@babylonjs/materials 6.39.0 → 6.41.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -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 @@
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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 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