@babylonjs/materials 7.3.0 → 7.3.2
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.map +1 -1
- package/custom/customMaterial.js.map +1 -1
- package/custom/pbrCustomMaterial.js.map +1 -1
- package/fire/fireMaterial.js.map +1 -1
- package/fur/furMaterial.js.map +1 -1
- package/gradient/gradientMaterial.js.map +1 -1
- package/grid/gridMaterial.js.map +1 -1
- package/lava/lavaMaterial.js.map +1 -1
- package/mix/mixMaterial.js.map +1 -1
- package/normal/normalMaterial.js.map +1 -1
- package/package.json +2 -2
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
- package/simple/simpleMaterial.js.map +1 -1
- package/sky/skyMaterial.js.map +1 -1
- package/terrain/terrainMaterial.js.map +1 -1
- package/triPlanar/triPlanarMaterial.js.map +1 -1
- package/water/waterMaterial.js.map +1 -1
package/sky/skyMaterial.js.map
CHANGED
@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\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 \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = 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\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, 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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\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 = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect, subMesh)) {\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\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 // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serialize } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\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 \"./sky.fragment\";\r\nimport \"./sky.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport { BindFogParameters, BindLogDepth, PrepareDefinesForAttributes, PrepareDefinesForMisc } from \"core/Materials/materialHelper.functions\";\r\n\r\n/** @internal */\r\nclass SkyMaterialDefines 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 VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public DITHER = 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\n/**\r\n * This is the sky material which allows to create dynamic and texture free effects for skyboxes.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n */\r\nexport class SkyMaterial extends PushMaterial {\r\n /**\r\n * Defines the overall luminance of sky in interval ]0, 1[.\r\n */\r\n @serialize()\r\n public luminance: number = 1.0;\r\n\r\n /**\r\n * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.\r\n */\r\n @serialize()\r\n public turbidity: number = 10.0;\r\n\r\n /**\r\n * Defines the sky appearance (light intensity).\r\n */\r\n @serialize()\r\n public rayleigh: number = 2.0;\r\n\r\n /**\r\n * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.\r\n */\r\n @serialize()\r\n public mieCoefficient: number = 0.005;\r\n\r\n /**\r\n * Defines the amount of haze particles following the Mie scattering theory.\r\n */\r\n @serialize()\r\n public mieDirectionalG: number = 0.8;\r\n\r\n /**\r\n * Defines the distance of the sun according to the active scene camera.\r\n */\r\n @serialize()\r\n public distance: number = 500;\r\n\r\n /**\r\n * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said\r\n * \"inclined\".\r\n */\r\n @serialize()\r\n public inclination: number = 0.49;\r\n\r\n /**\r\n * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between\r\n * an object direction and a reference direction.\r\n */\r\n @serialize()\r\n public azimuth: number = 0.25;\r\n\r\n /**\r\n * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then\r\n * the property is overridden by the inclination and the azimuth and can be read at any moment.\r\n */\r\n @serializeAsVector3()\r\n public sunPosition: Vector3 = new Vector3(0, 100, 0);\r\n\r\n /**\r\n * Defines if the sun position should be computed (inclination and azimuth) according to the given\r\n * .sunPosition property.\r\n */\r\n @serialize()\r\n public useSunPosition: boolean = false;\r\n\r\n /**\r\n * Defines an offset vector used to get a horizon offset.\r\n * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis\r\n */\r\n @serializeAsVector3()\r\n public cameraOffset: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())\r\n */\r\n @serializeAsVector3()\r\n public up: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * Defines if sky should be dithered.\r\n */\r\n @serialize()\r\n public dithering: boolean = false;\r\n\r\n // Private members\r\n private _cameraPosition: Vector3 = Vector3.Zero();\r\n private _skyOrientation: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Instantiates a new sky material.\r\n * This material allows to create dynamic and texture free\r\n * effects for skyboxes by taking care of the atmosphere state.\r\n * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns false as the sky material doesn't need alpha testing.\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns null as the sky material has no texture.\r\n */\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new SkyMaterialDefines();\r\n }\r\n\r\n const defines = <SkyMaterialDefines>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 PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, false);\r\n\r\n if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {\r\n defines.markAsMiscDirty();\r\n }\r\n\r\n if (defines.DITHER !== this.dithering) {\r\n defines.markAsMiscDirty();\r\n }\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 defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n defines.DITHER = this.dithering;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n const shaderName = \"sky\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"pointSize\",\r\n \"luminance\",\r\n \"turbidity\",\r\n \"rayleigh\",\r\n \"mieCoefficient\",\r\n \"mieDirectionalG\",\r\n \"sunPosition\",\r\n \"cameraPosition\",\r\n \"cameraOffset\",\r\n \"up\",\r\n ];\r\n addClipPlaneUniforms(uniforms);\r\n const join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, uniforms, [], join, fallbacks, this.onCompiled, this.onError), defines, 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\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <SkyMaterialDefines>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 if (this._mustRebind(scene, effect, subMesh)) {\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\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 // Sky\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const cameraWorldMatrix = camera.getWorldMatrix();\r\n this._cameraPosition.x = cameraWorldMatrix.m[12];\r\n this._cameraPosition.y = cameraWorldMatrix.m[13];\r\n this._cameraPosition.z = cameraWorldMatrix.m[14];\r\n this._activeEffect.setVector3(\"cameraPosition\", this._cameraPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"cameraOffset\", this.cameraOffset);\r\n\r\n this._activeEffect.setVector3(\"up\", this.up);\r\n\r\n if (this.luminance > 0) {\r\n this._activeEffect.setFloat(\"luminance\", this.luminance);\r\n }\r\n\r\n this._activeEffect.setFloat(\"turbidity\", this.turbidity);\r\n this._activeEffect.setFloat(\"rayleigh\", this.rayleigh);\r\n this._activeEffect.setFloat(\"mieCoefficient\", this.mieCoefficient);\r\n this._activeEffect.setFloat(\"mieDirectionalG\", this.mieDirectionalG);\r\n\r\n if (!this.useSunPosition) {\r\n const theta = Math.PI * (this.inclination - 0.5);\r\n const phi = 2 * Math.PI * (this.azimuth - 0.5);\r\n\r\n this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);\r\n this.sunPosition.y = this.distance * Math.sin(-theta);\r\n this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);\r\n\r\n Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);\r\n this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);\r\n }\r\n\r\n this._activeEffect.setVector3(\"sunPosition\", this.sunPosition);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public override getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n public override clone(name: string): SkyMaterial {\r\n return SerializationHelper.Clone<SkyMaterial>(() => new SkyMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.SkyMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the current class name of the material e.g. \"SkyMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SkyMaterial\";\r\n }\r\n\r\n /**\r\n * Creates a sky material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new sky material\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial {\r\n return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SkyMaterial\", SkyMaterial);\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\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 { Texture } from \"core/Materials/Textures/texture\";\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 \"./terrain.fragment\";\r\nimport \"./terrain.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 TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = 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 TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\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 // Legacy browser patch\r\n const shaderName = \"terrain\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\r\n \"textureSampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"bump1Sampler\",\r\n \"bump2Sampler\",\r\n \"bump3Sampler\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\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\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 },\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 = <TerrainMaterialDefines>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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\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.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\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._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === 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.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\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 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\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 { Texture } from \"core/Materials/Textures/texture\";\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 \"./terrain.fragment\";\r\nimport \"./terrain.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 TerrainMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public BUMP = 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 SPECULARTERM = 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 TerrainMaterial extends PushMaterial {\r\n @serializeAsTexture(\"mixTexture\")\r\n private _mixTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexture1\")\r\n private _diffuseTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture1: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture2\")\r\n private _diffuseTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture2: Texture;\r\n\r\n @serializeAsTexture(\"diffuseTexture3\")\r\n private _diffuseTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture3: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture1\")\r\n private _bumpTexture1: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture1: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture2\")\r\n private _bumpTexture2: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture2: Texture;\r\n\r\n @serializeAsTexture(\"bumpTexture3\")\r\n private _bumpTexture3: Texture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture3: Texture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0, 0, 0);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override 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 TerrainMaterialDefines();\r\n }\r\n\r\n const defines = <TerrainMaterialDefines>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 (scene.texturesEnabled) {\r\n if (!this.mixTexture || !this.mixTexture.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needUVs = true;\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture1 || !this.diffuseTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture2 || !this.diffuseTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.diffuseTexture3 || !this.diffuseTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines.DIFFUSE = true;\r\n }\r\n\r\n if (this.bumpTexture1 && this.bumpTexture2 && this.bumpTexture3 && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture1.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture2.isReady()) {\r\n return false;\r\n }\r\n if (!this.bumpTexture3.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._needNormals = true;\r\n defines.BUMP = true;\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 // Legacy browser patch\r\n const shaderName = \"terrain\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vTextureInfos\",\r\n \"mBones\",\r\n \"textureMatrix\",\r\n \"diffuse1Infos\",\r\n \"diffuse2Infos\",\r\n \"diffuse3Infos\",\r\n ];\r\n const samplers = [\r\n \"textureSampler\",\r\n \"diffuse1Sampler\",\r\n \"diffuse2Sampler\",\r\n \"diffuse3Sampler\",\r\n \"bump1Sampler\",\r\n \"bump2Sampler\",\r\n \"bump3Sampler\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\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\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 },\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 override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <TerrainMaterialDefines>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.mixTexture) {\r\n this._activeEffect.setTexture(\"textureSampler\", this._mixTexture);\r\n this._activeEffect.setFloat2(\"vTextureInfos\", this._mixTexture.coordinatesIndex, this._mixTexture.level);\r\n this._activeEffect.setMatrix(\"textureMatrix\", this._mixTexture.getTextureMatrix());\r\n\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n if (this._diffuseTexture1) {\r\n this._activeEffect.setTexture(\"diffuse1Sampler\", this._diffuseTexture1);\r\n this._activeEffect.setFloat2(\"diffuse1Infos\", this._diffuseTexture1.uScale, this._diffuseTexture1.vScale);\r\n }\r\n if (this._diffuseTexture2) {\r\n this._activeEffect.setTexture(\"diffuse2Sampler\", this._diffuseTexture2);\r\n this._activeEffect.setFloat2(\"diffuse2Infos\", this._diffuseTexture2.uScale, this._diffuseTexture2.vScale);\r\n }\r\n if (this._diffuseTexture3) {\r\n this._activeEffect.setTexture(\"diffuse3Sampler\", this._diffuseTexture3);\r\n this._activeEffect.setFloat2(\"diffuse3Infos\", this._diffuseTexture3.uScale, this._diffuseTexture3.vScale);\r\n }\r\n }\r\n\r\n if (MaterialFlags.BumpTextureEnabled && scene.getEngine().getCaps().standardDerivatives) {\r\n if (this._bumpTexture1) {\r\n this._activeEffect.setTexture(\"bump1Sampler\", this._bumpTexture1);\r\n }\r\n if (this._bumpTexture2) {\r\n this._activeEffect.setTexture(\"bump2Sampler\", this._bumpTexture2);\r\n }\r\n if (this._bumpTexture3) {\r\n this._activeEffect.setTexture(\"bump3Sampler\", this._bumpTexture3);\r\n }\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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\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 override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._mixTexture) {\r\n activeTextures.push(this._mixTexture);\r\n }\r\n\r\n if (this._diffuseTexture1) {\r\n activeTextures.push(this._diffuseTexture1);\r\n }\r\n\r\n if (this._diffuseTexture2) {\r\n activeTextures.push(this._diffuseTexture2);\r\n }\r\n\r\n if (this._diffuseTexture3) {\r\n activeTextures.push(this._diffuseTexture3);\r\n }\r\n\r\n if (this._bumpTexture1) {\r\n activeTextures.push(this._bumpTexture1);\r\n }\r\n\r\n if (this._bumpTexture2) {\r\n activeTextures.push(this._bumpTexture2);\r\n }\r\n\r\n if (this._bumpTexture3) {\r\n activeTextures.push(this._bumpTexture3);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._mixTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture1 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture2 === texture) {\r\n return true;\r\n }\r\n\r\n if (this._bumpTexture3 === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): TerrainMaterial {\r\n return SerializationHelper.Clone(() => new TerrainMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TerrainMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"TerrainMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial {\r\n return SerializationHelper.Parse(() => new TerrainMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TerrainMaterial\", TerrainMaterial);\r\n"]}
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@@ -1 +1 @@
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1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\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 \"./triplanar.fragment\";\r\nimport \"./triplanar.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 TriPlanarMaterialDefines extends MaterialDefines {\r\n public DIFFUSEX = false;\r\n public DIFFUSEY = false;\r\n public DIFFUSEZ = false;\r\n\r\n public BUMPX = false;\r\n public BUMPY = false;\r\n public BUMPZ = false;\r\n\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 SPECULARTERM = false;\r\n public NORMAL = 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 NONUNIFORMSCALING = 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 TriPlanarMaterial extends PushMaterial {\r\n @serializeAsTexture()\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTextureX\")\r\n private _diffuseTextureX: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureX: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexturY\")\r\n private _diffuseTextureY: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureY: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTextureZ\")\r\n private _diffuseTextureZ: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureZ: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureX\")\r\n private _normalTextureX: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureX: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureY\")\r\n private _normalTextureY: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureY: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureZ\")\r\n private _normalTextureZ: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureZ: BaseTexture;\r\n\r\n @serialize()\r\n public tileSize: number = 1;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0.2, 0.2, 0.2);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 TriPlanarMaterialDefines();\r\n }\r\n\r\n const defines = <TriPlanarMaterialDefines>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 if (scene.texturesEnabled) {\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n const textures = [this.diffuseTextureX, this.diffuseTextureY, this.diffuseTextureZ];\r\n const textureDefines = [\"DIFFUSEX\", \"DIFFUSEY\", \"DIFFUSEZ\"];\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n if (textures[i]) {\r\n if (!textures[i].isReady()) {\r\n return false;\r\n } else {\r\n (<any>defines)[textureDefines[i]] = true;\r\n }\r\n }\r\n }\r\n }\r\n if (MaterialFlags.BumpTextureEnabled) {\r\n const textures = [this.normalTextureX, this.normalTextureY, this.normalTextureZ];\r\n const textureDefines = [\"BUMPX\", \"BUMPY\", \"BUMPZ\"];\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n if (textures[i]) {\r\n if (!textures[i].isReady()) {\r\n return false;\r\n } else {\r\n (<any>defines)[textureDefines[i]] = true;\r\n }\r\n }\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.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 // Legacy browser patch\r\n const shaderName = \"triplanar\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n \"tileSize\",\r\n ];\r\n const samplers = [\"diffuseSamplerX\", \"diffuseSamplerY\", \"diffuseSamplerZ\", \"normalSamplerX\", \"normalSamplerY\", \"normalSamplerZ\", \"logarithmicDepthConstant\"];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\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\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 },\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 = <TriPlanarMaterialDefines>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 this._activeEffect.setFloat(\"tileSize\", this.tileSize);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this.diffuseTextureX) {\r\n this._activeEffect.setTexture(\"diffuseSamplerX\", this.diffuseTextureX);\r\n }\r\n if (this.diffuseTextureY) {\r\n this._activeEffect.setTexture(\"diffuseSamplerY\", this.diffuseTextureY);\r\n }\r\n if (this.diffuseTextureZ) {\r\n this._activeEffect.setTexture(\"diffuseSamplerZ\", this.diffuseTextureZ);\r\n }\r\n if (this.normalTextureX) {\r\n this._activeEffect.setTexture(\"normalSamplerX\", this.normalTextureX);\r\n }\r\n if (this.normalTextureY) {\r\n this._activeEffect.setTexture(\"normalSamplerY\", this.normalTextureY);\r\n }\r\n if (this.normalTextureZ) {\r\n this._activeEffect.setTexture(\"normalSamplerZ\", this.normalTextureZ);\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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\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.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\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._diffuseTextureX) {\r\n activeTextures.push(this._diffuseTextureX);\r\n }\r\n\r\n if (this._diffuseTextureY) {\r\n activeTextures.push(this._diffuseTextureY);\r\n }\r\n\r\n if (this._diffuseTextureZ) {\r\n activeTextures.push(this._diffuseTextureZ);\r\n }\r\n\r\n if (this._normalTextureX) {\r\n activeTextures.push(this._normalTextureX);\r\n }\r\n\r\n if (this._normalTextureY) {\r\n activeTextures.push(this._normalTextureY);\r\n }\r\n\r\n if (this._normalTextureZ) {\r\n activeTextures.push(this._normalTextureZ);\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._diffuseTextureX === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTextureY === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTextureZ === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureX === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureY === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureZ === texture) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n if (this.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): TriPlanarMaterial {\r\n return SerializationHelper.Clone(() => new TriPlanarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TriPlanarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"TriPlanarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial {\r\n return SerializationHelper.Parse(() => new TriPlanarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarMaterial\", TriPlanarMaterial);\r\n"]}
|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\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 \"./triplanar.fragment\";\r\nimport \"./triplanar.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 TriPlanarMaterialDefines extends MaterialDefines {\r\n public DIFFUSEX = false;\r\n public DIFFUSEY = false;\r\n public DIFFUSEZ = false;\r\n\r\n public BUMPX = false;\r\n public BUMPY = false;\r\n public BUMPZ = false;\r\n\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 SPECULARTERM = false;\r\n public NORMAL = 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 NONUNIFORMSCALING = 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 TriPlanarMaterial extends PushMaterial {\r\n @serializeAsTexture()\r\n public mixTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTextureX\")\r\n private _diffuseTextureX: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureX: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTexturY\")\r\n private _diffuseTextureY: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureY: BaseTexture;\r\n\r\n @serializeAsTexture(\"diffuseTextureZ\")\r\n private _diffuseTextureZ: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTextureZ: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureX\")\r\n private _normalTextureX: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureX: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureY\")\r\n private _normalTextureY: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureY: BaseTexture;\r\n\r\n @serializeAsTexture(\"normalTextureZ\")\r\n private _normalTextureZ: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public normalTextureZ: BaseTexture;\r\n\r\n @serialize()\r\n public tileSize: number = 1;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serializeAsColor3()\r\n public specularColor = new Color3(0.2, 0.2, 0.2);\r\n\r\n @serialize()\r\n public specularPower = 64;\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 override needAlphaBlending(): boolean {\r\n return this.alpha < 1.0;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override 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 TriPlanarMaterialDefines();\r\n }\r\n\r\n const defines = <TriPlanarMaterialDefines>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 if (scene.texturesEnabled) {\r\n if (MaterialFlags.DiffuseTextureEnabled) {\r\n const textures = [this.diffuseTextureX, this.diffuseTextureY, this.diffuseTextureZ];\r\n const textureDefines = [\"DIFFUSEX\", \"DIFFUSEY\", \"DIFFUSEZ\"];\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n if (textures[i]) {\r\n if (!textures[i].isReady()) {\r\n return false;\r\n } else {\r\n (<any>defines)[textureDefines[i]] = true;\r\n }\r\n }\r\n }\r\n }\r\n if (MaterialFlags.BumpTextureEnabled) {\r\n const textures = [this.normalTextureX, this.normalTextureY, this.normalTextureZ];\r\n const textureDefines = [\"BUMPX\", \"BUMPY\", \"BUMPZ\"];\r\n\r\n for (let i = 0; i < textures.length; i++) {\r\n if (textures[i]) {\r\n if (!textures[i].isReady()) {\r\n return false;\r\n } else {\r\n (<any>defines)[textureDefines[i]] = true;\r\n }\r\n }\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.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 // Legacy browser patch\r\n const shaderName = \"triplanar\";\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 \"vSpecularColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n \"tileSize\",\r\n ];\r\n const samplers = [\"diffuseSamplerX\", \"diffuseSamplerY\", \"diffuseSamplerZ\", \"normalSamplerX\", \"normalSamplerY\", \"normalSamplerZ\", \"logarithmicDepthConstant\"];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\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\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 },\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 override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <TriPlanarMaterialDefines>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 this._activeEffect.setFloat(\"tileSize\", this.tileSize);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this.diffuseTextureX) {\r\n this._activeEffect.setTexture(\"diffuseSamplerX\", this.diffuseTextureX);\r\n }\r\n if (this.diffuseTextureY) {\r\n this._activeEffect.setTexture(\"diffuseSamplerY\", this.diffuseTextureY);\r\n }\r\n if (this.diffuseTextureZ) {\r\n this._activeEffect.setTexture(\"diffuseSamplerZ\", this.diffuseTextureZ);\r\n }\r\n if (this.normalTextureX) {\r\n this._activeEffect.setTexture(\"normalSamplerX\", this.normalTextureX);\r\n }\r\n if (this.normalTextureY) {\r\n this._activeEffect.setTexture(\"normalSamplerY\", this.normalTextureY);\r\n }\r\n if (this.normalTextureZ) {\r\n this._activeEffect.setTexture(\"normalSamplerZ\", this.normalTextureZ);\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 if (defines.SPECULARTERM) {\r\n this._activeEffect.setColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n\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 override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.mixTexture && this.mixTexture.animations && this.mixTexture.animations.length > 0) {\r\n results.push(this.mixTexture);\r\n }\r\n\r\n return results;\r\n }\r\n\r\n public override getActiveTextures(): BaseTexture[] {\r\n const activeTextures = super.getActiveTextures();\r\n\r\n if (this._diffuseTextureX) {\r\n activeTextures.push(this._diffuseTextureX);\r\n }\r\n\r\n if (this._diffuseTextureY) {\r\n activeTextures.push(this._diffuseTextureY);\r\n }\r\n\r\n if (this._diffuseTextureZ) {\r\n activeTextures.push(this._diffuseTextureZ);\r\n }\r\n\r\n if (this._normalTextureX) {\r\n activeTextures.push(this._normalTextureX);\r\n }\r\n\r\n if (this._normalTextureY) {\r\n activeTextures.push(this._normalTextureY);\r\n }\r\n\r\n if (this._normalTextureZ) {\r\n activeTextures.push(this._normalTextureZ);\r\n }\r\n\r\n return activeTextures;\r\n }\r\n\r\n public override hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTextureX === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTextureY === texture) {\r\n return true;\r\n }\r\n\r\n if (this._diffuseTextureZ === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureX === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureY === texture) {\r\n return true;\r\n }\r\n\r\n if (this._normalTextureZ === texture) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this.mixTexture) {\r\n this.mixTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): TriPlanarMaterial {\r\n return SerializationHelper.Clone(() => new TriPlanarMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.TriPlanarMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"TriPlanarMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial {\r\n return SerializationHelper.Parse(() => new TriPlanarMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TriPlanarMaterial\", TriPlanarMaterial);\r\n"]}
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