@babylonjs/materials 5.46.0 → 5.47.1
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.
package/custom/customMaterial.js
CHANGED
@@ -42,14 +42,14 @@ export class CustomMaterial extends StandardMaterial {
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if (name == "uniform" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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if (this._customUniform[ind].indexOf("sampler") == -1) {
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-
arr.push(this._newUniforms[ind]);
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+
arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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if (name == "sampler" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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if (this._customUniform[ind].indexOf("sampler") != -1) {
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-
arr.push(this._newUniforms[ind]);
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+
arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nexport class CustomShaderStructure {\r\n public FragmentStore: string;\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // diffuseColor\r\n public Fragment_Custom_Diffuse: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class CustomMaterial extends StandardMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderSpecialParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\", this.CustomParts.Fragment_Custom_Diffuse ? this.CustomParts.Fragment_Custom_Diffuse : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
|
@@ -40,14 +40,14 @@ export class PBRCustomMaterial extends PBRMaterial {
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if (name == "uniform" && this._newUniforms) {
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41
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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if (this._customUniform[ind].indexOf("sampler") == -1) {
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-
arr.push(this._newUniforms[ind]);
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+
arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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if (name == "sampler" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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49
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if (this._customUniform[ind].indexOf("sampler") != -1) {
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-
arr.push(this._newUniforms[ind]);
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+
arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\n\r\nexport class ShaderAlebdoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlebdoParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind]);\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlebdoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PBRMaterial } from \"core/Materials/PBR/pbrMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderCodeInliner } from \"core/Engines/Processors/shaderCodeInliner\";\r\nimport type { ICustomShaderNameResolveOptions } from \"core/Materials/material\";\r\n\r\nexport class ShaderAlebdoParts {\r\n constructor() {}\r\n\r\n public Fragment_Begin: string;\r\n public Fragment_Definitions: string;\r\n public Fragment_MainBegin: string;\r\n public Fragment_MainEnd: string;\r\n\r\n // albedoColor\r\n public Fragment_Custom_Albedo: string;\r\n // lights\r\n public Fragment_Before_Lights: string;\r\n // roughness\r\n public Fragment_Custom_MetallicRoughness: string;\r\n // microsurface\r\n public Fragment_Custom_MicroSurface: string;\r\n // fog\r\n public Fragment_Before_Fog: string;\r\n // alpha\r\n public Fragment_Custom_Alpha: string;\r\n // color composition\r\n public Fragment_Before_FinalColorComposition: string;\r\n // frag color\r\n public Fragment_Before_FragColor: string;\r\n\r\n public Vertex_Begin: string;\r\n public Vertex_Definitions: string;\r\n public Vertex_MainBegin: string;\r\n\r\n // positionUpdated\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n // normalUpdated\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n // worldPosComputed\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n // mainEnd\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlebdoParts;\r\n _isCreatedShader: boolean;\r\n _createdShaderName: string;\r\n _customUniform: string[];\r\n _newUniforms: string[];\r\n _newUniformInstances: { [name: string]: any };\r\n _newSamplerInstances: { [name: string]: Texture };\r\n _customAttributes: string[];\r\n\r\n public FragmentShader: string;\r\n public VertexShader: string;\r\n\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec4\") {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n public Builder(\r\n shaderName: string,\r\n uniforms: string[],\r\n uniformBuffers: string[],\r\n samplers: string[],\r\n defines: MaterialDefines | string[],\r\n attributes?: string[],\r\n options?: ICustomShaderNameResolveOptions\r\n ): string {\r\n if (options) {\r\n const currentProcessing = options.processFinalCode;\r\n options.processFinalCode = (type: string, code: string) => {\r\n if (type === \"vertex\") {\r\n return currentProcessing ? currentProcessing(type, code) : code;\r\n }\r\n const sci = new ShaderCodeInliner(code);\r\n sci.inlineToken = \"#define pbr_inline\";\r\n sci.processCode();\r\n return currentProcessing ? currentProcessing(type, sci.code) : sci.code;\r\n };\r\n }\r\n\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n if (this._isCreatedShader) {\r\n return this._createdShaderName;\r\n }\r\n this._isCreatedShader = false;\r\n\r\n PBRCustomMaterial.ShaderIndexer++;\r\n const name: string = \"custom_\" + PBRCustomMaterial.ShaderIndexer;\r\n\r\n const fn_afterBind = this._afterBind.bind(this);\r\n this._afterBind = (m, e) => {\r\n if (!e) {\r\n return;\r\n }\r\n this.AttachAfterBind(m, e);\r\n try {\r\n fn_afterBind(m, e);\r\n } catch (e) {}\r\n };\r\n\r\n Effect.ShadersStore[name + \"VertexShader\"] = this.VertexShader.replace(\"#define CUSTOM_VERTEX_BEGIN\", this.CustomParts.Vertex_Begin ? this.CustomParts.Vertex_Begin : \"\")\r\n .replace(\r\n \"#define CUSTOM_VERTEX_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Vertex_Definitions ? this.CustomParts.Vertex_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_BEGIN\", this.CustomParts.Vertex_MainBegin ? this.CustomParts.Vertex_MainBegin : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_POSITION\", this.CustomParts.Vertex_Before_PositionUpdated ? this.CustomParts.Vertex_Before_PositionUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_UPDATE_NORMAL\", this.CustomParts.Vertex_Before_NormalUpdated ? this.CustomParts.Vertex_Before_NormalUpdated : \"\")\r\n .replace(\"#define CUSTOM_VERTEX_MAIN_END\", this.CustomParts.Vertex_MainEnd ? this.CustomParts.Vertex_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Vertex_After_WorldPosComputed) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = Effect.ShadersStore[name + \"VertexShader\"].replace(\r\n \"#define CUSTOM_VERTEX_UPDATE_WORLDPOS\",\r\n this.CustomParts.Vertex_After_WorldPosComputed\r\n );\r\n }\r\n\r\n Effect.ShadersStore[name + \"PixelShader\"] = this.FragmentShader.replace(\r\n \"#define CUSTOM_FRAGMENT_BEGIN\",\r\n this.CustomParts.Fragment_Begin ? this.CustomParts.Fragment_Begin : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_BEGIN\", this.CustomParts.Fragment_MainBegin ? this.CustomParts.Fragment_MainBegin : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_DEFINITIONS\",\r\n (this._customUniform ? this._customUniform.join(\"\\n\") : \"\") + (this.CustomParts.Fragment_Definitions ? this.CustomParts.Fragment_Definitions : \"\")\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\", this.CustomParts.Fragment_Custom_Albedo ? this.CustomParts.Fragment_Custom_Albedo : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_ALPHA\", this.CustomParts.Fragment_Custom_Alpha ? this.CustomParts.Fragment_Custom_Alpha : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\", this.CustomParts.Fragment_Before_Lights ? this.CustomParts.Fragment_Before_Lights : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\",\r\n this.CustomParts.Fragment_Custom_MetallicRoughness ? this.CustomParts.Fragment_Custom_MetallicRoughness : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\", this.CustomParts.Fragment_Custom_MicroSurface ? this.CustomParts.Fragment_Custom_MicroSurface : \"\")\r\n .replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\",\r\n this.CustomParts.Fragment_Before_FinalColorComposition ? this.CustomParts.Fragment_Before_FinalColorComposition : \"\"\r\n )\r\n .replace(\"#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\", this.CustomParts.Fragment_Before_FragColor ? this.CustomParts.Fragment_Before_FragColor : \"\")\r\n .replace(\"#define CUSTOM_FRAGMENT_MAIN_END\", this.CustomParts.Fragment_MainEnd ? this.CustomParts.Fragment_MainEnd : \"\");\r\n\r\n if (this.CustomParts.Fragment_Before_Fog) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = Effect.ShadersStore[name + \"PixelShader\"].replace(\r\n \"#define CUSTOM_FRAGMENT_BEFORE_FOG\",\r\n this.CustomParts.Fragment_Before_Fog\r\n );\r\n }\r\n\r\n this._isCreatedShader = true;\r\n this._createdShaderName = name;\r\n\r\n return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlebdoParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"pbrPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"pbrVertexShader\"];\r\n\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockAlbedoOpacity>/g, Effect.IncludesShadersStore[\"pbrBlockAlbedoOpacity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockReflectivity>/g, Effect.IncludesShadersStore[\"pbrBlockReflectivity\"]);\r\n this.FragmentShader = this.FragmentShader.replace(/#include<pbrBlockFinalColorComposition>/g, Effect.IncludesShadersStore[\"pbrBlockFinalColorComposition\"]);\r\n }\r\n\r\n public AddUniform(name: string, kind: string, param: any): PBRCustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = new Array();\r\n this._newUniforms = new Array();\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public AddAttribute(name: string): PBRCustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n public Fragment_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Albedo(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Albedo = shaderPart.replace(\"result\", \"surfaceAlbedo\");\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_Alpha(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Lights(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MetallicRoughness(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MetallicRoughness = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Custom_MicroSurface(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Custom_MicroSurface = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_Fog(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FinalColorComposition(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FinalColorComposition = shaderPart;\r\n return this;\r\n }\r\n\r\n public Fragment_Before_FragColor(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n public Fragment_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Begin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Definitions(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainBegin(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_Before_PositionUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_Before_NormalUpdated(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n public Vertex_After_WorldPosComputed(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n public Vertex_MainEnd(shaderPart: string): PBRCustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRCustomMaterial\", PBRCustomMaterial);\r\n"]}
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package/package.json
CHANGED
@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@babylonjs/materials",
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3
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-
"version": "5.
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3
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+
"version": "5.47.1",
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4
4
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"main": "index.js",
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5
5
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"module": "index.js",
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6
6
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"types": "index.d.ts",
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@@ -18,7 +18,7 @@
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18
18
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"postcompile": "build-tools -c add-js-to-es6"
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19
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},
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20
20
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"devDependencies": {
|
21
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-
"@babylonjs/core": "^5.
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21
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+
"@babylonjs/core": "^5.47.1",
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22
22
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"@dev/build-tools": "^1.0.0",
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23
23
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"@lts/materials": "^1.0.0",
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24
24
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"rimraf": "^3.0.2",
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