@babylonjs/materials 8.34.1 → 8.36.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@babylonjs/materials",
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- "version": "8.34.1",
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+ "version": "8.36.0",
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  "main": "index.js",
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  "module": "index.js",
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  "types": "index.d.ts",
@@ -18,7 +18,7 @@
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  "postcompile": "build-tools -c add-js-to-es6"
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  },
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  "devDependencies": {
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- "@babylonjs/core": "^8.34.1",
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+ "@babylonjs/core": "^8.36.0",
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  "@dev/build-tools": "^1.0.0",
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  "@lts/materials": "^1.0.0"
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  },
@@ -1,7 +1,7 @@
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  import { __decorate } from "@babylonjs/core/tslib.es6.js";
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  import { serializeAsVector3, serialize } from "@babylonjs/core/Misc/decorators.js";
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  import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
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- import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector.js";
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+ import { Vector3, Quaternion, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
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  import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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  import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
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  import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
@@ -251,7 +251,7 @@ export class SkyMaterial extends PushMaterial {
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  this._cameraPosition.x = cameraWorldMatrix.m[12];
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  this._cameraPosition.y = cameraWorldMatrix.m[13];
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  this._cameraPosition.z = cameraWorldMatrix.m[14];
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- this._activeEffect.setVector3("cameraPosition", this._cameraPosition);
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+ this._activeEffect.setVector3("cameraPosition", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));
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  }
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  this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
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  this._activeEffect.setVector3("up", this.up);
@@ -1 +1 @@
1
- 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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(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\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"]}
1
+ 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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, TmpVectors } 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(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\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\", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));\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"]}
@@ -100,6 +100,8 @@ export declare class WaterMaterial extends PushMaterial {
100
100
  private _refractionRTT;
101
101
  private _reflectionRTT;
102
102
  private _reflectionTransform;
103
+ private _offsetMirror;
104
+ private _tempPlane;
103
105
  private _lastTime;
104
106
  private _lastDeltaTime;
105
107
  private _waitingRenderList;
@@ -1,7 +1,7 @@
1
1
  import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
2
  import { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
4
- import { Matrix, Vector2, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { Matrix, TmpVectors, Vector2, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
5
  import { Color3 } from "@babylonjs/core/Maths/math.color.js";
6
6
  import { Plane } from "@babylonjs/core/Maths/math.plane.js";
7
7
  import { Constants } from "@babylonjs/core/Engines/constants.js";
@@ -21,6 +21,8 @@ import { CreateGround } from "@babylonjs/core/Meshes/Builders/groundBuilder.js";
21
21
  import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
22
22
  import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
23
23
  import "@babylonjs/core/Rendering/boundingBoxRenderer.js";
24
+ import { OffsetClipPlaneToRef, OffsetViewToRef } from "@babylonjs/core/Materials/floatingOriginMatrixOverrides.js";
25
+ import { MultiplyMatricesToRef } from "@babylonjs/core/Maths/ThinMaths/thinMath.matrix.functions.js";
24
26
  class WaterMaterialDefines extends MaterialDefines {
25
27
  constructor() {
26
28
  super();
@@ -164,6 +166,8 @@ export class WaterMaterial extends PushMaterial {
164
166
  */
165
167
  this._mesh = null;
166
168
  this._reflectionTransform = Matrix.Zero();
169
+ this._offsetMirror = Matrix.Zero();
170
+ this._tempPlane = new Plane(0, 0, 0, 0);
167
171
  this._lastTime = 0;
168
172
  this._lastDeltaTime = 0;
169
173
  this._createRenderTargets(this.getScene(), renderTargetSize);
@@ -458,7 +462,14 @@ export class WaterMaterial extends PushMaterial {
458
462
  this._activeEffect.setTexture("refractionSampler", this._refractionRTT);
459
463
  this._activeEffect.setTexture("reflectionSampler", this._reflectionRTT);
460
464
  }
461
- const wrvp = this._reflectionTransform.multiply(scene.getProjectionMatrix());
465
+ const wrvp = TmpVectors.Matrix[3].copyFrom(this._reflectionTransform);
466
+ // Handle floating origin for reflection
467
+ if (scene.floatingOriginMode) {
468
+ // Recalculate reflection transform using offset mirror matrix
469
+ const offsetView = OffsetViewToRef(scene.floatingOriginOffset, scene.getViewMatrix(), TmpVectors.Matrix[1]);
470
+ MultiplyMatricesToRef(this._offsetMirror, offsetView, wrvp);
471
+ }
472
+ wrvp.multiplyToRef(scene.getProjectionMatrix(), wrvp);
462
473
  // Add delta time. Prevent adding delta time if it hasn't changed.
463
474
  const deltaTime = scene.getEngine().getDeltaTime();
464
475
  if (deltaTime !== this._lastDeltaTime) {
@@ -538,6 +549,11 @@ export class WaterMaterial extends PushMaterial {
538
549
  const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;
539
550
  scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));
540
551
  Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);
552
+ this._offsetMirror.copyFrom(mirrorMatrix);
553
+ if (scene.floatingOriginMode) {
554
+ OffsetClipPlaneToRef(scene.floatingOriginOffset, scene.clipPlane, this._tempPlane);
555
+ Matrix.ReflectionToRef(this._tempPlane, this._offsetMirror);
556
+ }
541
557
  }
542
558
  // Transform
543
559
  savedViewMatrix = scene.getViewMatrix();
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Plane } from \"core/Maths/math.plane\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { SmartArray } from \"core/Misc/smartArray\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IImageProcessingConfigurationDefines } from \"core/Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"core/Materials/imageProcessingConfiguration\";\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 { Camera } from \"core/Cameras/camera\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./water.fragment\";\r\nimport \"./water.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { CreateGround } from \"core/Meshes/Builders/groundBuilder\";\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\nimport \"core/Rendering/boundingBoxRenderer\";\r\n\r\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public BUMP = false;\r\n public REFLECTION = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public SPECULARTERM = false;\r\n public LOGARITHMICDEPTH = false;\r\n public USE_REVERSE_DEPTHBUFFER = false;\r\n public FRESNELSEPARATE = false;\r\n public BUMPSUPERIMPOSE = false;\r\n public BUMPAFFECTSREFLECTION = false;\r\n public USE_WORLD_COORDINATES = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = 0;\r\n public CONTRAST = false;\r\n public EXPOSURE = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class WaterMaterial extends PushMaterial {\r\n /*\r\n * Public members\r\n */\r\n @serializeAsTexture(\"bumpTexture\")\r\n private _bumpTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: BaseTexture;\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 /**\r\n * Defines the wind force.\r\n */\r\n @serialize()\r\n public windForce: number = 6;\r\n /**\r\n * Defines the direction of the wind in the plane (X, Z).\r\n */\r\n @serializeAsVector2()\r\n public windDirection: Vector2 = new Vector2(0, 1);\r\n /**\r\n * Defines the height of the waves.\r\n */\r\n @serialize()\r\n public waveHeight: number = 0.4;\r\n /**\r\n * Defines the bump height related to the bump map.\r\n */\r\n @serialize()\r\n public bumpHeight: number = 0.4;\r\n /**\r\n * Defines wether or not: to add a smaller moving bump to less steady waves.\r\n */\r\n @serialize(\"bumpSuperimpose\")\r\n private _bumpSuperimpose = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpSuperimpose: boolean;\r\n\r\n /**\r\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\r\n */\r\n @serialize(\"fresnelSeparate\")\r\n private _fresnelSeparate = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public fresnelSeparate: boolean;\r\n\r\n /**\r\n * Defines wether or not bump Wwves modify the reflection.\r\n */\r\n @serialize(\"bumpAffectsReflection\")\r\n private _bumpAffectsReflection = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpAffectsReflection: boolean;\r\n\r\n /**\r\n * Defines the water color blended with the refraction (near).\r\n */\r\n @serializeAsColor3()\r\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color.\r\n */\r\n @serialize()\r\n public colorBlendFactor: number = 0.2;\r\n /**\r\n * Defines the water color blended with the reflection (far).\r\n */\r\n @serializeAsColor3()\r\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color (reflection, far).\r\n */\r\n @serialize()\r\n public colorBlendFactor2: number = 0.2;\r\n /**\r\n * Defines the maximum length of a wave.\r\n */\r\n @serialize()\r\n public waveLength: number = 0.1;\r\n\r\n /**\r\n * Defines the waves speed.\r\n */\r\n @serialize()\r\n public waveSpeed: number = 1.0;\r\n\r\n /**\r\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\r\n */\r\n @serialize()\r\n public waveCount: number = 20;\r\n /**\r\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\r\n * will avoid calculating useless pixels in the pixel shader of the water material.\r\n */\r\n @serialize()\r\n public disableClipPlane: boolean = false;\r\n\r\n /**\r\n * Defines whether or not to use world coordinates for wave deformations.\r\n * The default value is false, meaning that the deformation is applied in object (local) space.\r\n * You will probably need to set it to true if you are using instances or thin instances for your water objects.\r\n */\r\n @serialize(\"useWorldCoordinatesForWaveDeformation\")\r\n private _useWorldCoordinatesForWaveDeformation = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useWorldCoordinatesForWaveDeformation: boolean;\r\n\r\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n\r\n /*\r\n * Private members\r\n */\r\n private _mesh: Nullable<AbstractMesh> = null;\r\n\r\n private _refractionRTT: Nullable<RenderTargetTexture>;\r\n private _reflectionRTT: Nullable<RenderTargetTexture>;\r\n\r\n private _reflectionTransform: Matrix = Matrix.Zero();\r\n private _lastTime: number = 0;\r\n private _lastDeltaTime: number = 0;\r\n\r\n private _waitingRenderList: Nullable<string[]>;\r\n\r\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param name\r\n * @param scene\r\n * @param renderTargetSize\r\n */\r\n constructor(\r\n name: string,\r\n scene?: Scene,\r\n public renderTargetSize: Vector2 = new Vector2(512, 512)\r\n ) {\r\n super(name, scene);\r\n\r\n this._createRenderTargets(this.getScene(), renderTargetSize);\r\n\r\n // Create render targets\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\r\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\r\n\r\n return this._renderTargets;\r\n };\r\n\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n // Get / Set\r\n public get refractionTexture(): Nullable<RenderTargetTexture> {\r\n return this._refractionRTT;\r\n }\r\n\r\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\r\n return this._reflectionRTT;\r\n }\r\n\r\n // Methods\r\n public addToRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n this._refractionRTT.renderList.push(node);\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n this._reflectionRTT.renderList.push(node);\r\n }\r\n }\r\n\r\n public removeFromRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n const idx = this._refractionRTT.renderList.indexOf(node);\r\n if (idx !== -1) {\r\n this._refractionRTT.renderList.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n const idx = this._reflectionRTT.renderList.indexOf(node);\r\n if (idx !== -1) {\r\n this._reflectionRTT.renderList.splice(idx, 1);\r\n }\r\n }\r\n }\r\n\r\n public enableRenderTargets(enable: boolean): void {\r\n const refreshRate = enable ? 1 : 0;\r\n\r\n if (this._refractionRTT) {\r\n this._refractionRTT.refreshRate = refreshRate;\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.refreshRate = refreshRate;\r\n }\r\n }\r\n\r\n public getRenderList(): Nullable<AbstractMesh[]> {\r\n return this._refractionRTT ? this._refractionRTT.renderList : [];\r\n }\r\n\r\n public get renderTargetsEnabled(): boolean {\r\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\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 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 WaterMaterialDefines();\r\n }\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n defines.REFLECTION = true;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n if (defines._areMiscDirty) {\r\n defines.FRESNELSEPARATE = this._fresnelSeparate;\r\n defines.BUMPSUPERIMPOSE = this._bumpSuperimpose;\r\n defines.BUMPAFFECTSREFLECTION = this._bumpAffectsReflection;\r\n defines.USE_WORLD_COORDINATES = this._useWorldCoordinatesForWaveDeformation;\r\n }\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Image processing\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n\r\n defines.IS_REFLECTION_LINEAR = this.reflectionTexture != null && !this.reflectionTexture.gammaSpace;\r\n defines.IS_REFRACTION_LINEAR = this.refractionTexture != null && !this.refractionTexture.gammaSpace;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Configure this\r\n this._mesh = mesh;\r\n\r\n if (this._waitingRenderList) {\r\n for (let i = 0; i < this._waitingRenderList.length; i++) {\r\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\r\n }\r\n\r\n this._waitingRenderList = null;\r\n }\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 if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\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 //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 = \"water\";\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 \"vNormalInfos\",\r\n \"mBones\",\r\n \"normalMatrix\",\r\n \"logarithmicDepthConstant\",\r\n\r\n // Water\r\n \"reflectionViewProjection\",\r\n \"windDirection\",\r\n \"waveLength\",\r\n \"time\",\r\n \"windForce\",\r\n \"cameraPosition\",\r\n \"bumpHeight\",\r\n \"waveHeight\",\r\n \"waterColor\",\r\n \"waterColor2\",\r\n \"colorBlendFactor\",\r\n \"colorBlendFactor2\",\r\n \"waveSpeed\",\r\n \"waveCount\",\r\n ];\r\n const samplers = [\r\n \"normalSampler\",\r\n // Water\r\n \"refractionSampler\",\r\n \"reflectionSampler\",\r\n ];\r\n const uniformBuffers: string[] = [];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\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 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 = <WaterMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect || !this._mesh) {\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.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\r\n\r\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\r\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n 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 // Log. depth\r\n BindLogDepth(defines, this._activeEffect, scene);\r\n\r\n // Water\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\r\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\r\n }\r\n\r\n const wrvp = this._reflectionTransform.multiply(scene.getProjectionMatrix());\r\n\r\n // Add delta time. Prevent adding delta time if it hasn't changed.\r\n const deltaTime = scene.getEngine().getDeltaTime();\r\n if (deltaTime !== this._lastDeltaTime) {\r\n this._lastDeltaTime = deltaTime;\r\n this._lastTime += this._lastDeltaTime;\r\n }\r\n\r\n this._activeEffect.setMatrix(\"reflectionViewProjection\", wrvp);\r\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\r\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\r\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\r\n this._activeEffect.setFloat(\"windForce\", this.windForce);\r\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\r\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\r\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\r\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\r\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\r\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\r\n // Render targets\r\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.ignoreCameraViewport = true;\r\n\r\n let boundingBoxRendererEnabled = false;\r\n this._refractionRTT.onBeforeRenderObservable.add(() => {\r\n boundingBoxRendererEnabled = scene.getBoundingBoxRenderer().enabled;\r\n scene.getBoundingBoxRenderer().enabled = false;\r\n });\r\n this._refractionRTT.onAfterRenderObservable.add(() => {\r\n scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n\r\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.ignoreCameraViewport = true;\r\n\r\n let isVisible: boolean;\r\n let clipPlane: Nullable<Plane> = null;\r\n let savedViewMatrix: Matrix;\r\n const mirrorMatrix = Matrix.Zero();\r\n\r\n this._refractionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\r\n }\r\n };\r\n\r\n this._refractionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n scene.clipPlane = clipPlane;\r\n }\r\n };\r\n\r\n this._reflectionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\r\n\r\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\r\n }\r\n\r\n // Transform\r\n savedViewMatrix = scene.getViewMatrix();\r\n\r\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\r\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\r\n };\r\n\r\n this._reflectionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n scene.clipPlane = clipPlane;\r\n\r\n // Transform\r\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\r\n scene._mirroredCameraPosition = null;\r\n };\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\r\n results.push(this.bumpTexture);\r\n }\r\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\r\n results.push(this._reflectionRTT);\r\n }\r\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\r\n results.push(this._refractionRTT);\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._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\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._bumpTexture === 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.bumpTexture) {\r\n this.bumpTexture.dispose();\r\n }\r\n\r\n let index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n index = -1;\r\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.dispose();\r\n }\r\n if (this._refractionRTT) {\r\n this._refractionRTT.dispose();\r\n }\r\n\r\n // Remove image-processing observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): WaterMaterial {\r\n return SerializationHelper.Clone(() => new WaterMaterial(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.WaterMaterial\";\r\n\r\n serializationObject.renderList = [];\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n for (let i = 0; i < this._refractionRTT.renderList.length; i++) {\r\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"WaterMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\r\n const mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\r\n mat._waitingRenderList = source.renderList;\r\n\r\n return mat;\r\n }\r\n\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { serializeAsVector2, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Plane } from \"core/Maths/math.plane\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { SmartArray } from \"core/Misc/smartArray\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { IImageProcessingConfigurationDefines } from \"core/Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"core/Materials/imageProcessingConfiguration\";\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 { Camera } from \"core/Cameras/camera\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"./water.fragment\";\r\nimport \"./water.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { CreateGround } from \"core/Meshes/Builders/groundBuilder\";\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\nimport \"core/Rendering/boundingBoxRenderer\";\r\nimport { OffsetClipPlaneToRef, OffsetViewToRef } from \"core/Materials/floatingOriginMatrixOverrides\";\r\nimport { MultiplyMatricesToRef } from \"core/Maths/ThinMaths/thinMath.matrix.functions\";\r\n\r\nclass WaterMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public BUMP = false;\r\n public REFLECTION = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public UV1 = false;\r\n public UV2 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public SPECULARTERM = false;\r\n public LOGARITHMICDEPTH = false;\r\n public USE_REVERSE_DEPTHBUFFER = false;\r\n public FRESNELSEPARATE = false;\r\n public BUMPSUPERIMPOSE = false;\r\n public BUMPAFFECTSREFLECTION = false;\r\n public USE_WORLD_COORDINATES = false;\r\n\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = 0;\r\n public CONTRAST = false;\r\n public EXPOSURE = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class WaterMaterial extends PushMaterial {\r\n /*\r\n * Public members\r\n */\r\n @serializeAsTexture(\"bumpTexture\")\r\n private _bumpTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: BaseTexture;\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 /**\r\n * Defines the wind force.\r\n */\r\n @serialize()\r\n public windForce: number = 6;\r\n /**\r\n * Defines the direction of the wind in the plane (X, Z).\r\n */\r\n @serializeAsVector2()\r\n public windDirection: Vector2 = new Vector2(0, 1);\r\n /**\r\n * Defines the height of the waves.\r\n */\r\n @serialize()\r\n public waveHeight: number = 0.4;\r\n /**\r\n * Defines the bump height related to the bump map.\r\n */\r\n @serialize()\r\n public bumpHeight: number = 0.4;\r\n /**\r\n * Defines wether or not: to add a smaller moving bump to less steady waves.\r\n */\r\n @serialize(\"bumpSuperimpose\")\r\n private _bumpSuperimpose = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpSuperimpose: boolean;\r\n\r\n /**\r\n * Defines wether or not color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.\r\n */\r\n @serialize(\"fresnelSeparate\")\r\n private _fresnelSeparate = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public fresnelSeparate: boolean;\r\n\r\n /**\r\n * Defines wether or not bump Wwves modify the reflection.\r\n */\r\n @serialize(\"bumpAffectsReflection\")\r\n private _bumpAffectsReflection = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public bumpAffectsReflection: boolean;\r\n\r\n /**\r\n * Defines the water color blended with the refraction (near).\r\n */\r\n @serializeAsColor3()\r\n public waterColor: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color.\r\n */\r\n @serialize()\r\n public colorBlendFactor: number = 0.2;\r\n /**\r\n * Defines the water color blended with the reflection (far).\r\n */\r\n @serializeAsColor3()\r\n public waterColor2: Color3 = new Color3(0.1, 0.1, 0.6);\r\n /**\r\n * Defines the blend factor related to the water color (reflection, far).\r\n */\r\n @serialize()\r\n public colorBlendFactor2: number = 0.2;\r\n /**\r\n * Defines the maximum length of a wave.\r\n */\r\n @serialize()\r\n public waveLength: number = 0.1;\r\n\r\n /**\r\n * Defines the waves speed.\r\n */\r\n @serialize()\r\n public waveSpeed: number = 1.0;\r\n\r\n /**\r\n * Defines the number of times waves are repeated. This is typically used to adjust waves count according to the ground's size where the material is applied on.\r\n */\r\n @serialize()\r\n public waveCount: number = 20;\r\n /**\r\n * Sets or gets whether or not automatic clipping should be enabled or not. Setting to true will save performances and\r\n * will avoid calculating useless pixels in the pixel shader of the water material.\r\n */\r\n @serialize()\r\n public disableClipPlane: boolean = false;\r\n\r\n /**\r\n * Defines whether or not to use world coordinates for wave deformations.\r\n * The default value is false, meaning that the deformation is applied in object (local) space.\r\n * You will probably need to set it to true if you are using instances or thin instances for your water objects.\r\n */\r\n @serialize(\"useWorldCoordinatesForWaveDeformation\")\r\n private _useWorldCoordinatesForWaveDeformation = false;\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public useWorldCoordinatesForWaveDeformation: boolean;\r\n\r\n protected _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n\r\n /*\r\n * Private members\r\n */\r\n private _mesh: Nullable<AbstractMesh> = null;\r\n\r\n private _refractionRTT: Nullable<RenderTargetTexture>;\r\n private _reflectionRTT: Nullable<RenderTargetTexture>;\r\n\r\n private _reflectionTransform: Matrix = Matrix.Zero();\r\n private _offsetMirror: Matrix = Matrix.Zero();\r\n private _tempPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _lastTime: number = 0;\r\n private _lastDeltaTime: number = 0;\r\n\r\n private _waitingRenderList: Nullable<string[]>;\r\n\r\n private _imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Constructor\r\n * @param name\r\n * @param scene\r\n * @param renderTargetSize\r\n */\r\n constructor(\r\n name: string,\r\n scene?: Scene,\r\n public renderTargetSize: Vector2 = new Vector2(512, 512)\r\n ) {\r\n super(name, scene);\r\n\r\n this._createRenderTargets(this.getScene(), renderTargetSize);\r\n\r\n // Create render targets\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n this._renderTargets.push(<RenderTargetTexture>this._reflectionRTT);\r\n this._renderTargets.push(<RenderTargetTexture>this._refractionRTT);\r\n\r\n return this._renderTargets;\r\n };\r\n\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n }\r\n\r\n // Get / Set\r\n public get refractionTexture(): Nullable<RenderTargetTexture> {\r\n return this._refractionRTT;\r\n }\r\n\r\n public get reflectionTexture(): Nullable<RenderTargetTexture> {\r\n return this._reflectionRTT;\r\n }\r\n\r\n // Methods\r\n public addToRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n this._refractionRTT.renderList.push(node);\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n this._reflectionRTT.renderList.push(node);\r\n }\r\n }\r\n\r\n public removeFromRenderList(node: any): void {\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n const idx = this._refractionRTT.renderList.indexOf(node);\r\n if (idx !== -1) {\r\n this._refractionRTT.renderList.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._reflectionRTT && this._reflectionRTT.renderList) {\r\n const idx = this._reflectionRTT.renderList.indexOf(node);\r\n if (idx !== -1) {\r\n this._reflectionRTT.renderList.splice(idx, 1);\r\n }\r\n }\r\n }\r\n\r\n public enableRenderTargets(enable: boolean): void {\r\n const refreshRate = enable ? 1 : 0;\r\n\r\n if (this._refractionRTT) {\r\n this._refractionRTT.refreshRate = refreshRate;\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.refreshRate = refreshRate;\r\n }\r\n }\r\n\r\n public getRenderList(): Nullable<AbstractMesh[]> {\r\n return this._refractionRTT ? this._refractionRTT.renderList : [];\r\n }\r\n\r\n public get renderTargetsEnabled(): boolean {\r\n return !(this._refractionRTT && this._refractionRTT.refreshRate === 0);\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 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 WaterMaterialDefines();\r\n }\r\n\r\n const defines = <WaterMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (this.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n if (!this.bumpTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.BUMP = true;\r\n }\r\n }\r\n\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n defines.REFLECTION = true;\r\n }\r\n }\r\n }\r\n\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n this.needAlphaTestingForMesh(mesh),\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n if (defines._areMiscDirty) {\r\n defines.FRESNELSEPARATE = this._fresnelSeparate;\r\n defines.BUMPSUPERIMPOSE = this._bumpSuperimpose;\r\n defines.BUMPAFFECTSREFLECTION = this._bumpAffectsReflection;\r\n defines.USE_WORLD_COORDINATES = this._useWorldCoordinatesForWaveDeformation;\r\n }\r\n\r\n // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Image processing\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n\r\n defines.IS_REFLECTION_LINEAR = this.reflectionTexture != null && !this.reflectionTexture.gammaSpace;\r\n defines.IS_REFRACTION_LINEAR = this.refractionTexture != null && !this.refractionTexture.gammaSpace;\r\n }\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Configure this\r\n this._mesh = mesh;\r\n\r\n if (this._waitingRenderList) {\r\n for (let i = 0; i < this._waitingRenderList.length; i++) {\r\n this.addToRenderList(scene.getNodeById(this._waitingRenderList[i]));\r\n }\r\n\r\n this._waitingRenderList = null;\r\n }\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 if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\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 //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 = \"water\";\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 \"vNormalInfos\",\r\n \"mBones\",\r\n \"normalMatrix\",\r\n \"logarithmicDepthConstant\",\r\n\r\n // Water\r\n \"reflectionViewProjection\",\r\n \"windDirection\",\r\n \"waveLength\",\r\n \"time\",\r\n \"windForce\",\r\n \"cameraPosition\",\r\n \"bumpHeight\",\r\n \"waveHeight\",\r\n \"waterColor\",\r\n \"waterColor2\",\r\n \"colorBlendFactor\",\r\n \"colorBlendFactor2\",\r\n \"waveSpeed\",\r\n \"waveCount\",\r\n ];\r\n const samplers = [\r\n \"normalSampler\",\r\n // Water\r\n \"refractionSampler\",\r\n \"reflectionSampler\",\r\n ];\r\n const uniformBuffers: string[] = [];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\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 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 = <WaterMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect || !this._mesh) {\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.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n this._activeEffect.setTexture(\"normalSampler\", this.bumpTexture);\r\n\r\n this._activeEffect.setFloat2(\"vNormalInfos\", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);\r\n this._activeEffect.setMatrix(\"normalMatrix\", this.bumpTexture.getTextureMatrix());\r\n }\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._activeEffect.setFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n scene.bindEyePosition(effect);\r\n }\r\n\r\n this._activeEffect.setColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha * mesh.visibility);\r\n\r\n 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 // Log. depth\r\n BindLogDepth(defines, this._activeEffect, scene);\r\n\r\n // Water\r\n if (MaterialFlags.ReflectionTextureEnabled) {\r\n this._activeEffect.setTexture(\"refractionSampler\", this._refractionRTT);\r\n this._activeEffect.setTexture(\"reflectionSampler\", this._reflectionRTT);\r\n }\r\n\r\n const wrvp = TmpVectors.Matrix[3].copyFrom(this._reflectionTransform);\r\n\r\n // Handle floating origin for reflection\r\n if (scene.floatingOriginMode) {\r\n // Recalculate reflection transform using offset mirror matrix\r\n const offsetView = OffsetViewToRef(scene.floatingOriginOffset, scene.getViewMatrix(), TmpVectors.Matrix[1]);\r\n MultiplyMatricesToRef(this._offsetMirror, offsetView, wrvp);\r\n }\r\n\r\n wrvp.multiplyToRef(scene.getProjectionMatrix(), wrvp);\r\n\r\n // Add delta time. Prevent adding delta time if it hasn't changed.\r\n const deltaTime = scene.getEngine().getDeltaTime();\r\n if (deltaTime !== this._lastDeltaTime) {\r\n this._lastDeltaTime = deltaTime;\r\n this._lastTime += this._lastDeltaTime;\r\n }\r\n\r\n this._activeEffect.setMatrix(\"reflectionViewProjection\", wrvp);\r\n this._activeEffect.setVector2(\"windDirection\", this.windDirection);\r\n this._activeEffect.setFloat(\"waveLength\", this.waveLength);\r\n this._activeEffect.setFloat(\"time\", this._lastTime / 100000);\r\n this._activeEffect.setFloat(\"windForce\", this.windForce);\r\n this._activeEffect.setFloat(\"waveHeight\", this.waveHeight);\r\n this._activeEffect.setFloat(\"bumpHeight\", this.bumpHeight);\r\n this._activeEffect.setColor4(\"waterColor\", this.waterColor, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor\", this.colorBlendFactor);\r\n this._activeEffect.setColor4(\"waterColor2\", this.waterColor2, 1.0);\r\n this._activeEffect.setFloat(\"colorBlendFactor2\", this.colorBlendFactor2);\r\n this._activeEffect.setFloat(\"waveSpeed\", this.waveSpeed);\r\n this._activeEffect.setFloat(\"waveCount\", this.waveCount);\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n private _createRenderTargets(scene: Scene, renderTargetSize: Vector2): void {\r\n // Render targets\r\n this._refractionRTT = new RenderTargetTexture(name + \"_refraction\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._refractionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._refractionRTT.ignoreCameraViewport = true;\r\n\r\n let boundingBoxRendererEnabled = false;\r\n this._refractionRTT.onBeforeRenderObservable.add(() => {\r\n boundingBoxRendererEnabled = scene.getBoundingBoxRenderer().enabled;\r\n scene.getBoundingBoxRenderer().enabled = false;\r\n });\r\n this._refractionRTT.onAfterRenderObservable.add(() => {\r\n scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n\r\n this._reflectionRTT = new RenderTargetTexture(name + \"_reflection\", { width: renderTargetSize.x, height: renderTargetSize.y }, scene, false, true);\r\n this._reflectionRTT.wrapU = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.wrapV = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n this._reflectionRTT.ignoreCameraViewport = true;\r\n\r\n let isVisible: boolean;\r\n let clipPlane: Nullable<Plane> = null;\r\n let savedViewMatrix: Matrix;\r\n const mirrorMatrix = Matrix.Zero();\r\n\r\n this._refractionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony + 0.05, 0), new Vector3(0, 1, 0));\r\n }\r\n };\r\n\r\n this._refractionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n scene.clipPlane = clipPlane;\r\n }\r\n };\r\n\r\n this._reflectionRTT.onBeforeRender = () => {\r\n if (this._mesh) {\r\n isVisible = this._mesh.isVisible;\r\n this._mesh.isVisible = false;\r\n }\r\n\r\n // Clip plane\r\n if (!this.disableClipPlane) {\r\n clipPlane = scene.clipPlane;\r\n\r\n const positiony = this._mesh ? this._mesh.absolutePosition.y : 0.0;\r\n scene.clipPlane = Plane.FromPositionAndNormal(new Vector3(0, positiony - 0.05, 0), new Vector3(0, -1, 0));\r\n\r\n Matrix.ReflectionToRef(scene.clipPlane, mirrorMatrix);\r\n\r\n this._offsetMirror.copyFrom(mirrorMatrix);\r\n if (scene.floatingOriginMode) {\r\n OffsetClipPlaneToRef(scene.floatingOriginOffset, scene.clipPlane, this._tempPlane);\r\n Matrix.ReflectionToRef(this._tempPlane, this._offsetMirror);\r\n }\r\n }\r\n\r\n // Transform\r\n savedViewMatrix = scene.getViewMatrix();\r\n\r\n mirrorMatrix.multiplyToRef(savedViewMatrix, this._reflectionTransform);\r\n\r\n scene.setTransformMatrix(this._reflectionTransform, scene.getProjectionMatrix());\r\n scene._mirroredCameraPosition = Vector3.TransformCoordinates((<Camera>scene.activeCamera).position, mirrorMatrix);\r\n };\r\n\r\n this._reflectionRTT.onAfterRender = () => {\r\n if (this._mesh) {\r\n this._mesh.isVisible = isVisible;\r\n }\r\n\r\n // Clip plane\r\n scene.clipPlane = clipPlane;\r\n\r\n // Transform\r\n scene.setTransformMatrix(savedViewMatrix, scene.getProjectionMatrix());\r\n scene._mirroredCameraPosition = null;\r\n };\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {\r\n results.push(this.bumpTexture);\r\n }\r\n if (this._reflectionRTT && this._reflectionRTT.animations && this._reflectionRTT.animations.length > 0) {\r\n results.push(this._reflectionRTT);\r\n }\r\n if (this._refractionRTT && this._refractionRTT.animations && this._refractionRTT.animations.length > 0) {\r\n results.push(this._refractionRTT);\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._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\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._bumpTexture === 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.bumpTexture) {\r\n this.bumpTexture.dispose();\r\n }\r\n\r\n let index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._refractionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n index = -1;\r\n index = this.getScene().customRenderTargets.indexOf(<RenderTargetTexture>this._reflectionRTT);\r\n if (index != -1) {\r\n this.getScene().customRenderTargets.splice(index, 1);\r\n }\r\n\r\n if (this._reflectionRTT) {\r\n this._reflectionRTT.dispose();\r\n }\r\n if (this._refractionRTT) {\r\n this._refractionRTT.dispose();\r\n }\r\n\r\n // Remove image-processing observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): WaterMaterial {\r\n return SerializationHelper.Clone(() => new WaterMaterial(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.WaterMaterial\";\r\n\r\n serializationObject.renderList = [];\r\n if (this._refractionRTT && this._refractionRTT.renderList) {\r\n for (let i = 0; i < this._refractionRTT.renderList.length; i++) {\r\n serializationObject.renderList.push(this._refractionRTT.renderList[i].id);\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"WaterMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial {\r\n const mat = SerializationHelper.Parse(() => new WaterMaterial(source.name, scene), source, scene, rootUrl);\r\n mat._waitingRenderList = source.renderList;\r\n\r\n return mat;\r\n }\r\n\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreateGround(name, { width: 512, height: 512, subdivisions: 32, updatable: false }, scene);\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WaterMaterial\", WaterMaterial);\r\n"]}