@babylonjs/materials 6.33.0 → 6.33.2
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@@ -47,6 +47,10 @@ export declare class CustomMaterial extends StandardMaterial {
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AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
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ReviewUniform(name: string, arr: string[]): string[];
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Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string;
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50
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+
protected _injectCustomCode(code: string, shaderType: string): string;
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protected _getCustomCode(shaderType: string): {
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[pointName: string]: string;
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};
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constructor(name: string, scene?: Scene);
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protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
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AddUniform(name: string, kind: string, param: any): CustomMaterial;
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package/custom/customMaterial.js
CHANGED
@@ -77,27 +77,45 @@ export class CustomMaterial extends StandardMaterial {
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if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
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return name;
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}
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-
Effect.ShadersStore[name + "VertexShader"] = this.
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-
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Effect.ShadersStore[name + "VertexShader"] = this._injectCustomCode(this.VertexShader, "vertex");
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Effect.ShadersStore[name + "PixelShader"] = this._injectCustomCode(this.FragmentShader, "fragment");
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return name;
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}
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_injectCustomCode(code, shaderType) {
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85
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const customCode = this._getCustomCode(shaderType);
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86
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for (const point in customCode) {
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const injectedCode = customCode[point];
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if (injectedCode && injectedCode.length > 0) {
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const fullPointName = "#define " + point;
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code = code.replace(fullPointName, "\n" + injectedCode + "\n" + fullPointName);
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}
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}
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return code;
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}
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_getCustomCode(shaderType) {
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var _a, _b;
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if (shaderType === "vertex") {
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return {
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CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,
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CUSTOM_VERTEX_DEFINITIONS: (((_a = this._customUniform) === null || _a === void 0 ? void 0 : _a.join("\n")) || "") + (this.CustomParts.Vertex_Definitions || ""),
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CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,
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CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,
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CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,
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CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,
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CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,
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};
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}
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-
return
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return {
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CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,
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CUSTOM_FRAGMENT_DEFINITIONS: (((_b = this._customUniform) === null || _b === void 0 ? void 0 : _b.join("\n")) || "") + (this.CustomParts.Fragment_Definitions || ""),
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CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,
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CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,
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CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,
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CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,
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CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,
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CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,
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CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,
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};
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}
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constructor(name, scene) {
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super(name, scene);
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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\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\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 _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 if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\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 const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\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 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 CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\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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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\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\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 _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 if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\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 const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\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 CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\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"]}
|
@@ -50,6 +50,10 @@ export declare class PBRCustomMaterial extends PBRMaterial {
|
|
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AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
|
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51
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ReviewUniform(name: string, arr: string[]): string[];
|
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Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions): string;
|
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|
+
protected _injectCustomCode(code: string, shaderType: string): string;
|
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|
+
protected _getCustomCode(shaderType: string): {
|
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|
+
[pointName: string]: string;
|
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+
};
|
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57
|
constructor(name: string, scene?: Scene);
|
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58
|
protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
|
55
59
|
AddUniform(name: string, kind: string, param: any): PBRCustomMaterial;
|
@@ -91,30 +91,48 @@ export class PBRCustomMaterial extends PBRMaterial {
|
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if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
|
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return name;
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}
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Effect.ShadersStore[name + "VertexShader"] = this.
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Effect.ShadersStore[name + "VertexShader"] = this._injectCustomCode(this.VertexShader, "vertex");
|
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|
+
Effect.ShadersStore[name + "PixelShader"] = this._injectCustomCode(this.FragmentShader, "fragment");
|
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|
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return name;
|
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}
|
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|
+
_injectCustomCode(code, shaderType) {
|
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|
+
const customCode = this._getCustomCode(shaderType);
|
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|
+
for (const point in customCode) {
|
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|
+
const injectedCode = customCode[point];
|
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|
+
if (injectedCode && injectedCode.length > 0) {
|
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|
+
const fullPointName = "#define " + point;
|
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|
+
code = code.replace(fullPointName, "\n" + injectedCode + "\n" + fullPointName);
|
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|
+
}
|
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}
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-
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|
-
|
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|
+
return code;
|
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|
+
}
|
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|
+
_getCustomCode(shaderType) {
|
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|
+
var _a, _b;
|
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|
+
if (shaderType === "vertex") {
|
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|
+
return {
|
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|
+
CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,
|
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|
+
CUSTOM_VERTEX_DEFINITIONS: (((_a = this._customUniform) === null || _a === void 0 ? void 0 : _a.join("\n")) || "") + (this.CustomParts.Vertex_Definitions || ""),
|
115
|
+
CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,
|
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|
+
CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,
|
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|
+
CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,
|
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|
+
CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,
|
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|
+
CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,
|
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|
+
};
|
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121
|
}
|
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|
-
return
|
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|
+
return {
|
123
|
+
CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,
|
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|
+
CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,
|
125
|
+
CUSTOM_FRAGMENT_DEFINITIONS: (((_b = this._customUniform) === null || _b === void 0 ? void 0 : _b.join("\n")) || "") + (this.CustomParts.Fragment_Definitions || ""),
|
126
|
+
CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,
|
127
|
+
CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,
|
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|
+
CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,
|
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|
+
CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,
|
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|
+
CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,
|
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|
+
CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,
|
132
|
+
CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,
|
133
|
+
CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,
|
134
|
+
CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,
|
135
|
+
};
|
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136
|
}
|
119
137
|
constructor(name, scene) {
|
120
138
|
super(name, scene);
|
@@ -1 +1 @@
|
|
1
|
-
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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\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class ShaderAlbedoParts {\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\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlbedoParts;\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 if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\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 const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\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 return name;\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlbedoParts();\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 PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\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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1
|
+
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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\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nexport class ShaderAlbedoParts {\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\n/**\r\n * @deprecated use ShaderAlbedoParts instead.\r\n */\r\nexport const ShaderAlebdoParts = ShaderAlbedoParts;\r\n\r\nexport class PBRCustomMaterial extends PBRMaterial {\r\n public static ShaderIndexer = 1;\r\n public CustomParts: ShaderAlbedoParts;\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 if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\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 const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_UPDATE_ALBEDO: this.CustomParts.Fragment_Custom_Albedo,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS: this.CustomParts.Fragment_Custom_MetallicRoughness,\r\n CUSTOM_FRAGMENT_UPDATE_MICROSURFACE: this.CustomParts.Fragment_Custom_MicroSurface,\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: this.CustomParts.Fragment_Before_FinalColorComposition,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.CustomParts = new ShaderAlbedoParts();\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 PBRCustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custompbr_\" + PBRCustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect);\r\n } catch (e) {}\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",
|
3
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-
"version": "6.33.
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3
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+
"version": "6.33.2",
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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",
|
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
|
-
"@babylonjs/core": "^6.33.
|
21
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+
"@babylonjs/core": "^6.33.2",
|
22
22
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"@dev/build-tools": "^1.0.0",
|
23
23
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"@lts/materials": "^1.0.0"
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24
24
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},
|