@babylonjs/materials 6.39.0 → 6.41.0
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- package/cell/cellMaterial.js +6 -5
- package/cell/cellMaterial.js.map +1 -1
- package/custom/customMaterial.d.ts +205 -1
- package/custom/customMaterial.js +124 -2
- package/custom/customMaterial.js.map +1 -1
- package/custom/pbrCustomMaterial.d.ts +218 -1
- package/custom/pbrCustomMaterial.js +134 -2
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fireMaterial.js +6 -5
- package/fire/fireMaterial.js.map +1 -1
- package/fur/furMaterial.js +7 -5
- package/fur/furMaterial.js.map +1 -1
- package/gradient/gradientMaterial.js +6 -5
- package/gradient/gradientMaterial.js.map +1 -1
- package/grid/gridMaterial.d.ts +4 -1
- package/grid/gridMaterial.js +7 -6
- package/grid/gridMaterial.js.map +1 -1
- package/lava/lavaMaterial.js +6 -5
- package/lava/lavaMaterial.js.map +1 -1
- package/mix/mixMaterial.js +6 -5
- package/mix/mixMaterial.js.map +1 -1
- package/normal/normalMaterial.js +6 -5
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnlyMaterial.js +6 -5
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/simpleMaterial.js +6 -5
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/skyMaterial.js +5 -4
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrainMaterial.js +6 -5
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/triPlanarMaterial.js +6 -5
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/water/waterMaterial.js +6 -5
- package/water/waterMaterial.js.map +1 -1
package/cell/cellMaterial.js
CHANGED
@@ -63,8 +63,9 @@ export class CellMaterial extends PushMaterial {
|
|
63
63
|
}
|
64
64
|
// Methods
|
65
65
|
isReadyForSubMesh(mesh, subMesh, useInstances) {
|
66
|
+
const drawWrapper = subMesh._drawWrapper;
|
66
67
|
if (this.isFrozen) {
|
67
|
-
if (
|
68
|
+
if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
|
68
69
|
return true;
|
69
70
|
}
|
70
71
|
}
|
@@ -175,8 +176,8 @@ export class CellMaterial extends PushMaterial {
|
|
175
176
|
return false;
|
176
177
|
}
|
177
178
|
defines._renderId = scene.getRenderId();
|
178
|
-
|
179
|
-
|
179
|
+
drawWrapper._wasPreviouslyReady = true;
|
180
|
+
drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
|
180
181
|
return true;
|
181
182
|
}
|
182
183
|
bindForSubMesh(world, mesh, subMesh) {
|
@@ -195,7 +196,7 @@ export class CellMaterial extends PushMaterial {
|
|
195
196
|
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
|
196
197
|
// Bones
|
197
198
|
MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
|
198
|
-
if (this._mustRebind(scene, effect)) {
|
199
|
+
if (this._mustRebind(scene, effect, subMesh)) {
|
199
200
|
// Textures
|
200
201
|
if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
|
201
202
|
this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
|
@@ -225,7 +226,7 @@ export class CellMaterial extends PushMaterial {
|
|
225
226
|
}
|
226
227
|
// Fog
|
227
228
|
MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
|
228
|
-
this._afterBind(mesh, this._activeEffect);
|
229
|
+
this._afterBind(mesh, this._activeEffect, subMesh);
|
229
230
|
}
|
230
231
|
getAnimatables() {
|
231
232
|
const results = [];
|
package/cell/cellMaterial.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./cell.fragment\";\r\nimport \"./cell.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass CellMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public NDOTL = true;\r\n public CUSTOMUSERLIGHTING = true;\r\n public CELLBASIC = true;\r\n public DEPTHPREPASS = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class CellMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize(\"computeHighLevel\")\r\n public _computeHighLevel: boolean = false;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public computeHighLevel: boolean;\r\n\r\n @serialize(\"disableLighting\")\r\n private _disableLighting = false;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting: boolean;\r\n\r\n @serialize(\"maxSimultaneousLights\")\r\n private _maxSimultaneousLights = 4;\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights: number;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new CellMaterialDefines();\r\n }\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n defines.CELLBASIC = !this.computeHighLevel;\r\n\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"cell\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers = [\"diffuseSampler\"];\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights - 1 },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <CellMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(this._activeEffect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n // Lights\r\n if (scene.lightsEnabled && !this.disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return this._diffuseTexture === texture;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public getClassName(): string {\r\n return \"CellMaterial\";\r\n }\r\n\r\n public clone(name: string): CellMaterial {\r\n return SerializationHelper.Clone<CellMaterial>(() => new CellMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.CellMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial {\r\n return SerializationHelper.Parse(() => new CellMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CellMaterial\", CellMaterial);\r\n"]}
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@@ -5,70 +5,274 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js"
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import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import type { Scene } from "@babylonjs/core/scene.js";
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
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/**
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* Structure of a custom shader
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*/
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export declare class CustomShaderStructure {
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/**
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* Fragment store
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*/
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FragmentStore: string;
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/**
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* Vertex store
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*/
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VertexStore: string;
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constructor();
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}
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/**
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* Parts of a shader
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*/
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export declare class ShaderSpecialParts {
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constructor();
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/**
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* Beginning of the fragment shader
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*/
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Fragment_Begin: string;
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/**
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* Variable definitions of the fragment shader
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*/
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Fragment_Definitions: string;
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/**
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* Beginning of the fragment main function
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*/
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Fragment_MainBegin: string;
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/**
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* End of the fragment main function
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*/
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Fragment_MainEnd: string;
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/**
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* Diffuse color calculation
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*/
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Fragment_Custom_Diffuse: string;
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/**
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* Before lightning computations
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*/
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Fragment_Before_Lights: string;
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/**
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* Before fog computations
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*/
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Fragment_Before_Fog: string;
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/**
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* Alpha calculations
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*/
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Fragment_Custom_Alpha: string;
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/**
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* Before frag color is assigned
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*/
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Fragment_Before_FragColor: string;
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* Beginning of the vertex shader
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*/
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Vertex_Begin: string;
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* Before the world position computation
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*/
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Vertex_Before_PositionUpdated: string;
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* Before the normal computation
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*/
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Vertex_Before_NormalUpdated: string;
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* After the world position has been computed
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Vertex_After_WorldPosComputed: string;
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}
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/**
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* Customized material
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*/
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export declare class CustomMaterial extends StandardMaterial {
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static ShaderIndexer: number;
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* Custom shader structure
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*/
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CustomParts: ShaderSpecialParts;
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* Name of the shader
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*/
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_createdShaderName: string;
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_customUniform: string[];
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[name: string]: any;
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};
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_newSamplerInstances: {
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[name: string]: Texture;
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};
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/**
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* List of the custom attributes
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*/
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_customAttributes: string[];
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/**
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* Fragment shader string
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*/
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FragmentShader: string;
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/**
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* Vertex shader string
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*/
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VertexShader: string;
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/**
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* Runs after the material is bound to a mesh
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* @param mesh mesh bound
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* @param effect bound effect used to render
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*/
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AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
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/**
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* @internal
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*/
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ReviewUniform(name: string, arr: string[]): string[];
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/**
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* Builds the material
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* @param shaderName name of the shader
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* @param uniforms list of uniforms
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* @param uniformBuffers list of uniform buffers
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* @param samplers list of samplers
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* @param defines list of defines
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* @param attributes list of attributes
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* @returns the shader name
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*/
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Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): 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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constructor(name: string, scene?: Scene);
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protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect
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protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>, subMesh?: SubMesh): void;
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/**
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* Adds a new uniform to the shader
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* @param name the name of the uniform to add
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* @param kind the type of the uniform to add
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* @param param the value of the uniform to add
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* @returns the current material
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*/
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AddUniform(name: string, kind: string, param: any): CustomMaterial;
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/**
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* Adds a custom attribute
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* @param name the name of the attribute
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* @returns the current material
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*/
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AddAttribute(name: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Begin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Begin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Definitions portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Definitions(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_MainBegin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainBegin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_MainEnd portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_MainEnd(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Custom_Diffuse portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Custom_Alpha portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_Lights portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_Lights(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_Fog portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_Fog(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Fragment_Before_FragColor portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Begin portion
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* @param shaderPart the code string
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* @returns the current material
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*/
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Vertex_Begin(shaderPart: string): CustomMaterial;
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/**
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* Sets the code on Vertex_Definitions portion
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+
* @param shaderPart the code string
|
245
|
+
* @returns the current material
|
246
|
+
*/
|
68
247
|
Vertex_Definitions(shaderPart: string): CustomMaterial;
|
248
|
+
/**
|
249
|
+
* Sets the code on Vertex_MainBegin portion
|
250
|
+
* @param shaderPart the code string
|
251
|
+
* @returns the current material
|
252
|
+
*/
|
69
253
|
Vertex_MainBegin(shaderPart: string): CustomMaterial;
|
254
|
+
/**
|
255
|
+
* Sets the code on Vertex_Before_PositionUpdated portion
|
256
|
+
* @param shaderPart the code string
|
257
|
+
* @returns the current material
|
258
|
+
*/
|
70
259
|
Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
|
260
|
+
/**
|
261
|
+
* Sets the code on Vertex_Before_NormalUpdated portion
|
262
|
+
* @param shaderPart the code string
|
263
|
+
* @returns the current material
|
264
|
+
*/
|
71
265
|
Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
|
266
|
+
/**
|
267
|
+
* Sets the code on Vertex_After_WorldPosComputed portion
|
268
|
+
* @param shaderPart the code string
|
269
|
+
* @returns the current material
|
270
|
+
*/
|
72
271
|
Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial;
|
272
|
+
/**
|
273
|
+
* Sets the code on Vertex_MainEnd portion
|
274
|
+
* @param shaderPart the code string
|
275
|
+
* @returns the current material
|
276
|
+
*/
|
73
277
|
Vertex_MainEnd(shaderPart: string): CustomMaterial;
|
74
278
|
}
|
package/custom/customMaterial.js
CHANGED
@@ -2,13 +2,27 @@ import { Effect } from "@babylonjs/core/Materials/effect.js";
|
|
2
2
|
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
3
3
|
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
4
4
|
import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
|
5
|
+
/**
|
6
|
+
* Structure of a custom shader
|
7
|
+
*/
|
5
8
|
export class CustomShaderStructure {
|
6
9
|
constructor() { }
|
7
10
|
}
|
11
|
+
/**
|
12
|
+
* Parts of a shader
|
13
|
+
*/
|
8
14
|
export class ShaderSpecialParts {
|
9
15
|
constructor() { }
|
10
16
|
}
|
17
|
+
/**
|
18
|
+
* Customized material
|
19
|
+
*/
|
11
20
|
export class CustomMaterial extends StandardMaterial {
|
21
|
+
/**
|
22
|
+
* Runs after the material is bound to a mesh
|
23
|
+
* @param mesh mesh bound
|
24
|
+
* @param effect bound effect used to render
|
25
|
+
*/
|
12
26
|
AttachAfterBind(mesh, effect) {
|
13
27
|
if (this._newUniformInstances) {
|
14
28
|
for (const el in this._newUniformInstances) {
|
@@ -50,6 +64,9 @@ export class CustomMaterial extends StandardMaterial {
|
|
50
64
|
}
|
51
65
|
}
|
52
66
|
}
|
67
|
+
/**
|
68
|
+
* @internal
|
69
|
+
*/
|
53
70
|
ReviewUniform(name, arr) {
|
54
71
|
if (name == "uniform" && this._newUniforms) {
|
55
72
|
for (let ind = 0; ind < this._newUniforms.length; ind++) {
|
@@ -67,6 +84,16 @@ export class CustomMaterial extends StandardMaterial {
|
|
67
84
|
}
|
68
85
|
return arr;
|
69
86
|
}
|
87
|
+
/**
|
88
|
+
* Builds the material
|
89
|
+
* @param shaderName name of the shader
|
90
|
+
* @param uniforms list of uniforms
|
91
|
+
* @param uniformBuffers list of uniform buffers
|
92
|
+
* @param samplers list of samplers
|
93
|
+
* @param defines list of defines
|
94
|
+
* @param attributes list of attributes
|
95
|
+
* @returns the shader name
|
96
|
+
*/
|
70
97
|
Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
|
71
98
|
if (attributes && this._customAttributes && this._customAttributes.length > 0) {
|
72
99
|
attributes.push(...this._customAttributes);
|
@@ -125,16 +152,23 @@ export class CustomMaterial extends StandardMaterial {
|
|
125
152
|
CustomMaterial.ShaderIndexer++;
|
126
153
|
this._createdShaderName = "custom_" + CustomMaterial.ShaderIndexer;
|
127
154
|
}
|
128
|
-
_afterBind(mesh, effect = null) {
|
155
|
+
_afterBind(mesh, effect = null, subMesh) {
|
129
156
|
if (!effect) {
|
130
157
|
return;
|
131
158
|
}
|
132
159
|
this.AttachAfterBind(mesh, effect);
|
133
160
|
try {
|
134
|
-
super._afterBind(mesh, effect);
|
161
|
+
super._afterBind(mesh, effect, subMesh);
|
135
162
|
}
|
136
163
|
catch (e) { }
|
137
164
|
}
|
165
|
+
/**
|
166
|
+
* Adds a new uniform to the shader
|
167
|
+
* @param name the name of the uniform to add
|
168
|
+
* @param kind the type of the uniform to add
|
169
|
+
* @param param the value of the uniform to add
|
170
|
+
* @returns the current material
|
171
|
+
*/
|
138
172
|
AddUniform(name, kind, param) {
|
139
173
|
if (!this._customUniform) {
|
140
174
|
this._customUniform = new Array();
|
@@ -154,6 +188,11 @@ export class CustomMaterial extends StandardMaterial {
|
|
154
188
|
this._newUniforms.push(name);
|
155
189
|
return this;
|
156
190
|
}
|
191
|
+
/**
|
192
|
+
* Adds a custom attribute
|
193
|
+
* @param name the name of the attribute
|
194
|
+
* @returns the current material
|
195
|
+
*/
|
157
196
|
AddAttribute(name) {
|
158
197
|
if (!this._customAttributes) {
|
159
198
|
this._customAttributes = [];
|
@@ -161,71 +200,154 @@ export class CustomMaterial extends StandardMaterial {
|
|
161
200
|
this._customAttributes.push(name);
|
162
201
|
return this;
|
163
202
|
}
|
203
|
+
/**
|
204
|
+
* Sets the code on Fragment_Begin portion
|
205
|
+
* @param shaderPart the code string
|
206
|
+
* @returns the current material
|
207
|
+
*/
|
164
208
|
Fragment_Begin(shaderPart) {
|
165
209
|
this.CustomParts.Fragment_Begin = shaderPart;
|
166
210
|
return this;
|
167
211
|
}
|
212
|
+
/**
|
213
|
+
* Sets the code on Fragment_Definitions portion
|
214
|
+
* @param shaderPart the code string
|
215
|
+
* @returns the current material
|
216
|
+
*/
|
168
217
|
Fragment_Definitions(shaderPart) {
|
169
218
|
this.CustomParts.Fragment_Definitions = shaderPart;
|
170
219
|
return this;
|
171
220
|
}
|
221
|
+
/**
|
222
|
+
* Sets the code on Fragment_MainBegin portion
|
223
|
+
* @param shaderPart the code string
|
224
|
+
* @returns the current material
|
225
|
+
*/
|
172
226
|
Fragment_MainBegin(shaderPart) {
|
173
227
|
this.CustomParts.Fragment_MainBegin = shaderPart;
|
174
228
|
return this;
|
175
229
|
}
|
230
|
+
/**
|
231
|
+
* Sets the code on Fragment_MainEnd portion
|
232
|
+
* @param shaderPart the code string
|
233
|
+
* @returns the current material
|
234
|
+
*/
|
176
235
|
Fragment_MainEnd(shaderPart) {
|
177
236
|
this.CustomParts.Fragment_MainEnd = shaderPart;
|
178
237
|
return this;
|
179
238
|
}
|
239
|
+
/**
|
240
|
+
* Sets the code on Fragment_Custom_Diffuse portion
|
241
|
+
* @param shaderPart the code string
|
242
|
+
* @returns the current material
|
243
|
+
*/
|
180
244
|
Fragment_Custom_Diffuse(shaderPart) {
|
181
245
|
this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
|
182
246
|
return this;
|
183
247
|
}
|
248
|
+
/**
|
249
|
+
* Sets the code on Fragment_Custom_Alpha portion
|
250
|
+
* @param shaderPart the code string
|
251
|
+
* @returns the current material
|
252
|
+
*/
|
184
253
|
Fragment_Custom_Alpha(shaderPart) {
|
185
254
|
this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
|
186
255
|
return this;
|
187
256
|
}
|
257
|
+
/**
|
258
|
+
* Sets the code on Fragment_Before_Lights portion
|
259
|
+
* @param shaderPart the code string
|
260
|
+
* @returns the current material
|
261
|
+
*/
|
188
262
|
Fragment_Before_Lights(shaderPart) {
|
189
263
|
this.CustomParts.Fragment_Before_Lights = shaderPart;
|
190
264
|
return this;
|
191
265
|
}
|
266
|
+
/**
|
267
|
+
* Sets the code on Fragment_Before_Fog portion
|
268
|
+
* @param shaderPart the code string
|
269
|
+
* @returns the current material
|
270
|
+
*/
|
192
271
|
Fragment_Before_Fog(shaderPart) {
|
193
272
|
this.CustomParts.Fragment_Before_Fog = shaderPart;
|
194
273
|
return this;
|
195
274
|
}
|
275
|
+
/**
|
276
|
+
* Sets the code on Fragment_Before_FragColor portion
|
277
|
+
* @param shaderPart the code string
|
278
|
+
* @returns the current material
|
279
|
+
*/
|
196
280
|
Fragment_Before_FragColor(shaderPart) {
|
197
281
|
this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
|
198
282
|
return this;
|
199
283
|
}
|
284
|
+
/**
|
285
|
+
* Sets the code on Vertex_Begin portion
|
286
|
+
* @param shaderPart the code string
|
287
|
+
* @returns the current material
|
288
|
+
*/
|
200
289
|
Vertex_Begin(shaderPart) {
|
201
290
|
this.CustomParts.Vertex_Begin = shaderPart;
|
202
291
|
return this;
|
203
292
|
}
|
293
|
+
/**
|
294
|
+
* Sets the code on Vertex_Definitions portion
|
295
|
+
* @param shaderPart the code string
|
296
|
+
* @returns the current material
|
297
|
+
*/
|
204
298
|
Vertex_Definitions(shaderPart) {
|
205
299
|
this.CustomParts.Vertex_Definitions = shaderPart;
|
206
300
|
return this;
|
207
301
|
}
|
302
|
+
/**
|
303
|
+
* Sets the code on Vertex_MainBegin portion
|
304
|
+
* @param shaderPart the code string
|
305
|
+
* @returns the current material
|
306
|
+
*/
|
208
307
|
Vertex_MainBegin(shaderPart) {
|
209
308
|
this.CustomParts.Vertex_MainBegin = shaderPart;
|
210
309
|
return this;
|
211
310
|
}
|
311
|
+
/**
|
312
|
+
* Sets the code on Vertex_Before_PositionUpdated portion
|
313
|
+
* @param shaderPart the code string
|
314
|
+
* @returns the current material
|
315
|
+
*/
|
212
316
|
Vertex_Before_PositionUpdated(shaderPart) {
|
213
317
|
this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
|
214
318
|
return this;
|
215
319
|
}
|
320
|
+
/**
|
321
|
+
* Sets the code on Vertex_Before_NormalUpdated portion
|
322
|
+
* @param shaderPart the code string
|
323
|
+
* @returns the current material
|
324
|
+
*/
|
216
325
|
Vertex_Before_NormalUpdated(shaderPart) {
|
217
326
|
this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
|
218
327
|
return this;
|
219
328
|
}
|
329
|
+
/**
|
330
|
+
* Sets the code on Vertex_After_WorldPosComputed portion
|
331
|
+
* @param shaderPart the code string
|
332
|
+
* @returns the current material
|
333
|
+
*/
|
220
334
|
Vertex_After_WorldPosComputed(shaderPart) {
|
221
335
|
this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
|
222
336
|
return this;
|
223
337
|
}
|
338
|
+
/**
|
339
|
+
* Sets the code on Vertex_MainEnd portion
|
340
|
+
* @param shaderPart the code string
|
341
|
+
* @returns the current material
|
342
|
+
*/
|
224
343
|
Vertex_MainEnd(shaderPart) {
|
225
344
|
this.CustomParts.Vertex_MainEnd = shaderPart;
|
226
345
|
return this;
|
227
346
|
}
|
228
347
|
}
|
348
|
+
/**
|
349
|
+
* Index for each created shader
|
350
|
+
*/
|
229
351
|
CustomMaterial.ShaderIndexer = 1;
|
230
352
|
RegisterClass("BABYLON.CustomMaterial", CustomMaterial);
|
231
353
|
//# sourceMappingURL=customMaterial.js.map
|