@babylonjs/materials 6.43.0 → 6.45.0
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 +13 -13
- package/cell/cellMaterial.js.map +1 -1
- package/fire/fireMaterial.js +8 -8
- package/fire/fireMaterial.js.map +1 -1
- package/fur/furMaterial.js +13 -13
- package/fur/furMaterial.js.map +1 -1
- package/gradient/gradientMaterial.js +13 -13
- package/gradient/gradientMaterial.js.map +1 -1
- package/grid/gridMaterial.js +7 -7
- package/grid/gridMaterial.js.map +1 -1
- package/lava/lavaMaterial.js +13 -13
- package/lava/lavaMaterial.js.map +1 -1
- package/mix/mixMaterial.js +13 -13
- package/mix/mixMaterial.js.map +1 -1
- package/normal/normalMaterial.js +13 -13
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnlyMaterial.js +13 -13
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/simpleMaterial.js +13 -13
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/skyMaterial.js +5 -5
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrainMaterial.js +13 -13
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/triPlanarMaterial.js +13 -13
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/water/waterMaterial.js +14 -14
- package/water/waterMaterial.js.map +1 -1
@@ -1 +1 @@
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\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\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass NormalMaterialDefines 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 DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = 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 NormalMaterial 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()\r\n public diffuseColor = new Color3(1, 1, 1);\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 needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || mesh.visibility < 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 NormalMaterialDefines();\r\n }\r\n\r\n const defines = <NormalMaterialDefines>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 // 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 = true;\r\n 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 defines.LIGHTING = !this._disableLighting;\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\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);\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 MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"normal\";\r\n const join = defines.toString();\r\n\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: 4,\r\n });\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: 4 },\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 = <NormalMaterialDefines>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 // Clip plane\r\n bindClipPlane(effect, 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);\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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\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 clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);\r\n"]}
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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 { IAnimatable } from \"core/Animations/animatable.interface\";\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 { 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\n\r\nimport \"./normal.fragment\";\r\nimport \"./normal.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass NormalMaterialDefines 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 DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public LIGHT0 = false;\r\n public LIGHT1 = false;\r\n public LIGHT2 = false;\r\n public LIGHT3 = false;\r\n public SPOTLIGHT0 = false;\r\n public SPOTLIGHT1 = false;\r\n public SPOTLIGHT2 = false;\r\n public SPOTLIGHT3 = false;\r\n public HEMILIGHT0 = false;\r\n public HEMILIGHT1 = false;\r\n public HEMILIGHT2 = false;\r\n public HEMILIGHT3 = false;\r\n public DIRLIGHT0 = false;\r\n public DIRLIGHT1 = false;\r\n public DIRLIGHT2 = false;\r\n public DIRLIGHT3 = false;\r\n public POINTLIGHT0 = false;\r\n public POINTLIGHT1 = false;\r\n public POINTLIGHT2 = false;\r\n public POINTLIGHT3 = false;\r\n public SHADOW0 = false;\r\n public SHADOW1 = false;\r\n public SHADOW2 = false;\r\n public SHADOW3 = false;\r\n public SHADOWS = false;\r\n public SHADOWESM0 = false;\r\n public SHADOWESM1 = false;\r\n public SHADOWESM2 = false;\r\n public SHADOWESM3 = false;\r\n public SHADOWPOISSON0 = false;\r\n public SHADOWPOISSON1 = false;\r\n public SHADOWPOISSON2 = false;\r\n public SHADOWPOISSON3 = false;\r\n public SHADOWPCF0 = false;\r\n public SHADOWPCF1 = false;\r\n public SHADOWPCF2 = false;\r\n public SHADOWPCF3 = false;\r\n public SHADOWPCSS0 = false;\r\n public SHADOWPCSS1 = false;\r\n public SHADOWPCSS2 = false;\r\n public SHADOWPCSS3 = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public LIGHTING = 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 NormalMaterial 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()\r\n public diffuseColor = new Color3(1, 1, 1);\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 needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return this.needAlphaBlending() || mesh.visibility < 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 NormalMaterialDefines();\r\n }\r\n\r\n const defines = <NormalMaterialDefines>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 // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = true;\r\n PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n defines.LIGHTING = !this._disableLighting;\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\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 HandleFallbacksForShadows(defines, fallbacks);\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"normal\";\r\n const join = defines.toString();\r\n\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 PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\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: 4 },\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 = <NormalMaterialDefines>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 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 // Clip plane\r\n bindClipPlane(effect, 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 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 BindLights(scene, mesh, this._activeEffect, defines);\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 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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\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 clone(name: string): NormalMaterial {\r\n return SerializationHelper.Clone(() => new NormalMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.NormalMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"NormalMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial {\r\n return SerializationHelper.Parse(() => new NormalMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.NormalMaterial\", NormalMaterial);\r\n"]}
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
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1
1
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{
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2
2
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"name": "@babylonjs/materials",
|
3
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-
"version": "6.
|
3
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+
"version": "6.45.0",
|
4
4
|
"main": "index.js",
|
5
5
|
"module": "index.js",
|
6
6
|
"types": "index.d.ts",
|
@@ -18,7 +18,7 @@
|
|
18
18
|
"postcompile": "build-tools -c add-js-to-es6"
|
19
19
|
},
|
20
20
|
"devDependencies": {
|
21
|
-
"@babylonjs/core": "^6.
|
21
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+
"@babylonjs/core": "^6.45.0",
|
22
22
|
"@dev/build-tools": "^1.0.0",
|
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23
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"@lts/materials": "^1.0.0"
|
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24
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},
|
@@ -1,7 +1,6 @@
|
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1
1
|
import { SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
|
2
2
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
3
3
|
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
4
|
-
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
|
5
4
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
6
5
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
7
6
|
import { Scene } from "@babylonjs/core/scene.js";
|
@@ -10,6 +9,7 @@ import "./shadowOnly.fragment.js";
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10
9
|
import "./shadowOnly.vertex.js";
|
11
10
|
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
12
11
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import { addClipPlaneUniforms, bindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
|
12
|
+
import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
|
13
13
|
class ShadowOnlyMaterialDefines extends MaterialDefines {
|
14
14
|
constructor() {
|
15
15
|
super();
|
@@ -93,9 +93,9 @@ export class ShadowOnlyMaterial extends PushMaterial {
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}
|
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}
|
95
95
|
}
|
96
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-
|
97
|
-
|
98
|
-
defines._needNormals =
|
96
|
+
PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
|
97
|
+
PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
|
98
|
+
defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);
|
99
99
|
const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();
|
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100
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this._needAlphaBlending = true;
|
101
101
|
if (shadowGenerator && shadowGenerator.getClassName && shadowGenerator.getClassName() === "CascadedShadowGenerator") {
|
@@ -103,7 +103,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
103
103
|
this._needAlphaBlending = !csg.autoCalcDepthBounds;
|
104
104
|
}
|
105
105
|
// Attribs
|
106
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-
|
106
|
+
PrepareDefinesForAttributes(mesh, defines, false, true);
|
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107
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// Get correct effect
|
108
108
|
if (defines.isDirty) {
|
109
109
|
defines.markAsProcessed();
|
@@ -113,7 +113,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
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if (defines.FOG) {
|
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114
|
fallbacks.addFallback(1, "FOG");
|
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}
|
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-
|
116
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+
HandleFallbacksForShadows(defines, fallbacks, 1);
|
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if (defines.NUM_BONE_INFLUENCERS > 0) {
|
118
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|
fallbacks.addCPUSkinningFallback(0, mesh);
|
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}
|
@@ -123,8 +123,8 @@ export class ShadowOnlyMaterial extends PushMaterial {
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if (defines.NORMAL) {
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attribs.push(VertexBuffer.NormalKind);
|
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125
|
}
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-
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-
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126
|
+
PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
|
127
|
+
PrepareAttributesForInstances(attribs, defines);
|
128
128
|
const shaderName = "shadowOnly";
|
129
129
|
const join = defines.toString();
|
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|
const uniforms = [
|
@@ -144,7 +144,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
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|
const samplers = [];
|
145
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|
const uniformBuffers = [];
|
146
146
|
addClipPlaneUniforms(uniforms);
|
147
|
-
|
147
|
+
PrepareUniformsAndSamplersList({
|
148
148
|
uniformsNames: uniforms,
|
149
149
|
uniformBuffersNames: uniformBuffers,
|
150
150
|
samplers: samplers,
|
@@ -186,7 +186,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
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|
this.bindOnlyWorldMatrix(world);
|
187
187
|
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
|
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188
|
// Bones
|
189
|
-
|
189
|
+
BindBonesParameters(mesh, this._activeEffect);
|
190
190
|
if (this._mustRebind(scene, effect, subMesh)) {
|
191
191
|
// Clip plane
|
192
192
|
bindClipPlane(effect, this, scene);
|
@@ -198,13 +198,13 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
198
198
|
this._activeEffect.setColor3("shadowColor", this.shadowColor);
|
199
199
|
// Log. depth
|
200
200
|
if (this._useLogarithmicDepth) {
|
201
|
-
|
201
|
+
BindLogDepth(defines, effect, scene);
|
202
202
|
}
|
203
203
|
scene.bindEyePosition(effect);
|
204
204
|
}
|
205
205
|
// Lights
|
206
206
|
if (scene.lightsEnabled) {
|
207
|
-
|
207
|
+
BindLights(scene, mesh, this._activeEffect, defines, 1);
|
208
208
|
const light = this._getFirstShadowLightForMesh(mesh);
|
209
209
|
if (light) {
|
210
210
|
// Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.
|
@@ -220,7 +220,7 @@ export class ShadowOnlyMaterial extends PushMaterial {
|
|
220
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|
this._activeEffect.setMatrix("view", scene.getViewMatrix());
|
221
221
|
}
|
222
222
|
// Fog
|
223
|
-
|
223
|
+
BindFogParameters(scene, mesh, this._activeEffect);
|
224
224
|
this._afterBind(mesh, this._activeEffect, subMesh);
|
225
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|
}
|
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|
clone(name) {
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"shadowOnlyMaterial.js","sourceRoot":"","sources":["../../../../dev/materials/src/shadowOnly/shadowOnlyMaterial.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,2CAA6B;AAE3D,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAI/C,OAAO,EAAE,eAAe,EAAE,qDAAuC;AACjE,OAAO,EAAE,cAAc,EAAE,oDAAsC;AAC/D,OAAO,EAAE,YAAY,EAAE,kDAAoC;AAC3D,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAInD,OAAO,EAAE,KAAK,EAAE,iCAAmB;AACnC,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,qBAAqB,CAAC;AAC7B,OAAO,EAAE,eAAe,EAAE,qDAAuC;AAEjE,OAAO,EAAE,oBAAoB,EAAE,aAAa,EAAE,6DAA+C;AAE7F,MAAM,yBAA0B,SAAQ,eAAe;IAiBnD;QACI,KAAK,EAAE,CAAC;QAjBL,cAAS,GAAG,KAAK,CAAC;QAClB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,eAAU,GAAG,KAAK,CAAC;QACnB,cAAS,GAAG,KAAK,CAAC;QAClB,QAAG,GAAG,KAAK,CAAC;QACZ,WAAM,GAAG,KAAK,CAAC;QACf,yBAAoB,GAAG,CAAC,CAAC;QACzB,iBAAY,GAAG,CAAC,CAAC;QACjB,cAAS,GAAG,KAAK,CAAC;QAClB,+BAA0B,GAAG,KAAK,CAAC;QACnC,wBAAmB,GAAG,KAAK,CAAC;QAC5B,qBAAgB,GAAG,KAAK,CAAC;QAI5B,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED,MAAM,OAAO,kBAAmB,SAAQ,YAAY;IAIhD,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAHf,uBAAkB,GAAG,IAAI,CAAC;QAM3B,gBAAW,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;IAFpC,CAAC;IAIM,iBAAiB;QACpB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAEM,gBAAgB;QACnB,OAAO,KAAK,CAAC;IACjB,CAAC;IAEM,mBAAmB;QACtB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAmB;QACtC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAEO,2BAA2B,CAAC,IAAkB;QAClD,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;YACnC,IAAI,KAAK,CAAC,aAAa,EAAE;gBACrB,OAAO,KAAqB,CAAC;aAChC;SACJ;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,UAAU;IACH,iBAAiB,CAAC,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QACjF,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QAEzC,IAAI,IAAI,CAAC,QAAQ,EAAE;YACf,IAAI,WAAW,CAAC,MAAM,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE;gBACpH,OAAO,IAAI,CAAC;aACf;SACJ;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO,CAAC,eAAe,GAAG,IAAI,yBAAyB,EAAE,CAAC;SAC7D;QAED,MAAM,OAAO,GAA8B,OAAO,CAAC,eAAe,CAAC;QACnE,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE;YAClC,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAEjC,qDAAqD;QACrD,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnC,IAAI,KAAK,CAAC,aAAa,EAAE;oBACrB,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;wBAC7B,MAAM,CAAC,cAAc;qBACxB;oBAED,MAAM,aAAa,GAAG,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;oBAEnE,IAAI,aAAa,KAAK,CAAC,CAAC,EAAE;wBACtB,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;wBAC3C,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;qBACrD;oBACD,MAAM;iBACT;aACJ;SACJ;QAED,cAAc,CAAC,iCAAiC,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,OAAO,EAAE,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAE5G,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,EAAE,OAAO,CAAC,CAAC;QAE5J,OAAO,CAAC,YAAY,GAAG,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAE9F,MAAM,eAAe,GAAG,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,EAAE,kBAAkB,EAAE,CAAC;QAErF,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAE/B,IAAI,eAAe,IAAK,eAAuB,CAAC,YAAY,IAAK,eAAuB,CAAC,YAAY,EAAE,KAAK,yBAAyB,EAAE;YACnI,MAAM,GAAG,GAAG,eAA0C,CAAC;YAEvD,IAAI,CAAC,kBAAkB,GAAG,CAAC,GAAG,CAAC,mBAAmB,CAAC;SACtD;QAED,UAAU;QACV,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC;QAEvE,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE;YACjB,OAAO,CAAC,eAAe,EAAE,CAAC;YAE1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,YAAY;YACZ,MAAM,SAAS,GAAG,IAAI,eAAe,EAAE,CAAC;YACxC,IAAI,OAAO,CAAC,GAAG,EAAE;gBACb,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;aACnC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC,CAAC,CAAC;YAEhE,IAAI,OAAO,CAAC,oBAAoB,GAAG,CAAC,EAAE;gBAClC,SAAS,CAAC,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;aAC7C;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,YAAY;YACZ,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,CAAC,CAAC;YAE5C,IAAI,OAAO,CAAC,MAAM,EAAE;gBAChB,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;aACzC;YAED,cAAc,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;YAC5E,cAAc,CAAC,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAE/D,MAAM,UAAU,GAAG,YAAY,CAAC;YAChC,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,MAAM,QAAQ,GAAG;gBACb,OAAO;gBACP,MAAM;gBACN,gBAAgB;gBAChB,cAAc;gBACd,aAAa;gBACb,WAAW;gBACX,WAAW;gBACX,WAAW;gBACX,OAAO;gBACP,aAAa;gBACb,QAAQ;gBACR,0BAA0B;aAC7B,CAAC;YACF,MAAM,QAAQ,GAAa,EAAE,CAAC;YAE9B,MAAM,cAAc,GAAa,EAAE,CAAC;YAEpC,oBAAoB,CAAC,QAAQ,CAAC,CAAC;YAC/B,cAAc,CAAC,8BAA8B,CAAyB;gBAClE,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,OAAO;gBAChB,qBAAqB,EAAE,CAAC;aAC3B,CAAC,CAAC;YAEH,OAAO,CAAC,SAAS,CACb,KAAK,CAAC,SAAS,EAAE,CAAC,YAAY,CAC1B,UAAU,EACc;gBACpB,UAAU,EAAE,OAAO;gBACnB,aAAa,EAAE,QAAQ;gBACvB,mBAAmB,EAAE,cAAc;gBACnC,QAAQ,EAAE,QAAQ;gBAClB,OAAO,EAAE,IAAI;gBACb,SAAS,EAAE,SAAS;gBACpB,UAAU,EAAE,IAAI,CAAC,UAAU;gBAC3B,OAAO,EAAE,IAAI,CAAC,OAAO;gBACrB,eAAe,EAAE,EAAE,qBAAqB,EAAE,CAAC,EAA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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { 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 { IShadowLight } from \"core/Lights/shadowLight\";\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 { 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\n\r\nimport \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\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 POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = 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 ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\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 public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\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 ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\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, 1);\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 MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\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 \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\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: 1,\r\n });\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: 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 = <ShadowOnlyMaterialDefines>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 // Clip plane\r\n bindClipPlane(effect, 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 this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\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 // Lights\r\n if (scene.lightsEnabled) {\r\n MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\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 clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
|
1
|
+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { 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 { IShadowLight } from \"core/Lights/shadowLight\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\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\n\r\nimport \"./shadowOnly.fragment\";\r\nimport \"./shadowOnly.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport type { CascadedShadowGenerator } from \"core/Lights/Shadows/cascadedShadowGenerator\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass ShadowOnlyMaterialDefines extends MaterialDefines {\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 POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = 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 ShadowOnlyMaterial extends PushMaterial {\r\n private _activeLight: IShadowLight;\r\n private _needAlphaBlending = true;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public shadowColor = Color3.Black();\r\n\r\n public needAlphaBlending(): boolean {\r\n return this._needAlphaBlending;\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 public get activeLight(): IShadowLight {\r\n return this._activeLight;\r\n }\r\n\r\n public set activeLight(light: IShadowLight) {\r\n this._activeLight = light;\r\n }\r\n\r\n private _getFirstShadowLightForMesh(mesh: AbstractMesh): Nullable<IShadowLight> {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n return light as IShadowLight;\r\n }\r\n }\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 ShadowOnlyMaterialDefines();\r\n }\r\n\r\n const defines = <ShadowOnlyMaterialDefines>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 // Ensure that active light is the first shadow light\r\n if (this._activeLight) {\r\n for (const light of mesh.lightSources) {\r\n if (light.shadowEnabled) {\r\n if (this._activeLight === light) {\r\n break; // We are good\r\n }\r\n\r\n const lightPosition = mesh.lightSources.indexOf(this._activeLight);\r\n\r\n if (lightPosition !== -1) {\r\n mesh.lightSources.splice(lightPosition, 1);\r\n mesh.lightSources.splice(0, 0, this._activeLight);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, 1);\r\n\r\n const shadowGenerator = this._getFirstShadowLightForMesh(mesh)?.getShadowGenerator();\r\n\r\n this._needAlphaBlending = true;\r\n\r\n if (shadowGenerator && (shadowGenerator as any).getClassName && (shadowGenerator as any).getClassName() === \"CascadedShadowGenerator\") {\r\n const csg = shadowGenerator as CascadedShadowGenerator;\r\n\r\n this._needAlphaBlending = !csg.autoCalcDepthBounds;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\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 HandleFallbacksForShadows(defines, fallbacks, 1);\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"shadowOnly\";\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 \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"alpha\",\r\n \"shadowColor\",\r\n \"mBones\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n const samplers: string[] = [];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 1,\r\n });\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: 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 = <ShadowOnlyMaterialDefines>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 BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Clip plane\r\n bindClipPlane(effect, 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 this._activeEffect.setFloat(\"alpha\", this.alpha);\r\n this._activeEffect.setColor3(\"shadowColor\", this.shadowColor);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n // Lights\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, 1);\r\n\r\n const light = this._getFirstShadowLightForMesh(mesh);\r\n\r\n if (light) {\r\n // Make sure the uniforms for this light will be rebound for other materials using this light when rendering the current frame.\r\n // Indeed, there is an optimization in Light that binds the light uniforms only once per frame for a given light (if using ubo).\r\n // Doing this way assumes that all uses of this light are the same, meaning all parameters passed to Light._bindLlight\r\n // are the same, notably useSpecular. However, isReadyForSubMesh (see above) is passing false for this parameter, which may not be\r\n // the value the other materials may pass.\r\n light._renderId = -1;\r\n }\r\n }\r\n\r\n // View\r\n if ((scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) || defines[\"SHADOWCSM0\"]) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public clone(name: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Clone<ShadowOnlyMaterial>(() => new ShadowOnlyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.ShadowOnlyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"ShadowOnlyMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial {\r\n return SerializationHelper.Parse(() => new ShadowOnlyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ShadowOnlyMaterial\", ShadowOnlyMaterial);\r\n"]}
|
package/simple/simpleMaterial.js
CHANGED
@@ -2,7 +2,6 @@ import { __decorate } from "@babylonjs/core/tslib.es6.js";
|
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2
2
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import { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
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3
3
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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4
4
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import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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5
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-
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
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6
5
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import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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7
6
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import { MaterialFlags } from "@babylonjs/core/Materials/materialFlags.js";
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8
7
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import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
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@@ -12,6 +11,7 @@ import "./simple.fragment.js";
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12
11
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import "./simple.vertex.js";
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13
12
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import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
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14
13
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import { addClipPlaneUniforms, bindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
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14
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+
import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
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15
15
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class SimpleMaterialDefines extends MaterialDefines {
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16
16
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constructor() {
|
17
17
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super();
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@@ -90,13 +90,13 @@ export class SimpleMaterial extends PushMaterial {
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90
90
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}
|
91
91
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}
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92
92
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// Misc.
|
93
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-
|
93
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+
PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
|
94
94
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// Lights
|
95
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-
defines._needNormals =
|
95
|
+
defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
|
96
96
|
// Values that need to be evaluated on every frame
|
97
|
-
|
97
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+
PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);
|
98
98
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// Attribs
|
99
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-
|
99
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+
PrepareDefinesForAttributes(mesh, defines, true, true);
|
100
100
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// Get correct effect
|
101
101
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if (defines.isDirty) {
|
102
102
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defines.markAsProcessed();
|
@@ -106,7 +106,7 @@ export class SimpleMaterial extends PushMaterial {
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|
106
106
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if (defines.FOG) {
|
107
107
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fallbacks.addFallback(1, "FOG");
|
108
108
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}
|
109
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-
|
109
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+
HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);
|
110
110
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if (defines.NUM_BONE_INFLUENCERS > 0) {
|
111
111
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fallbacks.addCPUSkinningFallback(0, mesh);
|
112
112
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}
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@@ -125,8 +125,8 @@ export class SimpleMaterial extends PushMaterial {
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|
125
125
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if (defines.VERTEXCOLOR) {
|
126
126
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attribs.push(VertexBuffer.ColorKind);
|
127
127
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}
|
128
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-
|
129
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-
|
128
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+
PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
|
129
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+
PrepareAttributesForInstances(attribs, defines);
|
130
130
|
const shaderName = "simple";
|
131
131
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const join = defines.toString();
|
132
132
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const uniforms = [
|
@@ -147,7 +147,7 @@ export class SimpleMaterial extends PushMaterial {
|
|
147
147
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const samplers = ["diffuseSampler"];
|
148
148
|
const uniformBuffers = [];
|
149
149
|
addClipPlaneUniforms(uniforms);
|
150
|
-
|
150
|
+
PrepareUniformsAndSamplersList({
|
151
151
|
uniformsNames: uniforms,
|
152
152
|
uniformBuffersNames: uniformBuffers,
|
153
153
|
samplers: samplers,
|
@@ -189,7 +189,7 @@ export class SimpleMaterial extends PushMaterial {
|
|
189
189
|
this.bindOnlyWorldMatrix(world);
|
190
190
|
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
|
191
191
|
// Bones
|
192
|
-
|
192
|
+
BindBonesParameters(mesh, this._activeEffect);
|
193
193
|
if (this._mustRebind(scene, effect, subMesh)) {
|
194
194
|
// Textures
|
195
195
|
if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {
|
@@ -205,21 +205,21 @@ export class SimpleMaterial extends PushMaterial {
|
|
205
205
|
}
|
206
206
|
// Log. depth
|
207
207
|
if (this._useLogarithmicDepth) {
|
208
|
-
|
208
|
+
BindLogDepth(defines, effect, scene);
|
209
209
|
}
|
210
210
|
scene.bindEyePosition(effect);
|
211
211
|
}
|
212
212
|
this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
|
213
213
|
// Lights
|
214
214
|
if (scene.lightsEnabled && !this.disableLighting) {
|
215
|
-
|
215
|
+
BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);
|
216
216
|
}
|
217
217
|
// View
|
218
218
|
if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
|
219
219
|
this._activeEffect.setMatrix("view", scene.getViewMatrix());
|
220
220
|
}
|
221
221
|
// Fog
|
222
|
-
|
222
|
+
BindFogParameters(scene, mesh, this._activeEffect);
|
223
223
|
this._afterBind(mesh, this._activeEffect, subMesh);
|
224
224
|
}
|
225
225
|
getAnimatables() {
|
@@ -1 +1 @@
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\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\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass SimpleMaterialDefines 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 DEPTHPREPASS = 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 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 SimpleMaterial 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(\"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 SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>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 // 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 = \"simple\";\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 = <SimpleMaterialDefines>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(effect, 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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\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 clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\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 { IAnimatable } from \"core/Animations/animatable.interface\";\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 { 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\n\r\nimport \"./simple.fragment\";\r\nimport \"./simple.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass SimpleMaterialDefines 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 DEPTHPREPASS = 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 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 SimpleMaterial 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(\"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 SimpleMaterialDefines();\r\n }\r\n\r\n const defines = <SimpleMaterialDefines>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 // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n 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 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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const shaderName = \"simple\";\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 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 = <SimpleMaterialDefines>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 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(effect, 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 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 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 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 if (this.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\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 clone(name: string): SimpleMaterial {\r\n return SerializationHelper.Clone<SimpleMaterial>(() => new SimpleMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SimpleMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"SimpleMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial {\r\n return SerializationHelper.Parse(() => new SimpleMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SimpleMaterial\", SimpleMaterial);\r\n"]}
|
package/sky/skyMaterial.js
CHANGED
@@ -2,7 +2,6 @@ import { __decorate } from "@babylonjs/core/tslib.es6.js";
|
|
2
2
|
import { serializeAsVector3, serialize, SerializationHelper } from "@babylonjs/core/Misc/decorators.js";
|
3
3
|
import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector.js";
|
4
4
|
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
5
|
-
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
|
6
5
|
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
7
6
|
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
8
7
|
import { Scene } from "@babylonjs/core/scene.js";
|
@@ -11,6 +10,7 @@ import "./sky.fragment.js";
|
|
11
10
|
import "./sky.vertex.js";
|
12
11
|
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
13
12
|
import { addClipPlaneUniforms, bindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
|
13
|
+
import { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from "@babylonjs/core/Materials/materialHelper.functions.js";
|
14
14
|
/** @internal */
|
15
15
|
class SkyMaterialDefines extends MaterialDefines {
|
16
16
|
constructor() {
|
@@ -151,9 +151,9 @@ export class SkyMaterial extends PushMaterial {
|
|
151
151
|
if (this._isReadyForSubMesh(subMesh)) {
|
152
152
|
return true;
|
153
153
|
}
|
154
|
-
|
154
|
+
PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);
|
155
155
|
// Attribs
|
156
|
-
|
156
|
+
PrepareDefinesForAttributes(mesh, defines, true, false);
|
157
157
|
if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {
|
158
158
|
defines.markAsMiscDirty();
|
159
159
|
}
|
@@ -234,7 +234,7 @@ export class SkyMaterial extends PushMaterial {
|
|
234
234
|
}
|
235
235
|
// Log. depth
|
236
236
|
if (this._useLogarithmicDepth) {
|
237
|
-
|
237
|
+
BindLogDepth(defines, effect, scene);
|
238
238
|
}
|
239
239
|
}
|
240
240
|
// View
|
@@ -242,7 +242,7 @@ export class SkyMaterial extends PushMaterial {
|
|
242
242
|
this._activeEffect.setMatrix("view", scene.getViewMatrix());
|
243
243
|
}
|
244
244
|
// Fog
|
245
|
-
|
245
|
+
BindFogParameters(scene, mesh, this._activeEffect);
|
246
246
|
// Sky
|
247
247
|
const camera = scene.activeCamera;
|
248
248
|
if (camera) {
|