@babylonjs/materials 6.39.0 → 6.41.0

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@@ -63,8 +63,9 @@ export class CellMaterial extends PushMaterial {
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  }
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  // Methods
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  isReadyForSubMesh(mesh, subMesh, useInstances) {
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+ const drawWrapper = subMesh._drawWrapper;
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  if (this.isFrozen) {
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- if (subMesh.effect && subMesh.effect._wasPreviouslyReady && subMesh.effect._wasPreviouslyUsingInstances === useInstances) {
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+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {
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  return true;
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  }
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  }
@@ -175,8 +176,8 @@ export class CellMaterial extends PushMaterial {
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  return false;
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  }
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  defines._renderId = scene.getRenderId();
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- subMesh.effect._wasPreviouslyReady = true;
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- subMesh.effect._wasPreviouslyUsingInstances = !!useInstances;
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+ drawWrapper._wasPreviouslyReady = true;
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+ drawWrapper._wasPreviouslyUsingInstances = !!useInstances;
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  return true;
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  }
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  bindForSubMesh(world, mesh, subMesh) {
@@ -195,7 +196,7 @@ export class CellMaterial extends PushMaterial {
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  this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
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  // Bones
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  MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
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- if (this._mustRebind(scene, effect)) {
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+ if (this._mustRebind(scene, effect, subMesh)) {
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  // Textures
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  if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
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  this._activeEffect.setTexture("diffuseSampler", this._diffuseTexture);
@@ -225,7 +226,7 @@ export class CellMaterial extends PushMaterial {
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  }
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  // Fog
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  MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
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- this._afterBind(mesh, this._activeEffect);
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+ this._afterBind(mesh, this._activeEffect, subMesh);
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  }
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  getAnimatables() {
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  const results = [];
@@ -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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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"]}
@@ -5,70 +5,274 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js"
5
5
  import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
6
  import type { Scene } from "@babylonjs/core/scene.js";
7
7
  import type { Nullable } from "@babylonjs/core/types.js";
8
+ import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
9
+ /**
10
+ * Structure of a custom shader
11
+ */
8
12
  export declare class CustomShaderStructure {
13
+ /**
14
+ * Fragment store
15
+ */
9
16
  FragmentStore: string;
17
+ /**
18
+ * Vertex store
19
+ */
10
20
  VertexStore: string;
11
21
  constructor();
12
22
  }
23
+ /**
24
+ * Parts of a shader
25
+ */
13
26
  export declare class ShaderSpecialParts {
14
27
  constructor();
28
+ /**
29
+ * Beginning of the fragment shader
30
+ */
15
31
  Fragment_Begin: string;
32
+ /**
33
+ * Variable definitions of the fragment shader
34
+ */
16
35
  Fragment_Definitions: string;
36
+ /**
37
+ * Beginning of the fragment main function
38
+ */
17
39
  Fragment_MainBegin: string;
40
+ /**
41
+ * End of the fragment main function
42
+ */
18
43
  Fragment_MainEnd: string;
44
+ /**
45
+ * Diffuse color calculation
46
+ */
19
47
  Fragment_Custom_Diffuse: string;
48
+ /**
49
+ * Before lightning computations
50
+ */
20
51
  Fragment_Before_Lights: string;
52
+ /**
53
+ * Before fog computations
54
+ */
21
55
  Fragment_Before_Fog: string;
56
+ /**
57
+ * Alpha calculations
58
+ */
22
59
  Fragment_Custom_Alpha: string;
60
+ /**
61
+ * Before frag color is assigned
62
+ */
23
63
  Fragment_Before_FragColor: string;
64
+ /**
65
+ * Beginning of the vertex shader
66
+ */
24
67
  Vertex_Begin: string;
68
+ /**
69
+ * Variable definitions of the vertex shader
70
+ */
25
71
  Vertex_Definitions: string;
72
+ /**
73
+ * Start of the main function of the vertex shader
74
+ */
26
75
  Vertex_MainBegin: string;
76
+ /**
77
+ * Before the world position computation
78
+ */
27
79
  Vertex_Before_PositionUpdated: string;
80
+ /**
81
+ * Before the normal computation
82
+ */
28
83
  Vertex_Before_NormalUpdated: string;
84
+ /**
85
+ * After the world position has been computed
86
+ */
29
87
  Vertex_After_WorldPosComputed: string;
88
+ /**
89
+ * Main end of the vertex shader
90
+ */
30
91
  Vertex_MainEnd: string;
31
92
  }
93
+ /**
94
+ * Customized material
95
+ */
32
96
  export declare class CustomMaterial extends StandardMaterial {
97
+ /**
98
+ * Index for each created shader
99
+ */
33
100
  static ShaderIndexer: number;
101
+ /**
102
+ * Custom shader structure
103
+ */
34
104
  CustomParts: ShaderSpecialParts;
105
+ /**
106
+ * Name of the shader
107
+ */
35
108
  _createdShaderName: string;
109
+ /**
110
+ * List of custom uniforms
111
+ */
36
112
  _customUniform: string[];
113
+ /**
114
+ * Names of the new uniforms
115
+ */
37
116
  _newUniforms: string[];
117
+ /**
118
+ * Instances of the new uniform objects
119
+ */
38
120
  _newUniformInstances: {
39
121
  [name: string]: any;
40
122
  };
123
+ /**
124
+ * Instances of the new sampler objects
125
+ */
41
126
  _newSamplerInstances: {
42
127
  [name: string]: Texture;
43
128
  };
129
+ /**
130
+ * List of the custom attributes
131
+ */
44
132
  _customAttributes: string[];
133
+ /**
134
+ * Fragment shader string
135
+ */
45
136
  FragmentShader: string;
137
+ /**
138
+ * Vertex shader string
139
+ */
46
140
  VertexShader: string;
141
+ /**
142
+ * Runs after the material is bound to a mesh
143
+ * @param mesh mesh bound
144
+ * @param effect bound effect used to render
145
+ */
47
146
  AttachAfterBind(mesh: Mesh | undefined, effect: Effect): void;
147
+ /**
148
+ * @internal
149
+ */
48
150
  ReviewUniform(name: string, arr: string[]): string[];
151
+ /**
152
+ * Builds the material
153
+ * @param shaderName name of the shader
154
+ * @param uniforms list of uniforms
155
+ * @param uniformBuffers list of uniform buffers
156
+ * @param samplers list of samplers
157
+ * @param defines list of defines
158
+ * @param attributes list of attributes
159
+ * @returns the shader name
160
+ */
49
161
  Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string;
50
162
  protected _injectCustomCode(code: string, shaderType: string): string;
51
163
  protected _getCustomCode(shaderType: string): {
52
164
  [pointName: string]: string;
53
165
  };
54
166
  constructor(name: string, scene?: Scene);
55
- protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>): void;
167
+ protected _afterBind(mesh?: Mesh, effect?: Nullable<Effect>, subMesh?: SubMesh): void;
168
+ /**
169
+ * Adds a new uniform to the shader
170
+ * @param name the name of the uniform to add
171
+ * @param kind the type of the uniform to add
172
+ * @param param the value of the uniform to add
173
+ * @returns the current material
174
+ */
56
175
  AddUniform(name: string, kind: string, param: any): CustomMaterial;
176
+ /**
177
+ * Adds a custom attribute
178
+ * @param name the name of the attribute
179
+ * @returns the current material
180
+ */
57
181
  AddAttribute(name: string): CustomMaterial;
182
+ /**
183
+ * Sets the code on Fragment_Begin portion
184
+ * @param shaderPart the code string
185
+ * @returns the current material
186
+ */
58
187
  Fragment_Begin(shaderPart: string): CustomMaterial;
188
+ /**
189
+ * Sets the code on Fragment_Definitions portion
190
+ * @param shaderPart the code string
191
+ * @returns the current material
192
+ */
59
193
  Fragment_Definitions(shaderPart: string): CustomMaterial;
194
+ /**
195
+ * Sets the code on Fragment_MainBegin portion
196
+ * @param shaderPart the code string
197
+ * @returns the current material
198
+ */
60
199
  Fragment_MainBegin(shaderPart: string): CustomMaterial;
200
+ /**
201
+ * Sets the code on Fragment_MainEnd portion
202
+ * @param shaderPart the code string
203
+ * @returns the current material
204
+ */
61
205
  Fragment_MainEnd(shaderPart: string): CustomMaterial;
206
+ /**
207
+ * Sets the code on Fragment_Custom_Diffuse portion
208
+ * @param shaderPart the code string
209
+ * @returns the current material
210
+ */
62
211
  Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
212
+ /**
213
+ * Sets the code on Fragment_Custom_Alpha portion
214
+ * @param shaderPart the code string
215
+ * @returns the current material
216
+ */
63
217
  Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
218
+ /**
219
+ * Sets the code on Fragment_Before_Lights portion
220
+ * @param shaderPart the code string
221
+ * @returns the current material
222
+ */
64
223
  Fragment_Before_Lights(shaderPart: string): CustomMaterial;
224
+ /**
225
+ * Sets the code on Fragment_Before_Fog portion
226
+ * @param shaderPart the code string
227
+ * @returns the current material
228
+ */
65
229
  Fragment_Before_Fog(shaderPart: string): CustomMaterial;
230
+ /**
231
+ * Sets the code on Fragment_Before_FragColor portion
232
+ * @param shaderPart the code string
233
+ * @returns the current material
234
+ */
66
235
  Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
236
+ /**
237
+ * Sets the code on Vertex_Begin portion
238
+ * @param shaderPart the code string
239
+ * @returns the current material
240
+ */
67
241
  Vertex_Begin(shaderPart: string): CustomMaterial;
242
+ /**
243
+ * Sets the code on Vertex_Definitions portion
244
+ * @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
  }
@@ -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