@babylonjs/materials 7.35.0 → 7.35.1

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@@ -1,5 +1,7 @@
1
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
1
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
3
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  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
4
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
5
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  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
@@ -1,7 +1,9 @@
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1
  // Do not edit.
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  import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
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+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
@@ -13,6 +15,7 @@ precision highp float;uniform float visibility;uniform vec3 mainColor;uniform ve
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  #ifdef LOGARITHMICDEPTH
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  #extension GL_EXT_frag_depth : enable
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  #endif
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+ #include<clipPlaneFragmentDeclaration>
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  #include<logDepthDeclaration>
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  #include<fogFragmentDeclaration>
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  #ifdef OPACITY
@@ -37,6 +40,7 @@ float normalImpactOnAxis(float x) {float normalImpact=clamp(1.0-3.0*abs(x*x*x),0
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  #define CUSTOM_FRAGMENT_DEFINITIONS
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  void main(void) {
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  #define CUSTOM_FRAGMENT_MAIN_BEGIN
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+ #include<clipPlaneFragment>
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  float gridRatio=gridControl.x;vec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;float x=contributionOnAxis(gridPos.x);float y=contributionOnAxis(gridPos.y);float z=contributionOnAxis(gridPos.z);vec3 normal=normalize(vNormal);x*=normalImpactOnAxis(normal.x);y*=normalImpactOnAxis(normal.y);z*=normalImpactOnAxis(normal.z);
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  #ifdef MAX_LINE
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  float grid=clamp(max(max(x,y),z),0.,1.);
@@ -1 +1 @@
1
- {"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,uEAAyD;AACzD,0EAA4D;AAC5D,+DAAiD;AACjD,oEAAsD;AACtD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"gridPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;uniform float visibility;uniform vec3 mainColor;uniform vec3 lineColor;uniform vec4 gridControl;uniform vec3 gridOffset;varying vec3 vPosition;varying vec3 vNormal;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform sampler2D opacitySampler;uniform vec2 vOpacityInfos;\n#endif\nfloat getDynamicVisibility(float position) {float majorGridFrequency=gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{return 1.0;}\nreturn gridControl.z;}\nfloat getAnisotropicAttenuation(float differentialLength) {const float maxNumberOfLines=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}\nfloat isPointOnLine(float position,float differentialLength) {float fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \n#ifdef ANTIALIAS\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);float result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result;\n#else\nreturn abs(fractionPartOfPosition)<SQRT2/4. ? 1. : 0.;\n#endif\n}\nfloat contributionOnAxis(float position) {float differentialLength=length(vec2(dFdx(position),dFdy(position)));differentialLength*=SQRT2; \nfloat result=isPointOnLine(position,differentialLength);float dynamicVisibility=getDynamicVisibility(position);result*=dynamicVisibility;float anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);result*=anisotropicAttenuation;return result;}\nfloat normalImpactOnAxis(float x) {float normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nfloat gridRatio=gridControl.x;vec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;float x=contributionOnAxis(gridPos.x);float y=contributionOnAxis(gridPos.y);float z=contributionOnAxis(gridPos.z);vec3 normal=normalize(vNormal);x*=normalImpactOnAxis(normal.x);y*=normalImpactOnAxis(normal.y);z*=normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\nfloat grid=clamp(max(max(x,y),z),0.,1.);\n#else\nfloat grid=clamp(x+y+z,0.,1.);\n#endif\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\nfloat opacity=1.0;\n#ifdef TRANSPARENT\nopacity=clamp(grid,0.08,gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\n#endif\ngl_FragColor=vec4(color.rgb,opacity*visibility);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n#endif\n#include<logDepthFragment>\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"grid.fragment.js","sourceRoot":"","sources":["../../../../dev/materials/src/grid/grid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,gFAAkE;AAClE,uEAAyD;AACzD,0EAA4D;AAC5D,qEAAuD;AACvD,+DAAiD;AACjD,oEAAsD;AACtD,gFAAkE;AAElE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneFragment\";\nimport \"core/Shaders/ShadersInclude/fogFragment\";\nimport \"core/Shaders/ShadersInclude/logDepthFragment\";\nimport \"core/Shaders/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"gridPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\n#define SQRT2 1.41421356\n#define PI 3.14159\nprecision highp float;uniform float visibility;uniform vec3 mainColor;uniform vec3 lineColor;uniform vec4 gridControl;uniform vec3 gridOffset;varying vec3 vPosition;varying vec3 vNormal;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform sampler2D opacitySampler;uniform vec2 vOpacityInfos;\n#endif\nfloat getDynamicVisibility(float position) {float majorGridFrequency=gridControl.y;if (floor(position+0.5)==floor(position/majorGridFrequency+0.5)*majorGridFrequency)\n{return 1.0;}\nreturn gridControl.z;}\nfloat getAnisotropicAttenuation(float differentialLength) {const float maxNumberOfLines=10.0;return clamp(1.0/(differentialLength+1.0)-1.0/maxNumberOfLines,0.0,1.0);}\nfloat isPointOnLine(float position,float differentialLength) {float fractionPartOfPosition=position-floor(position+0.5); \nfractionPartOfPosition/=differentialLength; \n#ifdef ANTIALIAS\nfractionPartOfPosition=clamp(fractionPartOfPosition,-1.,1.);float result=0.5+0.5*cos(fractionPartOfPosition*PI); \nreturn result;\n#else\nreturn abs(fractionPartOfPosition)<SQRT2/4. ? 1. : 0.;\n#endif\n}\nfloat contributionOnAxis(float position) {float differentialLength=length(vec2(dFdx(position),dFdy(position)));differentialLength*=SQRT2; \nfloat result=isPointOnLine(position,differentialLength);float dynamicVisibility=getDynamicVisibility(position);result*=dynamicVisibility;float anisotropicAttenuation=getAnisotropicAttenuation(differentialLength);result*=anisotropicAttenuation;return result;}\nfloat normalImpactOnAxis(float x) {float normalImpact=clamp(1.0-3.0*abs(x*x*x),0.0,1.0);return normalImpact;}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nfloat gridRatio=gridControl.x;vec3 gridPos=(vPosition+gridOffset.xyz)/gridRatio;float x=contributionOnAxis(gridPos.x);float y=contributionOnAxis(gridPos.y);float z=contributionOnAxis(gridPos.z);vec3 normal=normalize(vNormal);x*=normalImpactOnAxis(normal.x);y*=normalImpactOnAxis(normal.y);z*=normalImpactOnAxis(normal.z);\n#ifdef MAX_LINE\nfloat grid=clamp(max(max(x,y),z),0.,1.);\n#else\nfloat grid=clamp(x+y+z,0.,1.);\n#endif\nvec3 color=mix(mainColor,lineColor,grid);\n#ifdef FOG\n#include<fogFragment>\n#endif\nfloat opacity=1.0;\n#ifdef TRANSPARENT\nopacity=clamp(grid,0.08,gridControl.w*grid);\n#endif\n#ifdef OPACITY\nopacity*=texture2D(opacitySampler,vOpacityUV).a;\n#endif\ngl_FragColor=vec4(color.rgb,opacity*visibility);\n#ifdef TRANSPARENT\n#ifdef PREMULTIPLYALPHA\ngl_FragColor.rgb*=opacity;\n#endif\n#else\n#endif\n#include<logDepthFragment>\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridPixelShader = { name, shader };\n"]}
@@ -1,8 +1,10 @@
1
1
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
2
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
3
3
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
4
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
4
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  import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
5
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  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
7
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
6
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
7
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  /** @internal */
8
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  export declare const gridVertexShader: {
@@ -3,8 +3,10 @@ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
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  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration.js";
4
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
5
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  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration.js";
6
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js";
6
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  import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex.js";
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  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex.js";
9
+ import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex.js";
8
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  import "@babylonjs/core/Shaders/ShadersInclude/logDepthVertex.js";
9
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  const name = "gridVertexShader";
10
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  const shader = `precision highp float;attribute vec3 position;attribute vec3 normal;
@@ -21,6 +23,7 @@ uniform mat4 projection;uniform mat4 view;varying vec3 vPosition;varying vec3 vN
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  #ifdef OPACITY
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  varying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
23
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  #endif
26
+ #include<clipPlaneVertexDeclaration>
24
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  #define CUSTOM_VERTEX_DEFINITIONS
25
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  void main(void) {
26
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  #define CUSTOM_VERTEX_MAIN_BEGIN
@@ -40,6 +43,7 @@ if (vOpacityInfos.x==0.)
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  else
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  {vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}
42
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  #endif
46
+ #include<clipPlaneVertex>
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  #include<logDepthVertex>
44
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  vPosition=position;vNormal=normal;
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  #define CUSTOM_VERTEX_MAIN_END
@@ -1 +1 @@
1
- {"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,wEAA0D;AAC1D,uEAAyD;AACzD,wEAA0D;AAC1D,mEAAqD;AACrD,6DAA+C;AAC/C,kEAAoD;AAEpD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"gridVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\nuniform mat4 projection;uniform mat4 view;varying vec3 vPosition;varying vec3 vNormal;\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x==0.)\n{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}\nelse\n{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}\n#endif \n#include<logDepthVertex>\nvPosition=position;vNormal=normal;\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"grid.vertex.js","sourceRoot":"","sources":["../../../../dev/materials/src/grid/grid.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,wEAA0D;AAC1D,uEAAyD;AACzD,wEAA0D;AAC1D,8EAAgE;AAChE,mEAAqD;AACrD,6DAA+C;AAC/C,mEAAqD;AACrD,kEAAoD;AAEpD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/Shaders/ShadersInclude/instancesDeclaration\";\nimport \"core/Shaders/ShadersInclude/logDepthDeclaration\";\nimport \"core/Shaders/ShadersInclude/fogVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/Shaders/ShadersInclude/instancesVertex\";\nimport \"core/Shaders/ShadersInclude/fogVertex\";\nimport \"core/Shaders/ShadersInclude/clipPlaneVertex\";\nimport \"core/Shaders/ShadersInclude/logDepthVertex\";\n\nconst name = \"gridVertexShader\";\nconst shader = `precision highp float;attribute vec3 position;attribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\nuniform mat4 projection;uniform mat4 view;varying vec3 vPosition;varying vec3 vNormal;\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;\n#endif\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x==0.)\n{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}\nelse\n{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}\n#endif \n#include<clipPlaneVertex>\n#include<logDepthVertex>\nvPosition=position;vNormal=normal;\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gridVertexShader = { name, shader };\n"]}
@@ -12,9 +12,16 @@ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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  import "./grid.fragment.js";
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  import "./grid.vertex.js";
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  import { BindFogParameters, BindLogDepth, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForMisc, } from "@babylonjs/core/Materials/materialHelper.functions.js";
15
+ import { addClipPlaneUniforms, bindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
15
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  class GridMaterialDefines extends MaterialDefines {
16
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  constructor() {
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  super();
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+ this.CLIPPLANE = false;
20
+ this.CLIPPLANE2 = false;
21
+ this.CLIPPLANE3 = false;
22
+ this.CLIPPLANE4 = false;
23
+ this.CLIPPLANE5 = false;
24
+ this.CLIPPLANE6 = false;
18
25
  this.OPACITY = false;
19
26
  this.ANTIALIAS = false;
20
27
  this.TRANSPARENT = false;
@@ -158,11 +165,7 @@ export class GridMaterial extends PushMaterial {
158
165
  }
159
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  defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
160
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  PrepareAttributesForInstances(attribs, defines);
161
- // Defines
162
- const join = defines.toString();
163
- subMesh.setEffect(scene
164
- .getEngine()
165
- .createEffect("grid", attribs, [
168
+ const uniforms = [
166
169
  "projection",
167
170
  "mainColor",
168
171
  "lineColor",
@@ -176,7 +179,11 @@ export class GridMaterial extends PushMaterial {
176
179
  "vOpacityInfos",
177
180
  "visibility",
178
181
  "logarithmicDepthConstant",
179
- ], ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines, this._materialContext);
182
+ ];
183
+ // Defines
184
+ const join = defines.toString();
185
+ addClipPlaneUniforms(uniforms);
186
+ subMesh.setEffect(scene.getEngine().createEffect("grid", attribs, uniforms, ["opacitySampler"], join, undefined, this.onCompiled, this.onError), defines, this._materialContext);
180
187
  }
181
188
  if (!subMesh.effect || !subMesh.effect.isReady()) {
182
189
  return false;
@@ -219,6 +226,8 @@ export class GridMaterial extends PushMaterial {
219
226
  this._activeEffect.setFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
220
227
  this._activeEffect.setMatrix("opacityMatrix", this._opacityTexture.getTextureMatrix());
221
228
  }
229
+ // Clip plane
230
+ bindClipPlane(effect, this, scene);
222
231
  // Log. depth
223
232
  if (this._useLogarithmicDepth) {
224
233
  BindLogDepth(defines, effect, scene);
@@ -1 +1 @@
1
- {"version":3,"file":"gridMaterial.js","sourceRoot":"","sources":["../../../../dev/materials/src/grid/gridMaterial.ts"],"names":[],"mappings":";AAAA,yDAAyD;AACzD,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,2CAA6B;AAC9H,OAAO,EAAE,mBAAmB,EAAE,yDAA2C;AAEzE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAC1D,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C,OAAO,EAAE,eAAe,EAAE,qDAAuC;AACjE,OAAO,EAAE,YAAY,EAAE,kDAAoC;AAC3D,OAAO,EAAE,aAAa,EAAE,mDAAqC;AAC7D,OAAO,EAAE,YAAY,EAAE,0CAA4B;AAKnD,OAAO,EAAE,aAAa,EAAE,0CAA4B;AAEpD,OAAO,iBAAiB,CAAC;AACzB,OAAO,eAAe,CAAC;AACvB,OAAO,EACH,iBAAiB,EACjB,YAAY,EACZ,6BAA6B,EAC7B,2BAA2B,EAC3B,iCAAiC,EACjC,qBAAqB,GACxB,8DAAgD;AAEjD,MAAM,mBAAoB,SAAQ,eAAe;IAe7C;QACI,KAAK,EAAE,CAAC;QAfL,YAAO,GAAG,KAAK,CAAC;QAChB,cAAS,GAAG,KAAK,CAAC;QAClB,gBAAW,GAAG,KAAK,CAAC;QACpB,QAAG,GAAG,KAAK,CAAC;QACZ,qBAAgB,GAAG,KAAK,CAAC;QACzB,aAAQ,GAAG,KAAK,CAAC;QACjB,QAAG,GAAG,KAAK,CAAC;QACZ,QAAG,GAAG,KAAK,CAAC;QACZ,cAAS,GAAG,KAAK,CAAC;QAClB,mBAAc,GAAG,KAAK,CAAC;QACvB,+BAA0B,GAAG,KAAK,CAAC;QACnC,wBAAmB,GAAG,KAAK,CAAC;QAC5B,qBAAgB,GAAG,KAAK,CAAC;QAI5B,IAAI,CAAC,OAAO,EAAE,CAAC;IACnB,CAAC;CACJ;AAED;;;GAGG;AACH,MAAM,OAAO,YAAa,SAAQ,YAAY;IAuE1C;;;;OAIG;IACH,YAAY,IAAY,EAAE,KAAa;QACnC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QA5EvB;;WAEG;QAEI,cAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAElC;;WAEG;QAEI,cAAS,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAEjC;;WAEG;QAEI,cAAS,GAAG,GAAG,CAAC;QAEvB;;WAEG;QAEI,eAAU,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAEnC;;WAEG;QAEI,uBAAkB,GAAG,EAAE,CAAC;QAE/B;;WAEG;QAEI,wBAAmB,GAAG,IAAI,CAAC;QAElC;;WAEG;QAEI,YAAO,GAAG,GAAG,CAAC;QAErB;;WAEG;QAEI,cAAS,GAAG,IAAI,CAAC;QAExB;;WAEG;QAEI,qBAAgB,GAAG,KAAK,CAAC;QAEhC;;WAEG;QAEI,eAAU,GAAG,KAAK,CAAC;QAUlB,iBAAY,GAAY,IAAI,OAAO,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;IAS7H,CAAC;IAED;;OAEG;IACa,iBAAiB;QAC7B,OAAO,IAAI,CAAC,OAAO,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC,CAAC;IAC1F,CAAC;IAEe,wBAAwB,CAAC,IAAkB;QACvD,OAAO,IAAI,CAAC,UAAU,GAAG,GAAG,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;IAC7D,CAAC;IAEe,iBAAiB,CAAC,IAAkB,EAAE,OAAgB,EAAE,YAAsB;QAC1F,MAAM,WAAW,GAAG,OAAO,CAAC,YAAY,CAAC;QAEzC,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,WAAW,CAAC,MAAM,IAAI,WAAW,CAAC,mBAAmB,IAAI,WAAW,CAAC,4BAA4B,KAAK,YAAY,EAAE,CAAC;gBACrH,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO,CAAC,eAAe,GAAG,IAAI,mBAAmB,EAAE,CAAC;QACxD,CAAC;QAED,MAAM,OAAO,GAAwB,OAAO,CAAC,eAAe,CAAC;QAC7D,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,OAAO,CAAC,WAAW,KAAK,IAAI,CAAC,OAAO,GAAG,GAAG,EAAE,CAAC;YAC7C,OAAO,CAAC,WAAW,GAAG,CAAC,OAAO,CAAC,WAAW,CAAC;YAC3C,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,OAAO,CAAC,gBAAgB,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACpD,OAAO,CAAC,gBAAgB,GAAG,CAAC,OAAO,CAAC,gBAAgB,CAAC;YACrD,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,OAAO,CAAC,QAAQ,KAAK,IAAI,CAAC,UAAU,EAAE,CAAC;YACvC,OAAO,CAAC,QAAQ,GAAG,CAAC,OAAO,CAAC,QAAQ,CAAC;YACrC,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,IAAI,OAAO,CAAC,SAAS,KAAK,IAAI,CAAC,SAAS,EAAE,CAAC;YACvC,OAAO,CAAC,SAAS,GAAG,CAAC,OAAO,CAAC,SAAS,CAAC;YACvC,OAAO,CAAC,iBAAiB,EAAE,CAAC;QAChC,CAAC;QAED,WAAW;QACX,IAAI,OAAO,CAAC,iBAAiB,EAAE,CAAC;YAC5B,OAAO,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzB,IAAI,KAAK,CAAC,eAAe,EAAE,CAAC;gBACxB,IAAI,IAAI,CAAC,eAAe,IAAI,aAAa,CAAC,qBAAqB,EAAE,CAAC;oBAC9D,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE,CAAC;wBAClC,OAAO,KAAK,CAAC;oBACjB,CAAC;yBAAM,CAAC;wBACJ,OAAO,CAAC,QAAQ,GAAG,IAAI,CAAC;wBACxB,OAAO,CAAC,OAAO,GAAG,IAAI,CAAC;oBAC3B,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,qBAAqB,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,KAAK,EAAE,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAEtG,kDAAkD;QAClD,iCAAiC,CAAC,KAAK,EAAE,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,CAAC,CAAC,YAAY,CAAC,CAAC;QAE3F,qBAAqB;QACrB,IAAI,OAAO,CAAC,OAAO,EAAE,CAAC;YAClB,OAAO,CAAC,eAAe,EAAE,CAAC;YAC1B,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAE5B,aAAa;YACb,2BAA2B,CAAC,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YACzD,MAAM,OAAO,GAAG,CAAC,YAAY,CAAC,YAAY,EAAE,YAAY,CAAC,UAAU,CAAC,CAAC;YAErE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;gBACd,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC;YACtC,CAAC;YACD,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC;gBACd,OAAO,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;YACvC,CAAC;YAED,OAAO,CAAC,0BAA0B,GAAG,KAAK,CAAC,4BAA4B,CAAC,kBAAkB,CAAC;YAE3F,6BAA6B,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC;YAEhD,UAAU;YACV,MAAM,IAAI,GAAG,OAAO,CAAC,QAAQ,EAAE,CAAC;YAChC,OAAO,CAAC,SAAS,CACb,KAAK;iBACA,SAAS,EAAE;iBACX,YAAY,CACT,MAAM,EACN,OAAO,EACP;gBACI,YAAY;gBACZ,WAAW;gBACX,WAAW;gBACX,aAAa;gBACb,YAAY;gBACZ,WAAW;gBACX,WAAW;gBACX,OAAO;gBACP,MAAM;gBACN,eAAe;gBACf,eAAe;gBACf,YAAY;gBACZ,0BAA0B;aAC7B,EACD,CAAC,gBAAgB,CAAC,EAClB,IAAI,EACJ,SAAS,EACT,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,OAAO,CACf,EACL,OAAO,EACP,IAAI,CAAC,gBAAgB,CACxB,CAAC;QACN,CAAC;QAED,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC,WAAW,EAAE,CAAC;QACxC,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC;QACvC,WAAW,CAAC,4BAA4B,GAAG,CA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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\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 { 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 type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass GridMaterialDefines extends MaterialDefines {\r\n public OPACITY = false;\r\n public ANTIALIAS = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_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\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Whether to antialias the grid\r\n */\r\n @serialize()\r\n public antialias = true;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n /**\r\n * Texture to define opacity of the grid\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * @returns whether or not the grid requires alpha blending.\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public override needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\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 GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>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 if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.ANTIALIAS !== this.antialias) {\r\n defines.ANTIALIAS = !defines.ANTIALIAS;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), this, defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Defines\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene\r\n .getEngine()\r\n .createEffect(\r\n \"grid\",\r\n attribs,\r\n [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n \"logarithmicDepthConstant\",\r\n ],\r\n [\"opacitySampler\"],\r\n join,\r\n undefined,\r\n this.onCompiled,\r\n this.onError\r\n ),\r\n defines,\r\n this._materialContext\r\n );\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 = <GridMaterialDefines>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 this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\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 // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(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.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3, serializeAsVector3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector4, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\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 { 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 type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./grid.fragment\";\r\nimport \"./grid.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n} from \"core/Materials/materialHelper.functions\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\n\r\nclass GridMaterialDefines 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 OPACITY = false;\r\n public ANTIALIAS = false;\r\n public TRANSPARENT = false;\r\n public FOG = false;\r\n public PREMULTIPLYALPHA = false;\r\n public MAX_LINE = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public INSTANCES = false;\r\n public THIN_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\n/**\r\n * The grid materials allows you to wrap any shape with a grid.\r\n * Colors are customizable.\r\n */\r\nexport class GridMaterial extends PushMaterial {\r\n /**\r\n * Main color of the grid (e.g. between lines)\r\n */\r\n @serializeAsColor3()\r\n public mainColor = Color3.Black();\r\n\r\n /**\r\n * Color of the grid lines.\r\n */\r\n @serializeAsColor3()\r\n public lineColor = Color3.Teal();\r\n\r\n /**\r\n * The scale of the grid compared to unit.\r\n */\r\n @serialize()\r\n public gridRatio = 1.0;\r\n\r\n /**\r\n * Allows setting an offset for the grid lines.\r\n */\r\n @serializeAsVector3()\r\n public gridOffset = Vector3.Zero();\r\n\r\n /**\r\n * The frequency of thicker lines.\r\n */\r\n @serialize()\r\n public majorUnitFrequency = 10;\r\n\r\n /**\r\n * The visibility of minor units in the grid.\r\n */\r\n @serialize()\r\n public minorUnitVisibility = 0.33;\r\n\r\n /**\r\n * The grid opacity outside of the lines.\r\n */\r\n @serialize()\r\n public opacity = 1.0;\r\n\r\n /**\r\n * Whether to antialias the grid\r\n */\r\n @serialize()\r\n public antialias = true;\r\n\r\n /**\r\n * Determine RBG output is premultiplied by alpha value.\r\n */\r\n @serialize()\r\n public preMultiplyAlpha = false;\r\n\r\n /**\r\n * Determines if the max line value will be used instead of the sum wherever grid lines intersect.\r\n */\r\n @serialize()\r\n public useMaxLine = false;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: BaseTexture;\r\n /**\r\n * Texture to define opacity of the grid\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: BaseTexture;\r\n\r\n private _gridControl: Vector4 = new Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);\r\n\r\n /**\r\n * constructor\r\n * @param name The name given to the material in order to identify it afterwards.\r\n * @param scene The scene the material is used in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n /**\r\n * @returns whether or not the grid requires alpha blending.\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.opacity < 1.0 || (this._opacityTexture && this._opacityTexture.isReady());\r\n }\r\n\r\n public override needAlphaBlendingForMesh(mesh: AbstractMesh): boolean {\r\n return mesh.visibility < 1.0 || this.needAlphaBlending();\r\n }\r\n\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 GridMaterialDefines();\r\n }\r\n\r\n const defines = <GridMaterialDefines>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 if (defines.TRANSPARENT !== this.opacity < 1.0) {\r\n defines.TRANSPARENT = !defines.TRANSPARENT;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.PREMULTIPLYALPHA != this.preMultiplyAlpha) {\r\n defines.PREMULTIPLYALPHA = !defines.PREMULTIPLYALPHA;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.MAX_LINE !== this.useMaxLine) {\r\n defines.MAX_LINE = !defines.MAX_LINE;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (defines.ANTIALIAS !== this.antialias) {\r\n defines.ANTIALIAS = !defines.ANTIALIAS;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.OPACITY = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, false, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, scene.getEngine(), this, defines, !!useInstances);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Attributes\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"projection\",\r\n \"mainColor\",\r\n \"lineColor\",\r\n \"gridControl\",\r\n \"gridOffset\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"world\",\r\n \"view\",\r\n \"opacityMatrix\",\r\n \"vOpacityInfos\",\r\n \"visibility\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n // Defines\r\n const join = defines.toString();\r\n addClipPlaneUniforms(uniforms);\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\"grid\", attribs, uniforms, [\"opacitySampler\"], join, undefined, this.onCompiled, this.onError),\r\n defines,\r\n this._materialContext\r\n );\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 = <GridMaterialDefines>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 this._activeEffect.setFloat(\"visibility\", mesh.visibility);\r\n\r\n // Matrices\r\n if (!defines.INSTANCES || defines.THIN_INSTANCE) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n this._activeEffect.setMatrix(\"projection\", scene.getProjectionMatrix());\r\n\r\n // Uniforms\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n this._activeEffect.setColor3(\"mainColor\", this.mainColor);\r\n this._activeEffect.setColor3(\"lineColor\", this.lineColor);\r\n\r\n this._activeEffect.setVector3(\"gridOffset\", this.gridOffset);\r\n\r\n this._gridControl.x = this.gridRatio;\r\n this._gridControl.y = Math.round(this.majorUnitFrequency);\r\n this._gridControl.z = this.minorUnitVisibility;\r\n this._gridControl.w = this.opacity;\r\n this._activeEffect.setVector4(\"gridControl\", this._gridControl);\r\n\r\n if (this._opacityTexture && MaterialFlags.OpacityTextureEnabled) {\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n this._activeEffect.setFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n this._activeEffect.setMatrix(\"opacityMatrix\", this._opacityTexture.getTextureMatrix());\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, this, scene);\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\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 /**\r\n * Dispose the material and its associated resources.\r\n * @param forceDisposeEffect will also dispose the used effect when true\r\n */\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): GridMaterial {\r\n return SerializationHelper.Clone(() => new GridMaterial(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.GridMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"GridMaterial\";\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GridMaterial {\r\n return SerializationHelper.Parse(() => new GridMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GridMaterial\", GridMaterial);\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/materials",
3
- "version": "7.35.0",
3
+ "version": "7.35.1",
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": "^7.35.0",
21
+ "@babylonjs/core": "^7.35.1",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/materials": "^1.0.0"
24
24
  },