIndex = true;\r\n\r\n /**\r\n * Gets or sets whether to use global right index of the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalRightIndex = true;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the BLOB.\r\n */\r\n public static BLOB_TEXTURE_URL = \"\";\r\n\r\n /**\r\n * Gets or sets the opacity of the frontplate (0.0 - 1.0).\r\n */\r\n public fadeOut = 1.0;\r\n\r\n private _blobTexture: Texture;\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 this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\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 // Methods\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 MRDLFrontplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (MRDLFrontplateMaterial.BLOB_TEXTURE_URL !== \"\" && !this._blobTexture.isReady()) {\r\n return false;\r\n }\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 = \"mrdlFrontplate\";\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 \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Relative_To_Height_\",\r\n \"_Filter_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Fade_Out_\",\r\n \"_Smooth_Edges_\",\r\n \"_Blob_Enable_\",\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_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Pulse_Max_Size_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Gaze_Intensity_\",\r\n \"_Gaze_Focus_\",\r\n \"_Blob_Texture_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n ];\r\n const samplers: string[] = [];\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 extraInitializationsAsync: async () => {\r\n await Promise.all([import(\"./shaders/mrdlFrontplate.vertex\"), import(\"./shaders/mrdlFrontplate.fragment\")]);\r\n },\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 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 = <MRDLFrontplateMaterialDefines>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 // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Relative_To_Height_\", this.relativeToHeight ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Edge_Color_\", this.edgeColor);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.blobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\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_Inner_Fade_\", this.blobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_Max_Size_\", this.blobPulseMaxSize);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.blobEnable2 ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.blobInnerFade2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Gaze\"\r\n this._activeEffect.setFloat(\"_Gaze_Intensity_\", this.gazeIntensity);\r\n this._activeEffect.setFloat(\"_Gaze_Focus_\", this.gazeFocus);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", this.useGlobalLeftIndex ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", this.useGlobalRightIndex ? 1.0 : 0.0);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\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\r\n public override clone(name: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLFrontplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLFrontplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the MRDLFrontplateMaterial class with the type store for serialization support.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMRDLFrontplateMaterial(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GUI.MRDLFrontplateMaterial\", MRDLFrontplateMaterial);\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh.pure\";\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, Vector3 } from \"core/Maths/math.vector.pure\";\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.pure\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer.pure\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\n\r\nimport { HandleFallbacksForShadows, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareUniformsAndSamplersList } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @hidden */\r\nclass MRDLFrontplateMaterialDefines extends MaterialDefines {\r\n /**\r\n * Sets default value for \"SMOOTH_EDGES\"\r\n */\r\n public SMOOTH_EDGES = true;\r\n\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 MRDLFrontplateMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets the line width of the frontplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the scale is relative to the frontplate height.\r\n */\r\n @serialize()\r\n public relativeToHeight = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the edge color of the frontplate.\r\n */\r\n @serialize()\r\n public edgeColor: Color4 = new Color4(0.53, 0.53, 0.53, 1);\r\n\r\n /**\r\n * Gets or sets whether to enable blob effects on the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable = true;\r\n\r\n /**\r\n * Gets or sets the blob position on the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition: Vector3 = new Vector3(100, 100, 100);\r\n\r\n /**\r\n * Gets or sets the blob intensity of the frontplate.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the blob near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.032;\r\n\r\n /**\r\n * Gets or sets the blob far size of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.048;\r\n\r\n /**\r\n * Gets or sets the blob near distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearDistance = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob far distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.064;\r\n\r\n /**\r\n * Gets or sets the blob fade length of the frontplate.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.04;\r\n\r\n /**\r\n * Gets or sets the blob inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the blob pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum size of the blob pulse on the frontplate.\r\n */\r\n @serialize()\r\n public blobPulseMaxSize = 0.05;\r\n\r\n /**\r\n * Gets or sets whether to enable extra blob effects of the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable2 = true;\r\n\r\n /**\r\n * Gets or sets blob2 position of the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition2: Vector3 = new Vector3(10, 10.1, -0.6);\r\n\r\n /**\r\n * Gets or sets the blob2 near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob2 inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade2 = 0.1;\r\n\r\n /**\r\n * Gets or sets the blob2 pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse2 = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob2 fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade2 = 1.0;\r\n\r\n /**\r\n * Gets or sets the gaze intensity of the frontplate.\r\n */\r\n @serialize()\r\n public gazeIntensity = 0.8;\r\n\r\n /**\r\n * Gets or sets the gaze focus of the frontplate.\r\n */\r\n @serialize()\r\n public gazeFocus = 0.0;\r\n\r\n /**\r\n * Gets or sets the selection fuzz of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selected = 1.0;\r\n\r\n /**\r\n * Gets or sets the selection fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFade = 0.2;\r\n\r\n /**\r\n * Gets or sets the selection fade size of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.0;\r\n\r\n /**\r\n * Gets or sets the selected distance of the frontplate.\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the selected fade length of the frontplate.\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the proximity maximum intensity of the frontplate.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the proximity far distance of the frontplate.\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the proximity near radius of the frontplate.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 0.016;\r\n\r\n /**\r\n * Gets or sets the proximity anisotropy of the frontplate.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1.0;\r\n\r\n /**\r\n * Gets or sets whether to use global left index on the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalLeftIndex = true;\r\n\r\n /**\r\n * Gets or sets whether to use global right index of the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalRightIndex = true;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the BLOB.\r\n */\r\n public static BLOB_TEXTURE_URL = \"\";\r\n\r\n /**\r\n * Gets or sets the opacity of the frontplate (0.0 - 1.0).\r\n */\r\n public fadeOut = 1.0;\r\n\r\n private _blobTexture: Texture;\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 this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return true;\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 // Methods\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 MRDLFrontplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (MRDLFrontplateMaterial.BLOB_TEXTURE_URL !== \"\" && !this._blobTexture.isReady()) {\r\n return false;\r\n }\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 = \"mrdlFrontplate\";\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 \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Relative_To_Height_\",\r\n \"_Filter_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Fade_Out_\",\r\n \"_Smooth_Edges_\",\r\n \"_Blob_Enable_\",\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_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Pulse_Max_Size_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Gaze_Intensity_\",\r\n \"_Gaze_Focus_\",\r\n \"_Blob_Texture_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\r\n ];\r\n const samplers: string[] = [];\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 extraInitializationsAsync: async () => {\r\n await Promise.all([import(\"./shaders/mrdlFrontplate.vertex\"), import(\"./shaders/mrdlFrontplate.fragment\")]);\r\n },\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 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 = <MRDLFrontplateMaterialDefines>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 // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Relative_To_Height_\", this.relativeToHeight ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Edge_Color_\", this.edgeColor);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.blobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\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_Inner_Fade_\", this.blobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_Max_Size_\", this.blobPulseMaxSize);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.blobEnable2 ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.blobInnerFade2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Gaze\"\r\n this._activeEffect.setFloat(\"_Gaze_Intensity_\", this.gazeIntensity);\r\n this._activeEffect.setFloat(\"_Gaze_Focus_\", this.gazeFocus);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", this.useGlobalLeftIndex ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", this.useGlobalRightIndex ? 1.0 : 0.0);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\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\r\n public override clone(name: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLFrontplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"MRDLFrontplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the MRDLFrontplateMaterial class with the type store for serialization support.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMRDLFrontplateMaterial(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GUI.MRDLFrontplateMaterial\", MRDLFrontplateMaterial);\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { __decorate } from "@babylonjs/core/tslib.es6.js";
1
+ import { __esDecorate, __runInitializers } from "@babylonjs/core/tslib.es6.js";
2
2
  import { Color4 } from "@babylonjs/core/Maths/math.color.pure.js";
3
3
  import { Constants } from "@babylonjs/core/Engines/constants.js";
4
4
  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
@@ -17,216 +17,239 @@ class MRDLInnerquadMaterialDefines extends MaterialDefines {
17
17
  this.rebuild();
18
18
  }
19
19
  }
20
- export class MRDLInnerquadMaterial extends PushMaterial {
21
- constructor(name, scene) {
22
- super(name, scene);
23
- /**
24
- * Gets or sets the color of the innerquad.
25
- */
26
- this.color = new Color4(1, 1, 1, 0.05);
27
- /**
28
- * Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.
29
- */
30
- this.radius = 0.12;
31
- /**
32
- * Gets or sets whether the radius of the innerquad should be fixed.
33
- */
34
- this.fixedRadius = true;
35
- /** @hidden */
36
- this._filterWidth = 1.0;
37
- /**
38
- * Gets or sets the glow fraction of the innerquad.
39
- */
40
- this.glowFraction = 0.0;
41
- /**
42
- * Gets or sets the maximum glow intensity of the innerquad.
43
- */
44
- this.glowMax = 0.5;
45
- /**
46
- * Gets or sets the glow falloff effect of the innerquad.
47
- */
48
- this.glowFalloff = 2.0;
49
- this.alphaMode = Constants.ALPHA_COMBINE;
50
- this.backFaceCulling = false;
51
- }
52
- needAlphaBlending() {
53
- return true;
54
- }
55
- needAlphaTesting() {
56
- return false;
57
- }
58
- getAlphaTestTexture() {
59
- return null;
60
- }
61
- // Methods
62
- isReadyForSubMesh(mesh, subMesh) {
63
- const drawWrapper = subMesh._drawWrapper;
64
- if (this.isFrozen) {
65
- if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {
20
+ let MRDLInnerquadMaterial = (() => {
21
+ var _a;
22
+ let _classSuper = PushMaterial;
23
+ let _color_decorators;
24
+ let _color_initializers = [];
25
+ let _color_extraInitializers = [];
26
+ let _radius_decorators;
27
+ let _radius_initializers = [];
28
+ let _radius_extraInitializers = [];
29
+ let _fixedRadius_decorators;
30
+ let _fixedRadius_initializers = [];
31
+ let _fixedRadius_extraInitializers = [];
32
+ let _glowFraction_decorators;
33
+ let _glowFraction_initializers = [];
34
+ let _glowFraction_extraInitializers = [];
35
+ let _glowMax_decorators;
36
+ let _glowMax_initializers = [];
37
+ let _glowMax_extraInitializers = [];
38
+ let _glowFalloff_decorators;
39
+ let _glowFalloff_initializers = [];
40
+ let _glowFalloff_extraInitializers = [];
41
+ return _a = class MRDLInnerquadMaterial extends _classSuper {
42
+ constructor(name, scene) {
43
+ super(name, scene);
44
+ /**
45
+ * Gets or sets the color of the innerquad.
46
+ */
47
+ this.color = __runInitializers(this, _color_initializers, new Color4(1, 1, 1, 0.05));
48
+ /**
49
+ * Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.
50
+ */
51
+ this.radius = (__runInitializers(this, _color_extraInitializers), __runInitializers(this, _radius_initializers, 0.12));
52
+ /**
53
+ * Gets or sets whether the radius of the innerquad should be fixed.
54
+ */
55
+ this.fixedRadius = (__runInitializers(this, _radius_extraInitializers), __runInitializers(this, _fixedRadius_initializers, true));
56
+ /** @hidden */
57
+ this._filterWidth = (__runInitializers(this, _fixedRadius_extraInitializers), 1.0);
58
+ /**
59
+ * Gets or sets the glow fraction of the innerquad.
60
+ */
61
+ this.glowFraction = __runInitializers(this, _glowFraction_initializers, 0.0);
62
+ /**
63
+ * Gets or sets the maximum glow intensity of the innerquad.
64
+ */
65
+ this.glowMax = (__runInitializers(this, _glowFraction_extraInitializers), __runInitializers(this, _glowMax_initializers, 0.5));
66
+ /**
67
+ * Gets or sets the glow falloff effect of the innerquad.
68
+ */
69
+ this.glowFalloff = (__runInitializers(this, _glowMax_extraInitializers), __runInitializers(this, _glowFalloff_initializers, 2.0));
70
+ __runInitializers(this, _glowFalloff_extraInitializers);
71
+ this.alphaMode = Constants.ALPHA_COMBINE;
72
+ this.backFaceCulling = false;
73
+ }
74
+ needAlphaBlending() {
66
75
  return true;
67
76
  }
68
- }
69
- if (!subMesh.materialDefines) {
70
- subMesh.materialDefines = new MRDLInnerquadMaterialDefines();
71
- }
72
- const defines = subMesh.materialDefines;
73
- const scene = this.getScene();
74
- if (this._isReadyForSubMesh(subMesh)) {
75
- return true;
76
- }
77
- const engine = scene.getEngine();
78
- // Attribs
79
- PrepareDefinesForAttributes(mesh, defines, true, false);
80
- // Get correct effect
81
- if (defines.isDirty) {
82
- defines.markAsProcessed();
83
- scene.resetCachedMaterial();
84
- // Fallbacks
85
- const fallbacks = new EffectFallbacks();
86
- if (defines.FOG) {
87
- fallbacks.addFallback(1, "FOG");
77
+ needAlphaTesting() {
78
+ return false;
88
79
  }
89
- HandleFallbacksForShadows(defines, fallbacks);
90
- defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
91
- //Attributes
92
- const attribs = [VertexBuffer.PositionKind];
93
- if (defines.NORMAL) {
94
- attribs.push(VertexBuffer.NormalKind);
80
+ getAlphaTestTexture() {
81
+ return null;
95
82
  }
96
- if (defines.UV1) {
97
- attribs.push(VertexBuffer.UVKind);
83
+ // Methods
84
+ isReadyForSubMesh(mesh, subMesh) {
85
+ const drawWrapper = subMesh._drawWrapper;
86
+ if (this.isFrozen) {
87
+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {
88
+ return true;
89
+ }
90
+ }
91
+ if (!subMesh.materialDefines) {
92
+ subMesh.materialDefines = new MRDLInnerquadMaterialDefines();
93
+ }
94
+ const defines = subMesh.materialDefines;
95
+ const scene = this.getScene();
96
+ if (this._isReadyForSubMesh(subMesh)) {
97
+ return true;
98
+ }
99
+ const engine = scene.getEngine();
100
+ // Attribs
101
+ PrepareDefinesForAttributes(mesh, defines, true, false);
102
+ // Get correct effect
103
+ if (defines.isDirty) {
104
+ defines.markAsProcessed();
105
+ scene.resetCachedMaterial();
106
+ // Fallbacks
107
+ const fallbacks = new EffectFallbacks();
108
+ if (defines.FOG) {
109
+ fallbacks.addFallback(1, "FOG");
110
+ }
111
+ HandleFallbacksForShadows(defines, fallbacks);
112
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
113
+ //Attributes
114
+ const attribs = [VertexBuffer.PositionKind];
115
+ if (defines.NORMAL) {
116
+ attribs.push(VertexBuffer.NormalKind);
117
+ }
118
+ if (defines.UV1) {
119
+ attribs.push(VertexBuffer.UVKind);
120
+ }
121
+ if (defines.UV2) {
122
+ attribs.push(VertexBuffer.UV2Kind);
123
+ }
124
+ if (defines.VERTEXCOLOR) {
125
+ attribs.push(VertexBuffer.ColorKind);
126
+ }
127
+ if (defines.TANGENT) {
128
+ attribs.push(VertexBuffer.TangentKind);
129
+ }
130
+ PrepareAttributesForInstances(attribs, defines);
131
+ // Legacy browser patch
132
+ const shaderName = "mrdlInnerquad";
133
+ const join = defines.toString();
134
+ const uniforms = [
135
+ "world",
136
+ "worldView",
137
+ "worldViewProjection",
138
+ "view",
139
+ "projection",
140
+ "viewProjection",
141
+ "cameraPosition",
142
+ "_Color_",
143
+ "_Radius_",
144
+ "_Fixed_Radius_",
145
+ "_Filter_Width_",
146
+ "_Glow_Fraction_",
147
+ "_Glow_Max_",
148
+ "_Glow_Falloff_",
149
+ ];
150
+ const samplers = [];
151
+ const uniformBuffers = [];
152
+ PrepareUniformsAndSamplersList({
153
+ uniformsNames: uniforms,
154
+ uniformBuffersNames: uniformBuffers,
155
+ samplers: samplers,
156
+ defines: defines,
157
+ maxSimultaneousLights: 4,
158
+ });
159
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
160
+ attributes: attribs,
161
+ uniformsNames: uniforms,
162
+ uniformBuffersNames: uniformBuffers,
163
+ samplers: samplers,
164
+ defines: join,
165
+ fallbacks: fallbacks,
166
+ onCompiled: this.onCompiled,
167
+ onError: this.onError,
168
+ indexParameters: { maxSimultaneousLights: 4 },
169
+ extraInitializationsAsync: async () => {
170
+ await Promise.all([import("./shaders/mrdlInnerquad.vertex.js"), import("./shaders/mrdlInnerquad.fragment.js")]);
171
+ },
172
+ }, engine), defines);
173
+ }
174
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
175
+ return false;
176
+ }
177
+ defines._renderId = scene.getRenderId();
178
+ drawWrapper._wasPreviouslyReady = true;
179
+ return true;
98
180
  }
99
- if (defines.UV2) {
100
- attribs.push(VertexBuffer.UV2Kind);
181
+ bindForSubMesh(world, mesh, subMesh) {
182
+ const scene = this.getScene();
183
+ const defines = subMesh.materialDefines;
184
+ if (!defines) {
185
+ return;
186
+ }
187
+ const effect = subMesh.effect;
188
+ if (!effect) {
189
+ return;
190
+ }
191
+ this._activeEffect = effect;
192
+ // Matrices
193
+ this.bindOnlyWorldMatrix(world);
194
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
195
+ this._activeEffect.setVector3("cameraPosition", scene.activeCamera.position);
196
+ // "Color"
197
+ this._activeEffect.setDirectColor4("_Color_", this.color);
198
+ // "Shape"
199
+ this._activeEffect.setFloat("_Radius_", this.radius);
200
+ this._activeEffect.setFloat("_Fixed_Radius_", this.fixedRadius ? 1.0 : 0.0);
201
+ this._activeEffect.setFloat("_Filter_Width_", this._filterWidth);
202
+ // "Glow"
203
+ this._activeEffect.setFloat("_Glow_Fraction_", this.glowFraction);
204
+ this._activeEffect.setFloat("_Glow_Max_", this.glowMax);
205
+ this._activeEffect.setFloat("_Glow_Falloff_", this.glowFalloff);
206
+ this._afterBind(mesh, this._activeEffect, subMesh);
101
207
  }
102
- if (defines.VERTEXCOLOR) {
103
- attribs.push(VertexBuffer.ColorKind);
208
+ /**
209
+ * Get the list of animatables in the material.
210
+ * @returns the list of animatables object used in the material
211
+ */
212
+ getAnimatables() {
213
+ return [];
104
214
  }
105
- if (defines.TANGENT) {
106
- attribs.push(VertexBuffer.TangentKind);
215
+ dispose(forceDisposeEffect) {
216
+ super.dispose(forceDisposeEffect);
107
217
  }
108
- PrepareAttributesForInstances(attribs, defines);
109
- // Legacy browser patch
110
- const shaderName = "mrdlInnerquad";
111
- const join = defines.toString();
112
- const uniforms = [
113
- "world",
114
- "worldView",
115
- "worldViewProjection",
116
- "view",
117
- "projection",
118
- "viewProjection",
119
- "cameraPosition",
120
- "_Color_",
121
- "_Radius_",
122
- "_Fixed_Radius_",
123
- "_Filter_Width_",
124
- "_Glow_Fraction_",
125
- "_Glow_Max_",
126
- "_Glow_Falloff_",
127
- ];
128
- const samplers = [];
129
- const uniformBuffers = [];
130
- PrepareUniformsAndSamplersList({
131
- uniformsNames: uniforms,
132
- uniformBuffersNames: uniformBuffers,
133
- samplers: samplers,
134
- defines: defines,
135
- maxSimultaneousLights: 4,
136
- });
137
- subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
138
- attributes: attribs,
139
- uniformsNames: uniforms,
140
- uniformBuffersNames: uniformBuffers,
141
- samplers: samplers,
142
- defines: join,
143
- fallbacks: fallbacks,
144
- onCompiled: this.onCompiled,
145
- onError: this.onError,
146
- indexParameters: { maxSimultaneousLights: 4 },
147
- extraInitializationsAsync: async () => {
148
- await Promise.all([import("./shaders/mrdlInnerquad.vertex.js"), import("./shaders/mrdlInnerquad.fragment.js")]);
149
- },
150
- }, engine), defines);
151
- }
152
- if (!subMesh.effect || !subMesh.effect.isReady()) {
153
- return false;
154
- }
155
- defines._renderId = scene.getRenderId();
156
- drawWrapper._wasPreviouslyReady = true;
157
- return true;
158
- }
159
- bindForSubMesh(world, mesh, subMesh) {
160
- const scene = this.getScene();
161
- const defines = subMesh.materialDefines;
162
- if (!defines) {
163
- return;
164
- }
165
- const effect = subMesh.effect;
166
- if (!effect) {
167
- return;
168
- }
169
- this._activeEffect = effect;
170
- // Matrices
171
- this.bindOnlyWorldMatrix(world);
172
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
173
- this._activeEffect.setVector3("cameraPosition", scene.activeCamera.position);
174
- // "Color"
175
- this._activeEffect.setDirectColor4("_Color_", this.color);
176
- // "Shape"
177
- this._activeEffect.setFloat("_Radius_", this.radius);
178
- this._activeEffect.setFloat("_Fixed_Radius_", this.fixedRadius ? 1.0 : 0.0);
179
- this._activeEffect.setFloat("_Filter_Width_", this._filterWidth);
180
- // "Glow"
181
- this._activeEffect.setFloat("_Glow_Fraction_", this.glowFraction);
182
- this._activeEffect.setFloat("_Glow_Max_", this.glowMax);
183
- this._activeEffect.setFloat("_Glow_Falloff_", this.glowFalloff);
184
- this._afterBind(mesh, this._activeEffect, subMesh);
185
- }
186
- /**
187
- * Get the list of animatables in the material.
188
- * @returns the list of animatables object used in the material
189
- */
190
- getAnimatables() {
191
- return [];
192
- }
193
- dispose(forceDisposeEffect) {
194
- super.dispose(forceDisposeEffect);
195
- }
196
- clone(name) {
197
- return SerializationHelper.Clone(() => new MRDLInnerquadMaterial(name, this.getScene()), this);
198
- }
199
- serialize() {
200
- const serializationObject = SerializationHelper.Serialize(this);
201
- serializationObject.customType = "BABYLON.MRDLInnerquadMaterial";
202
- return serializationObject;
203
- }
204
- getClassName() {
205
- return "MRDLInnerquadMaterial";
206
- }
207
- // Statics
208
- static Parse(source, scene, rootUrl) {
209
- return SerializationHelper.Parse(() => new MRDLInnerquadMaterial(source.name, scene), source, scene, rootUrl);
210
- }
211
- }
212
- __decorate([
213
- serialize()
214
- ], MRDLInnerquadMaterial.prototype, "color", void 0);
215
- __decorate([
216
- serialize()
217
- ], MRDLInnerquadMaterial.prototype, "radius", void 0);
218
- __decorate([
219
- serialize()
220
- ], MRDLInnerquadMaterial.prototype, "fixedRadius", void 0);
221
- __decorate([
222
- serialize()
223
- ], MRDLInnerquadMaterial.prototype, "glowFraction", void 0);
224
- __decorate([
225
- serialize()
226
- ], MRDLInnerquadMaterial.prototype, "glowMax", void 0);
227
- __decorate([
228
- serialize()
229
- ], MRDLInnerquadMaterial.prototype, "glowFalloff", void 0);
218
+ clone(name) {
219
+ return SerializationHelper.Clone(() => new _a(name, this.getScene()), this);
220
+ }
221
+ serialize() {
222
+ const serializationObject = SerializationHelper.Serialize(this);
223
+ serializationObject.customType = "BABYLON.MRDLInnerquadMaterial";
224
+ return serializationObject;
225
+ }
226
+ getClassName() {
227
+ return "MRDLInnerquadMaterial";
228
+ }
229
+ // Statics
230
+ static Parse(source, scene, rootUrl) {
231
+ return SerializationHelper.Parse(() => new _a(source.name, scene), source, scene, rootUrl);
232
+ }
233
+ },
234
+ (() => {
235
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
236
+ _color_decorators = [serialize()];
237
+ _radius_decorators = [serialize()];
238
+ _fixedRadius_decorators = [serialize()];
239
+ _glowFraction_decorators = [serialize()];
240
+ _glowMax_decorators = [serialize()];
241
+ _glowFalloff_decorators = [serialize()];
242
+ __esDecorate(null, null, _color_decorators, { kind: "field", name: "color", static: false, private: false, access: { has: obj => "color" in obj, get: obj => obj.color, set: (obj, value) => { obj.color = value; } }, metadata: _metadata }, _color_initializers, _color_extraInitializers);
243
+ __esDecorate(null, null, _radius_decorators, { kind: "field", name: "radius", static: false, private: false, access: { has: obj => "radius" in obj, get: obj => obj.radius, set: (obj, value) => { obj.radius = value; } }, metadata: _metadata }, _radius_initializers, _radius_extraInitializers);
244
+ __esDecorate(null, null, _fixedRadius_decorators, { kind: "field", name: "fixedRadius", static: false, private: false, access: { has: obj => "fixedRadius" in obj, get: obj => obj.fixedRadius, set: (obj, value) => { obj.fixedRadius = value; } }, metadata: _metadata }, _fixedRadius_initializers, _fixedRadius_extraInitializers);
245
+ __esDecorate(null, null, _glowFraction_decorators, { kind: "field", name: "glowFraction", static: false, private: false, access: { has: obj => "glowFraction" in obj, get: obj => obj.glowFraction, set: (obj, value) => { obj.glowFraction = value; } }, metadata: _metadata }, _glowFraction_initializers, _glowFraction_extraInitializers);
246
+ __esDecorate(null, null, _glowMax_decorators, { kind: "field", name: "glowMax", static: false, private: false, access: { has: obj => "glowMax" in obj, get: obj => obj.glowMax, set: (obj, value) => { obj.glowMax = value; } }, metadata: _metadata }, _glowMax_initializers, _glowMax_extraInitializers);
247
+ __esDecorate(null, null, _glowFalloff_decorators, { kind: "field", name: "glowFalloff", static: false, private: false, access: { has: obj => "glowFalloff" in obj, get: obj => obj.glowFalloff, set: (obj, value) => { obj.glowFalloff = value; } }, metadata: _metadata }, _glowFalloff_initializers, _glowFalloff_extraInitializers);
248
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
249
+ })(),
250
+ _a;
251
+ })();
252
+ export { MRDLInnerquadMaterial };
230
253
  let _Registered = false;
231
254
  /**
232
255
  * Registers the MRDLInnerquadMaterial class with the type store for serialization support.