@babylonjs/materials 5.0.0-rc.6 → 5.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (187) hide show
  1. package/cell/cell.fragment.d.ts +17 -17
  2. package/cell/cell.fragment.js +20 -20
  3. package/cell/cell.vertex.d.ts +18 -18
  4. package/cell/cell.vertex.js +21 -21
  5. package/cell/cellMaterial.d.ts +37 -37
  6. package/cell/cellMaterial.js +304 -304
  7. package/cell/cellMaterial.js.map +1 -1
  8. package/cell/index.d.ts +1 -1
  9. package/cell/index.js +1 -1
  10. package/custom/customMaterial.d.ts +69 -69
  11. package/custom/customMaterial.js +216 -216
  12. package/custom/customMaterial.js.map +1 -1
  13. package/custom/index.d.ts +2 -2
  14. package/custom/index.js +2 -2
  15. package/custom/pbrCustomMaterial.d.ts +71 -71
  16. package/custom/pbrCustomMaterial.js +241 -241
  17. package/custom/pbrCustomMaterial.js.map +1 -1
  18. package/fire/fire.fragment.d.ts +11 -11
  19. package/fire/fire.fragment.js +14 -14
  20. package/fire/fire.vertex.d.ts +15 -15
  21. package/fire/fire.vertex.js +18 -18
  22. package/fire/fireMaterial.d.ts +38 -38
  23. package/fire/fireMaterial.js +342 -342
  24. package/fire/fireMaterial.js.map +1 -1
  25. package/fire/index.d.ts +1 -1
  26. package/fire/index.js +1 -1
  27. package/fur/fur.fragment.d.ts +17 -17
  28. package/fur/fur.fragment.js +20 -20
  29. package/fur/fur.vertex.d.ts +18 -18
  30. package/fur/fur.vertex.js +21 -21
  31. package/fur/furMaterial.d.ts +57 -56
  32. package/fur/furMaterial.js +500 -500
  33. package/fur/furMaterial.js.map +1 -1
  34. package/fur/index.d.ts +1 -1
  35. package/fur/index.js +1 -1
  36. package/gradient/gradient.fragment.d.ts +17 -17
  37. package/gradient/gradient.fragment.js +20 -20
  38. package/gradient/gradient.vertex.d.ts +18 -18
  39. package/gradient/gradient.vertex.js +21 -21
  40. package/gradient/gradientMaterial.d.ts +37 -37
  41. package/gradient/gradientMaterial.js +275 -275
  42. package/gradient/gradientMaterial.js.map +1 -1
  43. package/gradient/index.d.ts +1 -1
  44. package/gradient/index.js +1 -1
  45. package/grid/grid.fragment.d.ts +8 -8
  46. package/grid/grid.fragment.js +11 -11
  47. package/grid/grid.vertex.d.ts +9 -9
  48. package/grid/grid.vertex.js +12 -12
  49. package/grid/gridMaterial.d.ts +78 -77
  50. package/grid/gridMaterial.js +276 -276
  51. package/grid/gridMaterial.js.map +1 -1
  52. package/grid/index.d.ts +1 -1
  53. package/grid/index.js +1 -1
  54. package/index.d.ts +15 -15
  55. package/index.js +16 -15
  56. package/index.js.map +1 -1
  57. package/lava/index.d.ts +1 -1
  58. package/lava/index.js +1 -1
  59. package/lava/lava.fragment.d.ts +17 -17
  60. package/lava/lava.fragment.js +20 -20
  61. package/lava/lava.vertex.d.ts +18 -18
  62. package/lava/lava.vertex.js +21 -21
  63. package/lava/lavaMaterial.d.ts +45 -45
  64. package/lava/lavaMaterial.js +394 -394
  65. package/lava/lavaMaterial.js.map +1 -1
  66. package/legacy/legacy-cell.d.ts +1 -1
  67. package/legacy/legacy-cell.js +13 -12
  68. package/legacy/legacy-cell.js.map +1 -1
  69. package/legacy/legacy-custom.d.ts +1 -1
  70. package/legacy/legacy-custom.js +13 -12
  71. package/legacy/legacy-custom.js.map +1 -1
  72. package/legacy/legacy-fire.d.ts +1 -1
  73. package/legacy/legacy-fire.js +13 -12
  74. package/legacy/legacy-fire.js.map +1 -1
  75. package/legacy/legacy-fur.d.ts +1 -1
  76. package/legacy/legacy-fur.js +13 -12
  77. package/legacy/legacy-fur.js.map +1 -1
  78. package/legacy/legacy-gradient.d.ts +1 -1
  79. package/legacy/legacy-gradient.js +13 -12
  80. package/legacy/legacy-gradient.js.map +1 -1
  81. package/legacy/legacy-grid.d.ts +1 -1
  82. package/legacy/legacy-grid.js +13 -12
  83. package/legacy/legacy-grid.js.map +1 -1
  84. package/legacy/legacy-lava.d.ts +1 -1
  85. package/legacy/legacy-lava.js +13 -12
  86. package/legacy/legacy-lava.js.map +1 -1
  87. package/legacy/legacy-mix.d.ts +1 -1
  88. package/legacy/legacy-mix.js +13 -12
  89. package/legacy/legacy-mix.js.map +1 -1
  90. package/legacy/legacy-normal.d.ts +1 -1
  91. package/legacy/legacy-normal.js +13 -12
  92. package/legacy/legacy-normal.js.map +1 -1
  93. package/legacy/legacy-shadowOnly.d.ts +1 -1
  94. package/legacy/legacy-shadowOnly.js +13 -12
  95. package/legacy/legacy-shadowOnly.js.map +1 -1
  96. package/legacy/legacy-simple.d.ts +1 -1
  97. package/legacy/legacy-simple.js +13 -12
  98. package/legacy/legacy-simple.js.map +1 -1
  99. package/legacy/legacy-sky.d.ts +1 -1
  100. package/legacy/legacy-sky.js +13 -12
  101. package/legacy/legacy-sky.js.map +1 -1
  102. package/legacy/legacy-terrain.d.ts +1 -1
  103. package/legacy/legacy-terrain.js +13 -12
  104. package/legacy/legacy-terrain.js.map +1 -1
  105. package/legacy/legacy-triPlanar.d.ts +1 -1
  106. package/legacy/legacy-triPlanar.js +13 -12
  107. package/legacy/legacy-triPlanar.js.map +1 -1
  108. package/legacy/legacy-water.d.ts +1 -1
  109. package/legacy/legacy-water.js +13 -12
  110. package/legacy/legacy-water.js.map +1 -1
  111. package/legacy/legacy.d.ts +1 -1
  112. package/legacy/legacy.js +16 -15
  113. package/legacy/legacy.js.map +1 -1
  114. package/license.md +71 -0
  115. package/mix/index.d.ts +1 -1
  116. package/mix/index.js +1 -1
  117. package/mix/mix.fragment.d.ts +17 -17
  118. package/mix/mix.fragment.js +20 -20
  119. package/mix/mix.vertex.d.ts +18 -18
  120. package/mix/mix.vertex.js +21 -21
  121. package/mix/mixMaterial.d.ts +65 -65
  122. package/mix/mixMaterial.js +510 -510
  123. package/mix/mixMaterial.js.map +1 -1
  124. package/normal/index.d.ts +1 -1
  125. package/normal/index.js +1 -1
  126. package/normal/normal.fragment.d.ts +17 -17
  127. package/normal/normal.fragment.js +20 -20
  128. package/normal/normal.vertex.d.ts +18 -18
  129. package/normal/normal.vertex.js +21 -21
  130. package/normal/normalMaterial.d.ts +36 -36
  131. package/normal/normalMaterial.js +336 -336
  132. package/normal/normalMaterial.js.map +1 -1
  133. package/package.json +24 -5
  134. package/shadowOnly/index.d.ts +1 -1
  135. package/shadowOnly/index.js +1 -1
  136. package/shadowOnly/shadowOnly.fragment.d.ts +16 -16
  137. package/shadowOnly/shadowOnly.fragment.js +19 -19
  138. package/shadowOnly/shadowOnly.vertex.d.ts +18 -18
  139. package/shadowOnly/shadowOnly.vertex.js +21 -21
  140. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -30
  141. package/shadowOnly/shadowOnlyMaterial.js +254 -254
  142. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  143. package/simple/index.d.ts +1 -1
  144. package/simple/index.js +1 -1
  145. package/simple/simple.fragment.d.ts +17 -17
  146. package/simple/simple.fragment.js +20 -20
  147. package/simple/simple.vertex.d.ts +18 -18
  148. package/simple/simple.vertex.js +21 -21
  149. package/simple/simpleMaterial.d.ts +35 -35
  150. package/simple/simpleMaterial.js +295 -295
  151. package/simple/simpleMaterial.js.map +1 -1
  152. package/sky/index.d.ts +1 -1
  153. package/sky/index.js +1 -1
  154. package/sky/sky.fragment.d.ts +10 -10
  155. package/sky/sky.fragment.js +13 -13
  156. package/sky/sky.vertex.d.ts +9 -9
  157. package/sky/sky.vertex.js +12 -12
  158. package/sky/skyMaterial.d.ts +147 -146
  159. package/sky/skyMaterial.js +359 -359
  160. package/sky/skyMaterial.js.map +1 -1
  161. package/terrain/index.d.ts +1 -1
  162. package/terrain/index.js +1 -1
  163. package/terrain/terrain.fragment.d.ts +17 -17
  164. package/terrain/terrain.fragment.js +20 -20
  165. package/terrain/terrain.vertex.d.ts +18 -18
  166. package/terrain/terrain.vertex.js +21 -21
  167. package/terrain/terrainMaterial.d.ts +50 -50
  168. package/terrain/terrainMaterial.js +426 -426
  169. package/terrain/terrainMaterial.js.map +1 -1
  170. package/triPlanar/index.d.ts +1 -1
  171. package/triPlanar/index.js +1 -1
  172. package/triPlanar/triPlanarMaterial.d.ts +49 -49
  173. package/triPlanar/triPlanarMaterial.js +403 -403
  174. package/triPlanar/triPlanarMaterial.js.map +1 -1
  175. package/triPlanar/triplanar.fragment.d.ts +17 -17
  176. package/triPlanar/triplanar.fragment.js +20 -20
  177. package/triPlanar/triplanar.vertex.d.ts +18 -18
  178. package/triPlanar/triplanar.vertex.js +21 -21
  179. package/water/index.d.ts +1 -1
  180. package/water/index.js +1 -1
  181. package/water/water.fragment.d.ts +19 -19
  182. package/water/water.fragment.js +22 -22
  183. package/water/water.vertex.d.ts +20 -20
  184. package/water/water.vertex.js +23 -23
  185. package/water/waterMaterial.d.ts +135 -135
  186. package/water/waterMaterial.js +736 -736
  187. package/water/waterMaterial.js.map +1 -1
@@ -1,255 +1,255 @@
1
- import { __extends } from "tslib";
2
- import { SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
- import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
5
- import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
6
- import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
- import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
8
- import { Scene } from "@babylonjs/core/scene.js";
9
- import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
10
- import "./shadowOnly.fragment.js";
11
- import "./shadowOnly.vertex.js";
12
- import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
13
- var ShadowOnlyMaterialDefines = /** @class */ (function (_super) {
14
- __extends(ShadowOnlyMaterialDefines, _super);
15
- function ShadowOnlyMaterialDefines() {
16
- var _this = _super.call(this) || this;
17
- _this.CLIPPLANE = false;
18
- _this.CLIPPLANE2 = false;
19
- _this.CLIPPLANE3 = false;
20
- _this.CLIPPLANE4 = false;
21
- _this.CLIPPLANE5 = false;
22
- _this.CLIPPLANE6 = false;
23
- _this.POINTSIZE = false;
24
- _this.FOG = false;
25
- _this.NORMAL = false;
26
- _this.NUM_BONE_INFLUENCERS = 0;
27
- _this.BonesPerMesh = 0;
28
- _this.INSTANCES = false;
29
- _this.IMAGEPROCESSINGPOSTPROCESS = false;
30
- _this.SKIPFINALCOLORCLAMP = false;
31
- _this.rebuild();
32
- return _this;
33
- }
34
- return ShadowOnlyMaterialDefines;
35
- }(MaterialDefines));
36
- var ShadowOnlyMaterial = /** @class */ (function (_super) {
37
- __extends(ShadowOnlyMaterial, _super);
38
- function ShadowOnlyMaterial(name, scene) {
39
- var _this = _super.call(this, name, scene) || this;
40
- _this._needAlphaBlending = true;
41
- _this.shadowColor = Color3.Black();
42
- return _this;
43
- }
44
- ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
45
- return this._needAlphaBlending;
46
- };
47
- ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
48
- return false;
49
- };
50
- ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
51
- return null;
52
- };
53
- Object.defineProperty(ShadowOnlyMaterial.prototype, "activeLight", {
54
- get: function () {
55
- return this._activeLight;
56
- },
57
- set: function (light) {
58
- this._activeLight = light;
59
- },
60
- enumerable: false,
61
- configurable: true
62
- });
63
- ShadowOnlyMaterial.prototype._getFirstShadowLightForMesh = function (mesh) {
64
- for (var _i = 0, _a = mesh.lightSources; _i < _a.length; _i++) {
65
- var light = _a[_i];
66
- if (light.shadowEnabled) {
67
- return light;
68
- }
69
- }
70
- return null;
71
- };
72
- // Methods
73
- ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
74
- var _a;
75
- if (this.isFrozen) {
76
- if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
77
- return true;
78
- }
79
- }
80
- if (!subMesh.materialDefines) {
81
- subMesh.materialDefines = new ShadowOnlyMaterialDefines();
82
- }
83
- var defines = subMesh.materialDefines;
84
- var scene = this.getScene();
85
- if (this._isReadyForSubMesh(subMesh)) {
86
- return true;
87
- }
88
- var engine = scene.getEngine();
89
- // Ensure that active light is the first shadow light
90
- if (this._activeLight) {
91
- for (var _i = 0, _b = mesh.lightSources; _i < _b.length; _i++) {
92
- var light = _b[_i];
93
- if (light.shadowEnabled) {
94
- if (this._activeLight === light) {
95
- break; // We are good
96
- }
97
- var lightPosition = mesh.lightSources.indexOf(this._activeLight);
98
- if (lightPosition !== -1) {
99
- mesh.lightSources.splice(lightPosition, 1);
100
- mesh.lightSources.splice(0, 0, this._activeLight);
101
- }
102
- break;
103
- }
104
- }
105
- }
106
- MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
107
- MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
108
- defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
109
- var shadowGenerator = (_a = this._getFirstShadowLightForMesh(mesh)) === null || _a === void 0 ? void 0 : _a.getShadowGenerator();
110
- this._needAlphaBlending = true;
111
- if (shadowGenerator && shadowGenerator.getClassName && shadowGenerator.getClassName() === "CascadedShadowGenerator") {
112
- var csg = shadowGenerator;
113
- this._needAlphaBlending = !csg.autoCalcDepthBounds;
114
- }
115
- // Attribs
116
- MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
117
- // Get correct effect
118
- if (defines.isDirty) {
119
- defines.markAsProcessed();
120
- scene.resetCachedMaterial();
121
- // Fallbacks
122
- var fallbacks = new EffectFallbacks();
123
- if (defines.FOG) {
124
- fallbacks.addFallback(1, "FOG");
125
- }
126
- MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
127
- if (defines.NUM_BONE_INFLUENCERS > 0) {
128
- fallbacks.addCPUSkinningFallback(0, mesh);
129
- }
130
- defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
131
- //Attributes
132
- var attribs = [VertexBuffer.PositionKind];
133
- if (defines.NORMAL) {
134
- attribs.push(VertexBuffer.NormalKind);
135
- }
136
- MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
137
- MaterialHelper.PrepareAttributesForInstances(attribs, defines);
138
- var shaderName = "shadowOnly";
139
- var join = defines.toString();
140
- var uniforms = [
141
- "world",
142
- "view",
143
- "viewProjection",
144
- "vEyePosition",
145
- "vLightsType",
146
- "vFogInfos",
147
- "vFogColor",
148
- "pointSize",
149
- "alpha",
150
- "shadowColor",
151
- "mBones",
152
- "vClipPlane",
153
- "vClipPlane2",
154
- "vClipPlane3",
155
- "vClipPlane4",
156
- "vClipPlane5",
157
- "vClipPlane6",
158
- ];
159
- var samplers = new Array();
160
- var uniformBuffers = new Array();
161
- MaterialHelper.PrepareUniformsAndSamplersList({
162
- uniformsNames: uniforms,
163
- uniformBuffersNames: uniformBuffers,
164
- samplers: samplers,
165
- defines: defines,
166
- maxSimultaneousLights: 1,
167
- });
168
- subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
169
- attributes: attribs,
170
- uniformsNames: uniforms,
171
- uniformBuffersNames: uniformBuffers,
172
- samplers: samplers,
173
- defines: join,
174
- fallbacks: fallbacks,
175
- onCompiled: this.onCompiled,
176
- onError: this.onError,
177
- indexParameters: { maxSimultaneousLights: 1 },
178
- }, engine), defines, this._materialContext);
179
- }
180
- if (!subMesh.effect || !subMesh.effect.isReady()) {
181
- return false;
182
- }
183
- defines._renderId = scene.getRenderId();
184
- subMesh.effect._wasPreviouslyReady = true;
185
- return true;
186
- };
187
- ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
188
- var scene = this.getScene();
189
- var defines = subMesh.materialDefines;
190
- if (!defines) {
191
- return;
192
- }
193
- var effect = subMesh.effect;
194
- if (!effect) {
195
- return;
196
- }
197
- this._activeEffect = effect;
198
- // Matrices
199
- this.bindOnlyWorldMatrix(world);
200
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
201
- // Bones
202
- MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
203
- if (this._mustRebind(scene, effect)) {
204
- // Clip plane
205
- MaterialHelper.BindClipPlane(this._activeEffect, scene);
206
- // Point size
207
- if (this.pointsCloud) {
208
- this._activeEffect.setFloat("pointSize", this.pointSize);
209
- }
210
- this._activeEffect.setFloat("alpha", this.alpha);
211
- this._activeEffect.setColor3("shadowColor", this.shadowColor);
212
- scene.bindEyePosition(effect);
213
- }
214
- // Lights
215
- if (scene.lightsEnabled) {
216
- MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
217
- var light = this._getFirstShadowLightForMesh(mesh);
218
- if (light) {
219
- // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.
220
- // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).
221
- // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight
222
- // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be
223
- // the value the other materials may pass.
224
- light._renderId = -1;
225
- }
226
- }
227
- // View
228
- if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines["SHADOWCSM0"]) {
229
- this._activeEffect.setMatrix("view", scene.getViewMatrix());
230
- }
231
- // Fog
232
- MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
233
- this._afterBind(mesh, this._activeEffect);
234
- };
235
- ShadowOnlyMaterial.prototype.clone = function (name) {
236
- var _this = this;
237
- return SerializationHelper.Clone(function () { return new ShadowOnlyMaterial(name, _this.getScene()); }, this);
238
- };
239
- ShadowOnlyMaterial.prototype.serialize = function () {
240
- var serializationObject = _super.prototype.serialize.call(this);
241
- serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
242
- return serializationObject;
243
- };
244
- ShadowOnlyMaterial.prototype.getClassName = function () {
245
- return "ShadowOnlyMaterial";
246
- };
247
- // Statics
248
- ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
249
- return SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
250
- };
251
- return ShadowOnlyMaterial;
252
- }(PushMaterial));
253
- export { ShadowOnlyMaterial };
254
- RegisterClass("BABYLON.ShadowOnlyMaterial", ShadowOnlyMaterial);
1
+ import { __extends } from "tslib";
2
+ import { SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
3
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
4
+ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
5
+ import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
6
+ import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
7
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
8
+ import { Scene } from "@babylonjs/core/scene.js";
9
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
10
+ import "./shadowOnly.fragment.js";
11
+ import "./shadowOnly.vertex.js";
12
+ import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
13
+ var ShadowOnlyMaterialDefines = /** @class */ (function (_super) {
14
+ __extends(ShadowOnlyMaterialDefines, _super);
15
+ function ShadowOnlyMaterialDefines() {
16
+ var _this = _super.call(this) || this;
17
+ _this.CLIPPLANE = false;
18
+ _this.CLIPPLANE2 = false;
19
+ _this.CLIPPLANE3 = false;
20
+ _this.CLIPPLANE4 = false;
21
+ _this.CLIPPLANE5 = false;
22
+ _this.CLIPPLANE6 = false;
23
+ _this.POINTSIZE = false;
24
+ _this.FOG = false;
25
+ _this.NORMAL = false;
26
+ _this.NUM_BONE_INFLUENCERS = 0;
27
+ _this.BonesPerMesh = 0;
28
+ _this.INSTANCES = false;
29
+ _this.IMAGEPROCESSINGPOSTPROCESS = false;
30
+ _this.SKIPFINALCOLORCLAMP = false;
31
+ _this.rebuild();
32
+ return _this;
33
+ }
34
+ return ShadowOnlyMaterialDefines;
35
+ }(MaterialDefines));
36
+ var ShadowOnlyMaterial = /** @class */ (function (_super) {
37
+ __extends(ShadowOnlyMaterial, _super);
38
+ function ShadowOnlyMaterial(name, scene) {
39
+ var _this = _super.call(this, name, scene) || this;
40
+ _this._needAlphaBlending = true;
41
+ _this.shadowColor = Color3.Black();
42
+ return _this;
43
+ }
44
+ ShadowOnlyMaterial.prototype.needAlphaBlending = function () {
45
+ return this._needAlphaBlending;
46
+ };
47
+ ShadowOnlyMaterial.prototype.needAlphaTesting = function () {
48
+ return false;
49
+ };
50
+ ShadowOnlyMaterial.prototype.getAlphaTestTexture = function () {
51
+ return null;
52
+ };
53
+ Object.defineProperty(ShadowOnlyMaterial.prototype, "activeLight", {
54
+ get: function () {
55
+ return this._activeLight;
56
+ },
57
+ set: function (light) {
58
+ this._activeLight = light;
59
+ },
60
+ enumerable: false,
61
+ configurable: true
62
+ });
63
+ ShadowOnlyMaterial.prototype._getFirstShadowLightForMesh = function (mesh) {
64
+ for (var _i = 0, _a = mesh.lightSources; _i < _a.length; _i++) {
65
+ var light = _a[_i];
66
+ if (light.shadowEnabled) {
67
+ return light;
68
+ }
69
+ }
70
+ return null;
71
+ };
72
+ // Methods
73
+ ShadowOnlyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
74
+ var _a;
75
+ if (this.isFrozen) {
76
+ if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
77
+ return true;
78
+ }
79
+ }
80
+ if (!subMesh.materialDefines) {
81
+ subMesh.materialDefines = new ShadowOnlyMaterialDefines();
82
+ }
83
+ var defines = subMesh.materialDefines;
84
+ var scene = this.getScene();
85
+ if (this._isReadyForSubMesh(subMesh)) {
86
+ return true;
87
+ }
88
+ var engine = scene.getEngine();
89
+ // Ensure that active light is the first shadow light
90
+ if (this._activeLight) {
91
+ for (var _i = 0, _b = mesh.lightSources; _i < _b.length; _i++) {
92
+ var light = _b[_i];
93
+ if (light.shadowEnabled) {
94
+ if (this._activeLight === light) {
95
+ break; // We are good
96
+ }
97
+ var lightPosition = mesh.lightSources.indexOf(this._activeLight);
98
+ if (lightPosition !== -1) {
99
+ mesh.lightSources.splice(lightPosition, 1);
100
+ mesh.lightSources.splice(0, 0, this._activeLight);
101
+ }
102
+ break;
103
+ }
104
+ }
105
+ }
106
+ MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
107
+ MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
108
+ defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);
109
+ var shadowGenerator = (_a = this._getFirstShadowLightForMesh(mesh)) === null || _a === void 0 ? void 0 : _a.getShadowGenerator();
110
+ this._needAlphaBlending = true;
111
+ if (shadowGenerator && shadowGenerator.getClassName && shadowGenerator.getClassName() === "CascadedShadowGenerator") {
112
+ var csg = shadowGenerator;
113
+ this._needAlphaBlending = !csg.autoCalcDepthBounds;
114
+ }
115
+ // Attribs
116
+ MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);
117
+ // Get correct effect
118
+ if (defines.isDirty) {
119
+ defines.markAsProcessed();
120
+ scene.resetCachedMaterial();
121
+ // Fallbacks
122
+ var fallbacks = new EffectFallbacks();
123
+ if (defines.FOG) {
124
+ fallbacks.addFallback(1, "FOG");
125
+ }
126
+ MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);
127
+ if (defines.NUM_BONE_INFLUENCERS > 0) {
128
+ fallbacks.addCPUSkinningFallback(0, mesh);
129
+ }
130
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
131
+ //Attributes
132
+ var attribs = [VertexBuffer.PositionKind];
133
+ if (defines.NORMAL) {
134
+ attribs.push(VertexBuffer.NormalKind);
135
+ }
136
+ MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
137
+ MaterialHelper.PrepareAttributesForInstances(attribs, defines);
138
+ var shaderName = "shadowOnly";
139
+ var join = defines.toString();
140
+ var uniforms = [
141
+ "world",
142
+ "view",
143
+ "viewProjection",
144
+ "vEyePosition",
145
+ "vLightsType",
146
+ "vFogInfos",
147
+ "vFogColor",
148
+ "pointSize",
149
+ "alpha",
150
+ "shadowColor",
151
+ "mBones",
152
+ "vClipPlane",
153
+ "vClipPlane2",
154
+ "vClipPlane3",
155
+ "vClipPlane4",
156
+ "vClipPlane5",
157
+ "vClipPlane6",
158
+ ];
159
+ var samplers = new Array();
160
+ var uniformBuffers = new Array();
161
+ MaterialHelper.PrepareUniformsAndSamplersList({
162
+ uniformsNames: uniforms,
163
+ uniformBuffersNames: uniformBuffers,
164
+ samplers: samplers,
165
+ defines: defines,
166
+ maxSimultaneousLights: 1,
167
+ });
168
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
169
+ attributes: attribs,
170
+ uniformsNames: uniforms,
171
+ uniformBuffersNames: uniformBuffers,
172
+ samplers: samplers,
173
+ defines: join,
174
+ fallbacks: fallbacks,
175
+ onCompiled: this.onCompiled,
176
+ onError: this.onError,
177
+ indexParameters: { maxSimultaneousLights: 1 },
178
+ }, engine), defines, this._materialContext);
179
+ }
180
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
181
+ return false;
182
+ }
183
+ defines._renderId = scene.getRenderId();
184
+ subMesh.effect._wasPreviouslyReady = true;
185
+ return true;
186
+ };
187
+ ShadowOnlyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
188
+ var scene = this.getScene();
189
+ var defines = subMesh.materialDefines;
190
+ if (!defines) {
191
+ return;
192
+ }
193
+ var effect = subMesh.effect;
194
+ if (!effect) {
195
+ return;
196
+ }
197
+ this._activeEffect = effect;
198
+ // Matrices
199
+ this.bindOnlyWorldMatrix(world);
200
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
201
+ // Bones
202
+ MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
203
+ if (this._mustRebind(scene, effect)) {
204
+ // Clip plane
205
+ MaterialHelper.BindClipPlane(this._activeEffect, scene);
206
+ // Point size
207
+ if (this.pointsCloud) {
208
+ this._activeEffect.setFloat("pointSize", this.pointSize);
209
+ }
210
+ this._activeEffect.setFloat("alpha", this.alpha);
211
+ this._activeEffect.setColor3("shadowColor", this.shadowColor);
212
+ scene.bindEyePosition(effect);
213
+ }
214
+ // Lights
215
+ if (scene.lightsEnabled) {
216
+ MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);
217
+ var light = this._getFirstShadowLightForMesh(mesh);
218
+ if (light) {
219
+ // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.
220
+ // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).
221
+ // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight
222
+ // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be
223
+ // the value the other materials may pass.
224
+ light._renderId = -1;
225
+ }
226
+ }
227
+ // View
228
+ if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines["SHADOWCSM0"]) {
229
+ this._activeEffect.setMatrix("view", scene.getViewMatrix());
230
+ }
231
+ // Fog
232
+ MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
233
+ this._afterBind(mesh, this._activeEffect);
234
+ };
235
+ ShadowOnlyMaterial.prototype.clone = function (name) {
236
+ var _this = this;
237
+ return SerializationHelper.Clone(function () { return new ShadowOnlyMaterial(name, _this.getScene()); }, this);
238
+ };
239
+ ShadowOnlyMaterial.prototype.serialize = function () {
240
+ var serializationObject = _super.prototype.serialize.call(this);
241
+ serializationObject.customType = "BABYLON.ShadowOnlyMaterial";
242
+ return serializationObject;
243
+ };
244
+ ShadowOnlyMaterial.prototype.getClassName = function () {
245
+ return "ShadowOnlyMaterial";
246
+ };
247
+ // Statics
248
+ ShadowOnlyMaterial.Parse = function (source, scene, rootUrl) {
249
+ return SerializationHelper.Parse(function () { return new ShadowOnlyMaterial(source.name, scene); }, source, scene, rootUrl);
250
+ };
251
+ return ShadowOnlyMaterial;
252
+ }(PushMaterial));
253
+ export { ShadowOnlyMaterial };
254
+ RegisterClass("BABYLON.ShadowOnlyMaterial", ShadowOnlyMaterial);
255
255
  //# sourceMappingURL=shadowOnlyMaterial.js.map
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { IShadowLight } from \"core/Lights/shadowLight\";\r\nimport { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"core/Meshes/subMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\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 MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ];\r\n const samplers = new Array<string>();\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\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: 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\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 { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, 1);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\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 MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"vClipPlane\",\r\n \"vClipPlane2\",\r\n \"vClipPlane3\",\r\n \"vClipPlane4\",\r\n \"vClipPlane5\",\r\n \"vClipPlane6\",\r\n ];\r\n const samplers = new Array<string>();\r\n\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\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: 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(this._activeEffect, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
package/simple/index.d.ts CHANGED
@@ -1 +1 @@
1
- export * from "./simpleMaterial";
1
+ export * from "./simpleMaterial";
package/simple/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./simpleMaterial.js";
1
+ export * from "./simpleMaterial.js";
2
2
  //# sourceMappingURL=index.js.map