@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.
- 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 {
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63
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}
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// Methods
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65
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isReadyForSubMesh(mesh, subMesh, useInstances) {
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66
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+
const drawWrapper = subMesh._drawWrapper;
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if (this.isFrozen) {
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67
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-
if (
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68
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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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}
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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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178
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-
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-
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179
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+
drawWrapper._wasPreviouslyReady = true;
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180
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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) {
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@@ -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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198
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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);
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@@ -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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228
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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 = [];
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package/cell/cellMaterial.js.map
CHANGED
@@ -1 +1 @@
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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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+
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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
|