@babylonjs/materials 9.15.0 → 9.16.1

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.
Files changed (39) hide show
  1. package/cell/cellMaterial.d.ts +4 -4
  2. package/cell/cellMaterial.js +313 -268
  3. package/cell/cellMaterial.js.map +1 -1
  4. package/fire/fireMaterial.d.ts +3 -3
  5. package/fire/fireMaterial.js +344 -303
  6. package/fire/fireMaterial.js.map +1 -1
  7. package/fur/furMaterial.d.ts +4 -4
  8. package/fur/furMaterial.js +519 -450
  9. package/fur/furMaterial.js.map +1 -1
  10. package/gradient/gradientMaterial.d.ts +2 -2
  11. package/gradient/gradientMaterial.js +286 -246
  12. package/gradient/gradientMaterial.js.map +1 -1
  13. package/grid/gridMaterial.d.ts +1 -1
  14. package/grid/gridMaterial.js +453 -398
  15. package/grid/gridMaterial.js.map +1 -1
  16. package/lava/lavaMaterial.d.ts +4 -4
  17. package/lava/lavaMaterial.js +377 -318
  18. package/lava/lavaMaterial.js.map +1 -1
  19. package/mix/mixMaterial.d.ts +12 -12
  20. package/mix/mixMaterial.js +584 -456
  21. package/mix/mixMaterial.js.map +1 -1
  22. package/normal/normalMaterial.d.ts +3 -3
  23. package/normal/normalMaterial.js +301 -264
  24. package/normal/normalMaterial.js.map +1 -1
  25. package/package.json +2 -2
  26. package/simple/simpleMaterial.d.ts +3 -3
  27. package/simple/simpleMaterial.js +299 -262
  28. package/simple/simpleMaterial.js.map +1 -1
  29. package/sky/skyMaterial.js +380 -344
  30. package/sky/skyMaterial.js.map +1 -1
  31. package/terrain/terrainMaterial.d.ts +9 -9
  32. package/terrain/terrainMaterial.js +490 -395
  33. package/terrain/terrainMaterial.js.map +1 -1
  34. package/triPlanar/triPlanarMaterial.d.ts +8 -8
  35. package/triPlanar/triPlanarMaterial.js +460 -369
  36. package/triPlanar/triPlanarMaterial.js.map +1 -1
  37. package/water/waterMaterial.d.ts +7 -7
  38. package/water/waterMaterial.js +759 -659
  39. package/water/waterMaterial.js.map +1 -1
@@ -1,4 +1,4 @@
1
- import { __decorate } from "@babylonjs/core/tslib.es6.js";
1
+ import { __esDecorate, __runInitializers } from "@babylonjs/core/tslib.es6.js";
2
2
  import { serializeAsVector3, serialize } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { SerializationHelper } from "@babylonjs/core/Misc/decorators.serialization.js";
4
4
  import { Vector3, Quaternion, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
@@ -35,354 +35,390 @@ class SkyMaterialDefines extends MaterialDefines {
35
35
  * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
36
36
  * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
37
37
  */
38
- export class SkyMaterial extends PushMaterial {
39
- /**
40
- * Instantiates a new sky material.
41
- * This material allows to create dynamic and texture free
42
- * effects for skyboxes by taking care of the atmosphere state.
43
- * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
44
- * @param name Define the name of the material in the scene
45
- * @param scene Define the scene the material belong to
46
- * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
47
- */
48
- constructor(name, scene, forceGLSL = false) {
49
- super(name, scene, undefined, forceGLSL);
50
- /**
51
- * Defines the overall luminance of sky in interval ]0, 1[.
52
- */
53
- this.luminance = 1.0;
54
- /**
55
- * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
56
- */
57
- this.turbidity = 10.0;
58
- /**
59
- * Defines the sky appearance (light intensity).
60
- */
61
- this.rayleigh = 2.0;
62
- /**
63
- * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
64
- */
65
- this.mieCoefficient = 0.005;
66
- /**
67
- * Defines the amount of haze particles following the Mie scattering theory.
68
- */
69
- this.mieDirectionalG = 0.8;
70
- /**
71
- * Defines the distance of the sun according to the active scene camera.
72
- */
73
- this.distance = 500;
74
- /**
75
- * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
76
- * "inclined".
77
- */
78
- this.inclination = 0.49;
79
- /**
80
- * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
81
- * an object direction and a reference direction.
82
- */
83
- this.azimuth = 0.25;
84
- /**
85
- * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
86
- * the property is overridden by the inclination and the azimuth and can be read at any moment.
87
- */
88
- this.sunPosition = new Vector3(0, 100, 0);
89
- /**
90
- * Defines if the sun position should be computed (inclination and azimuth) according to the given
91
- * .sunPosition property.
92
- */
93
- this.useSunPosition = false;
94
- /**
95
- * Defines an offset vector used to get a horizon offset.
96
- * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
97
- */
98
- this.cameraOffset = Vector3.Zero();
99
- /**
100
- * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
101
- */
102
- this.up = Vector3.Up();
103
- /**
104
- * Defines if sky should be dithered.
105
- */
106
- this.dithering = false;
107
- // Private members
108
- this._cameraPosition = Vector3.Zero();
109
- this._skyOrientation = new Quaternion();
110
- this._shadersLoaded = false;
111
- }
112
- /**
113
- * Specifies if the material will require alpha blending
114
- * @returns a boolean specifying if alpha blending is needed
115
- */
116
- needAlphaBlending() {
117
- return this.alpha < 1.0;
118
- }
119
- /**
120
- * Specifies if this material should be rendered in alpha test mode
121
- * @returns false as the sky material doesn't need alpha testing.
122
- */
123
- needAlphaTesting() {
124
- return false;
125
- }
126
- /**
127
- * Get the texture used for alpha test purpose.
128
- * @returns null as the sky material has no texture.
129
- */
130
- getAlphaTestTexture() {
131
- return null;
132
- }
133
- /**
134
- * Get if the submesh is ready to be used and all its information available.
135
- * Child classes can use it to update shaders
136
- * @param mesh defines the mesh to check
137
- * @param subMesh defines which submesh to check
138
- * @returns a boolean indicating that the submesh is ready or not
139
- */
140
- isReadyForSubMesh(mesh, subMesh) {
141
- const drawWrapper = subMesh._drawWrapper;
142
- if (this.isFrozen) {
143
- if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {
38
+ let SkyMaterial = (() => {
39
+ var _a;
40
+ let _classSuper = PushMaterial;
41
+ let _luminance_decorators;
42
+ let _luminance_initializers = [];
43
+ let _luminance_extraInitializers = [];
44
+ let _turbidity_decorators;
45
+ let _turbidity_initializers = [];
46
+ let _turbidity_extraInitializers = [];
47
+ let _rayleigh_decorators;
48
+ let _rayleigh_initializers = [];
49
+ let _rayleigh_extraInitializers = [];
50
+ let _mieCoefficient_decorators;
51
+ let _mieCoefficient_initializers = [];
52
+ let _mieCoefficient_extraInitializers = [];
53
+ let _mieDirectionalG_decorators;
54
+ let _mieDirectionalG_initializers = [];
55
+ let _mieDirectionalG_extraInitializers = [];
56
+ let _distance_decorators;
57
+ let _distance_initializers = [];
58
+ let _distance_extraInitializers = [];
59
+ let _inclination_decorators;
60
+ let _inclination_initializers = [];
61
+ let _inclination_extraInitializers = [];
62
+ let _azimuth_decorators;
63
+ let _azimuth_initializers = [];
64
+ let _azimuth_extraInitializers = [];
65
+ let _sunPosition_decorators;
66
+ let _sunPosition_initializers = [];
67
+ let _sunPosition_extraInitializers = [];
68
+ let _useSunPosition_decorators;
69
+ let _useSunPosition_initializers = [];
70
+ let _useSunPosition_extraInitializers = [];
71
+ let _cameraOffset_decorators;
72
+ let _cameraOffset_initializers = [];
73
+ let _cameraOffset_extraInitializers = [];
74
+ let _up_decorators;
75
+ let _up_initializers = [];
76
+ let _up_extraInitializers = [];
77
+ let _dithering_decorators;
78
+ let _dithering_initializers = [];
79
+ let _dithering_extraInitializers = [];
80
+ return _a = class SkyMaterial extends _classSuper {
81
+ /**
82
+ * Instantiates a new sky material.
83
+ * This material allows to create dynamic and texture free
84
+ * effects for skyboxes by taking care of the atmosphere state.
85
+ * @see https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/skyMat
86
+ * @param name Define the name of the material in the scene
87
+ * @param scene Define the scene the material belong to
88
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
89
+ */
90
+ constructor(name, scene, forceGLSL = false) {
91
+ super(name, scene, undefined, forceGLSL);
92
+ /**
93
+ * Defines the overall luminance of sky in interval ]0, 1[.
94
+ */
95
+ this.luminance = __runInitializers(this, _luminance_initializers, 1.0);
96
+ /**
97
+ * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
98
+ */
99
+ this.turbidity = (__runInitializers(this, _luminance_extraInitializers), __runInitializers(this, _turbidity_initializers, 10.0));
100
+ /**
101
+ * Defines the sky appearance (light intensity).
102
+ */
103
+ this.rayleigh = (__runInitializers(this, _turbidity_extraInitializers), __runInitializers(this, _rayleigh_initializers, 2.0));
104
+ /**
105
+ * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
106
+ */
107
+ this.mieCoefficient = (__runInitializers(this, _rayleigh_extraInitializers), __runInitializers(this, _mieCoefficient_initializers, 0.005));
108
+ /**
109
+ * Defines the amount of haze particles following the Mie scattering theory.
110
+ */
111
+ this.mieDirectionalG = (__runInitializers(this, _mieCoefficient_extraInitializers), __runInitializers(this, _mieDirectionalG_initializers, 0.8));
112
+ /**
113
+ * Defines the distance of the sun according to the active scene camera.
114
+ */
115
+ this.distance = (__runInitializers(this, _mieDirectionalG_extraInitializers), __runInitializers(this, _distance_initializers, 500));
116
+ /**
117
+ * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
118
+ * "inclined".
119
+ */
120
+ this.inclination = (__runInitializers(this, _distance_extraInitializers), __runInitializers(this, _inclination_initializers, 0.49));
121
+ /**
122
+ * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
123
+ * an object direction and a reference direction.
124
+ */
125
+ this.azimuth = (__runInitializers(this, _inclination_extraInitializers), __runInitializers(this, _azimuth_initializers, 0.25));
126
+ /**
127
+ * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
128
+ * the property is overridden by the inclination and the azimuth and can be read at any moment.
129
+ */
130
+ this.sunPosition = (__runInitializers(this, _azimuth_extraInitializers), __runInitializers(this, _sunPosition_initializers, new Vector3(0, 100, 0)));
131
+ /**
132
+ * Defines if the sun position should be computed (inclination and azimuth) according to the given
133
+ * .sunPosition property.
134
+ */
135
+ this.useSunPosition = (__runInitializers(this, _sunPosition_extraInitializers), __runInitializers(this, _useSunPosition_initializers, false));
136
+ /**
137
+ * Defines an offset vector used to get a horizon offset.
138
+ * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
139
+ */
140
+ this.cameraOffset = (__runInitializers(this, _useSunPosition_extraInitializers), __runInitializers(this, _cameraOffset_initializers, Vector3.Zero()));
141
+ /**
142
+ * Defines the vector the skyMaterial should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
143
+ */
144
+ this.up = (__runInitializers(this, _cameraOffset_extraInitializers), __runInitializers(this, _up_initializers, Vector3.Up()));
145
+ /**
146
+ * Defines if sky should be dithered.
147
+ */
148
+ this.dithering = (__runInitializers(this, _up_extraInitializers), __runInitializers(this, _dithering_initializers, false));
149
+ // Private members
150
+ this._cameraPosition = (__runInitializers(this, _dithering_extraInitializers), Vector3.Zero());
151
+ this._skyOrientation = new Quaternion();
152
+ this._shadersLoaded = false;
153
+ }
154
+ /**
155
+ * Specifies if the material will require alpha blending
156
+ * @returns a boolean specifying if alpha blending is needed
157
+ */
158
+ needAlphaBlending() {
159
+ return this.alpha < 1.0;
160
+ }
161
+ /**
162
+ * Specifies if this material should be rendered in alpha test mode
163
+ * @returns false as the sky material doesn't need alpha testing.
164
+ */
165
+ needAlphaTesting() {
166
+ return false;
167
+ }
168
+ /**
169
+ * Get the texture used for alpha test purpose.
170
+ * @returns null as the sky material has no texture.
171
+ */
172
+ getAlphaTestTexture() {
173
+ return null;
174
+ }
175
+ /**
176
+ * Get if the submesh is ready to be used and all its information available.
177
+ * Child classes can use it to update shaders
178
+ * @param mesh defines the mesh to check
179
+ * @param subMesh defines which submesh to check
180
+ * @returns a boolean indicating that the submesh is ready or not
181
+ */
182
+ isReadyForSubMesh(mesh, subMesh) {
183
+ const drawWrapper = subMesh._drawWrapper;
184
+ if (this.isFrozen) {
185
+ if (drawWrapper.effect && drawWrapper._wasPreviouslyReady) {
186
+ return true;
187
+ }
188
+ }
189
+ if (!subMesh.materialDefines) {
190
+ subMesh.materialDefines = new SkyMaterialDefines();
191
+ }
192
+ const defines = subMesh.materialDefines;
193
+ const scene = this.getScene();
194
+ if (this._isReadyForSubMesh(subMesh)) {
195
+ return true;
196
+ }
197
+ PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines, undefined, undefined, undefined, this._isVertexOutputInvariant);
198
+ // Attribs
199
+ PrepareDefinesForAttributes(mesh, defines, true, false);
200
+ if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {
201
+ defines.markAsMiscDirty();
202
+ }
203
+ if (defines.DITHER !== this.dithering) {
204
+ defines.markAsMiscDirty();
205
+ }
206
+ // Get correct effect
207
+ if (defines.isDirty) {
208
+ defines.markAsProcessed();
209
+ scene.resetCachedMaterial();
210
+ // Fallbacks
211
+ const fallbacks = new EffectFallbacks();
212
+ if (defines.FOG) {
213
+ fallbacks.addFallback(1, "FOG");
214
+ }
215
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
216
+ defines.DITHER = this.dithering;
217
+ //Attributes
218
+ const attribs = [VertexBuffer.PositionKind];
219
+ if (defines.VERTEXCOLOR) {
220
+ attribs.push(VertexBuffer.ColorKind);
221
+ }
222
+ const shaderName = "sky";
223
+ const uniforms = [
224
+ "world",
225
+ "viewProjection",
226
+ "view",
227
+ "vFogInfos",
228
+ "vFogColor",
229
+ "logarithmicDepthConstant",
230
+ "pointSize",
231
+ "luminance",
232
+ "turbidity",
233
+ "rayleigh",
234
+ "mieCoefficient",
235
+ "mieDirectionalG",
236
+ "sunPosition",
237
+ "cameraPosition",
238
+ "cameraOffset",
239
+ "up",
240
+ ];
241
+ AddClipPlaneUniforms(uniforms);
242
+ const join = defines.toString();
243
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
244
+ attributes: attribs,
245
+ uniformsNames: uniforms,
246
+ uniformBuffersNames: [],
247
+ samplers: [],
248
+ defines: join,
249
+ fallbacks: fallbacks,
250
+ onCompiled: this.onCompiled,
251
+ onError: this.onError,
252
+ shaderLanguage: this._shaderLanguage,
253
+ extraInitializationsAsync: this._shadersLoaded
254
+ ? undefined
255
+ : async () => {
256
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
257
+ await Promise.all([import("./wgsl/sky.vertex.js"), import("./wgsl/sky.fragment.js")]);
258
+ }
259
+ else {
260
+ await Promise.all([import("./sky.vertex.js"), import("./sky.fragment.js")]);
261
+ }
262
+ this._shadersLoaded = true;
263
+ },
264
+ }, scene.getEngine()), defines, this._materialContext);
265
+ }
266
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
267
+ return false;
268
+ }
269
+ defines._renderId = scene.getRenderId();
270
+ drawWrapper._wasPreviouslyReady = true;
144
271
  return true;
145
272
  }
146
- }
147
- if (!subMesh.materialDefines) {
148
- subMesh.materialDefines = new SkyMaterialDefines();
149
- }
150
- const defines = subMesh.materialDefines;
151
- const scene = this.getScene();
152
- if (this._isReadyForSubMesh(subMesh)) {
153
- return true;
154
- }
155
- PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines, undefined, undefined, undefined, this._isVertexOutputInvariant);
156
- // Attribs
157
- PrepareDefinesForAttributes(mesh, defines, true, false);
158
- if (defines.IMAGEPROCESSINGPOSTPROCESS !== scene.imageProcessingConfiguration.applyByPostProcess) {
159
- defines.markAsMiscDirty();
160
- }
161
- if (defines.DITHER !== this.dithering) {
162
- defines.markAsMiscDirty();
163
- }
164
- // Get correct effect
165
- if (defines.isDirty) {
166
- defines.markAsProcessed();
167
- scene.resetCachedMaterial();
168
- // Fallbacks
169
- const fallbacks = new EffectFallbacks();
170
- if (defines.FOG) {
171
- fallbacks.addFallback(1, "FOG");
273
+ /**
274
+ * Binds the submesh to this material by preparing the effect and shader to draw
275
+ * @param world defines the world transformation matrix
276
+ * @param mesh defines the mesh containing the submesh
277
+ * @param subMesh defines the submesh to bind the material to
278
+ */
279
+ bindForSubMesh(world, mesh, subMesh) {
280
+ const scene = this.getScene();
281
+ const defines = subMesh.materialDefines;
282
+ if (!defines) {
283
+ return;
284
+ }
285
+ const effect = subMesh.effect;
286
+ if (!effect) {
287
+ return;
288
+ }
289
+ this._activeEffect = effect;
290
+ // Matrices
291
+ this.bindOnlyWorldMatrix(world);
292
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
293
+ if (this._mustRebind(scene, effect, subMesh)) {
294
+ BindClipPlane(effect, this, scene);
295
+ // Point size
296
+ if (this.pointsCloud) {
297
+ this._activeEffect.setFloat("pointSize", this.pointSize);
298
+ }
299
+ // Log. depth
300
+ if (this._useLogarithmicDepth) {
301
+ BindLogDepth(defines, effect, scene);
302
+ }
303
+ }
304
+ // View
305
+ if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
306
+ this._activeEffect.setMatrix("view", scene.getViewMatrix());
307
+ }
308
+ // Fog
309
+ BindFogParameters(scene, mesh, this._activeEffect);
310
+ // Sky
311
+ const camera = scene.activeCamera;
312
+ if (camera) {
313
+ const cameraWorldMatrix = camera.getWorldMatrix();
314
+ this._cameraPosition.x = cameraWorldMatrix.m[12];
315
+ this._cameraPosition.y = cameraWorldMatrix.m[13];
316
+ this._cameraPosition.z = cameraWorldMatrix.m[14];
317
+ this._activeEffect.setVector3("cameraPosition", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));
318
+ }
319
+ this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
320
+ this._activeEffect.setVector3("up", this.up);
321
+ if (this.luminance > 0) {
322
+ this._activeEffect.setFloat("luminance", this.luminance);
323
+ }
324
+ this._activeEffect.setFloat("turbidity", this.turbidity);
325
+ this._activeEffect.setFloat("rayleigh", this.rayleigh);
326
+ this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
327
+ this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
328
+ if (!this.useSunPosition) {
329
+ const theta = Math.PI * (this.inclination - 0.5);
330
+ const phi = 2 * Math.PI * (this.azimuth - 0.5);
331
+ this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);
332
+ this.sunPosition.y = this.distance * Math.sin(-theta);
333
+ this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
334
+ Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);
335
+ this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);
336
+ }
337
+ this._activeEffect.setVector3("sunPosition", this.sunPosition);
338
+ this._afterBind(mesh, this._activeEffect, subMesh);
172
339
  }
173
- defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
174
- defines.DITHER = this.dithering;
175
- //Attributes
176
- const attribs = [VertexBuffer.PositionKind];
177
- if (defines.VERTEXCOLOR) {
178
- attribs.push(VertexBuffer.ColorKind);
340
+ /**
341
+ * Get the list of animatables in the material.
342
+ * @returns the list of animatables object used in the material
343
+ */
344
+ getAnimatables() {
345
+ return [];
179
346
  }
180
- const shaderName = "sky";
181
- const uniforms = [
182
- "world",
183
- "viewProjection",
184
- "view",
185
- "vFogInfos",
186
- "vFogColor",
187
- "logarithmicDepthConstant",
188
- "pointSize",
189
- "luminance",
190
- "turbidity",
191
- "rayleigh",
192
- "mieCoefficient",
193
- "mieDirectionalG",
194
- "sunPosition",
195
- "cameraPosition",
196
- "cameraOffset",
197
- "up",
198
- ];
199
- AddClipPlaneUniforms(uniforms);
200
- const join = defines.toString();
201
- subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
202
- attributes: attribs,
203
- uniformsNames: uniforms,
204
- uniformBuffersNames: [],
205
- samplers: [],
206
- defines: join,
207
- fallbacks: fallbacks,
208
- onCompiled: this.onCompiled,
209
- onError: this.onError,
210
- shaderLanguage: this._shaderLanguage,
211
- extraInitializationsAsync: this._shadersLoaded
212
- ? undefined
213
- : async () => {
214
- if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
215
- await Promise.all([import("./wgsl/sky.vertex.js"), import("./wgsl/sky.fragment.js")]);
216
- }
217
- else {
218
- await Promise.all([import("./sky.vertex.js"), import("./sky.fragment.js")]);
219
- }
220
- this._shadersLoaded = true;
221
- },
222
- }, scene.getEngine()), defines, this._materialContext);
223
- }
224
- if (!subMesh.effect || !subMesh.effect.isReady()) {
225
- return false;
226
- }
227
- defines._renderId = scene.getRenderId();
228
- drawWrapper._wasPreviouslyReady = true;
229
- return true;
230
- }
231
- /**
232
- * Binds the submesh to this material by preparing the effect and shader to draw
233
- * @param world defines the world transformation matrix
234
- * @param mesh defines the mesh containing the submesh
235
- * @param subMesh defines the submesh to bind the material to
236
- */
237
- bindForSubMesh(world, mesh, subMesh) {
238
- const scene = this.getScene();
239
- const defines = subMesh.materialDefines;
240
- if (!defines) {
241
- return;
242
- }
243
- const effect = subMesh.effect;
244
- if (!effect) {
245
- return;
246
- }
247
- this._activeEffect = effect;
248
- // Matrices
249
- this.bindOnlyWorldMatrix(world);
250
- this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
251
- if (this._mustRebind(scene, effect, subMesh)) {
252
- BindClipPlane(effect, this, scene);
253
- // Point size
254
- if (this.pointsCloud) {
255
- this._activeEffect.setFloat("pointSize", this.pointSize);
347
+ /**
348
+ * Disposes the material
349
+ * @param forceDisposeEffect specifies if effects should be forcefully disposed
350
+ */
351
+ dispose(forceDisposeEffect) {
352
+ super.dispose(forceDisposeEffect);
256
353
  }
257
- // Log. depth
258
- if (this._useLogarithmicDepth) {
259
- BindLogDepth(defines, effect, scene);
354
+ /**
355
+ * Makes a duplicate of the material, and gives it a new name
356
+ * @param name defines the new name for the duplicated material
357
+ * @returns the cloned material
358
+ */
359
+ clone(name) {
360
+ return SerializationHelper.Clone(() => new _a(name, this.getScene()), this);
260
361
  }
261
- }
262
- // View
263
- if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {
264
- this._activeEffect.setMatrix("view", scene.getViewMatrix());
265
- }
266
- // Fog
267
- BindFogParameters(scene, mesh, this._activeEffect);
268
- // Sky
269
- const camera = scene.activeCamera;
270
- if (camera) {
271
- const cameraWorldMatrix = camera.getWorldMatrix();
272
- this._cameraPosition.x = cameraWorldMatrix.m[12];
273
- this._cameraPosition.y = cameraWorldMatrix.m[13];
274
- this._cameraPosition.z = cameraWorldMatrix.m[14];
275
- this._activeEffect.setVector3("cameraPosition", TmpVectors.Vector3[0].copyFrom(this._cameraPosition).subtractInPlace(scene.floatingOriginOffset));
276
- }
277
- this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
278
- this._activeEffect.setVector3("up", this.up);
279
- if (this.luminance > 0) {
280
- this._activeEffect.setFloat("luminance", this.luminance);
281
- }
282
- this._activeEffect.setFloat("turbidity", this.turbidity);
283
- this._activeEffect.setFloat("rayleigh", this.rayleigh);
284
- this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
285
- this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
286
- if (!this.useSunPosition) {
287
- const theta = Math.PI * (this.inclination - 0.5);
288
- const phi = 2 * Math.PI * (this.azimuth - 0.5);
289
- this.sunPosition.x = this.distance * Math.cos(phi) * Math.cos(theta);
290
- this.sunPosition.y = this.distance * Math.sin(-theta);
291
- this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
292
- Quaternion.FromUnitVectorsToRef(Vector3.UpReadOnly, this.up, this._skyOrientation);
293
- this.sunPosition.rotateByQuaternionToRef(this._skyOrientation, this.sunPosition);
294
- }
295
- this._activeEffect.setVector3("sunPosition", this.sunPosition);
296
- this._afterBind(mesh, this._activeEffect, subMesh);
297
- }
298
- /**
299
- * Get the list of animatables in the material.
300
- * @returns the list of animatables object used in the material
301
- */
302
- getAnimatables() {
303
- return [];
304
- }
305
- /**
306
- * Disposes the material
307
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
308
- */
309
- dispose(forceDisposeEffect) {
310
- super.dispose(forceDisposeEffect);
311
- }
312
- /**
313
- * Makes a duplicate of the material, and gives it a new name
314
- * @param name defines the new name for the duplicated material
315
- * @returns the cloned material
316
- */
317
- clone(name) {
318
- return SerializationHelper.Clone(() => new SkyMaterial(name, this.getScene()), this);
319
- }
320
- /**
321
- * Serializes this material in a JSON representation
322
- * @returns the serialized material object
323
- */
324
- serialize() {
325
- const serializationObject = super.serialize();
326
- serializationObject.customType = "BABYLON.SkyMaterial";
327
- return serializationObject;
328
- }
329
- /**
330
- * Gets the current class name of the material e.g. "SkyMaterial"
331
- * Mainly use in serialization.
332
- * @returns the class name
333
- */
334
- getClassName() {
335
- return "SkyMaterial";
336
- }
337
- /**
338
- * Creates a sky material from parsed material data
339
- * @param source defines the JSON representation of the material
340
- * @param scene defines the hosting scene
341
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
342
- * @returns a new sky material
343
- */
344
- static Parse(source, scene, rootUrl) {
345
- return SerializationHelper.Parse(() => new SkyMaterial(source.name, scene), source, scene, rootUrl);
346
- }
347
- }
348
- __decorate([
349
- serialize()
350
- ], SkyMaterial.prototype, "luminance", void 0);
351
- __decorate([
352
- serialize()
353
- ], SkyMaterial.prototype, "turbidity", void 0);
354
- __decorate([
355
- serialize()
356
- ], SkyMaterial.prototype, "rayleigh", void 0);
357
- __decorate([
358
- serialize()
359
- ], SkyMaterial.prototype, "mieCoefficient", void 0);
360
- __decorate([
361
- serialize()
362
- ], SkyMaterial.prototype, "mieDirectionalG", void 0);
363
- __decorate([
364
- serialize()
365
- ], SkyMaterial.prototype, "distance", void 0);
366
- __decorate([
367
- serialize()
368
- ], SkyMaterial.prototype, "inclination", void 0);
369
- __decorate([
370
- serialize()
371
- ], SkyMaterial.prototype, "azimuth", void 0);
372
- __decorate([
373
- serializeAsVector3()
374
- ], SkyMaterial.prototype, "sunPosition", void 0);
375
- __decorate([
376
- serialize()
377
- ], SkyMaterial.prototype, "useSunPosition", void 0);
378
- __decorate([
379
- serializeAsVector3()
380
- ], SkyMaterial.prototype, "cameraOffset", void 0);
381
- __decorate([
382
- serializeAsVector3()
383
- ], SkyMaterial.prototype, "up", void 0);
384
- __decorate([
385
- serialize()
386
- ], SkyMaterial.prototype, "dithering", void 0);
362
+ /**
363
+ * Serializes this material in a JSON representation
364
+ * @returns the serialized material object
365
+ */
366
+ serialize() {
367
+ const serializationObject = super.serialize();
368
+ serializationObject.customType = "BABYLON.SkyMaterial";
369
+ return serializationObject;
370
+ }
371
+ /**
372
+ * Gets the current class name of the material e.g. "SkyMaterial"
373
+ * Mainly use in serialization.
374
+ * @returns the class name
375
+ */
376
+ getClassName() {
377
+ return "SkyMaterial";
378
+ }
379
+ /**
380
+ * Creates a sky material from parsed material data
381
+ * @param source defines the JSON representation of the material
382
+ * @param scene defines the hosting scene
383
+ * @param rootUrl defines the root URL to use to load textures and relative dependencies
384
+ * @returns a new sky material
385
+ */
386
+ static Parse(source, scene, rootUrl) {
387
+ return SerializationHelper.Parse(() => new _a(source.name, scene), source, scene, rootUrl);
388
+ }
389
+ },
390
+ (() => {
391
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
392
+ _luminance_decorators = [serialize()];
393
+ _turbidity_decorators = [serialize()];
394
+ _rayleigh_decorators = [serialize()];
395
+ _mieCoefficient_decorators = [serialize()];
396
+ _mieDirectionalG_decorators = [serialize()];
397
+ _distance_decorators = [serialize()];
398
+ _inclination_decorators = [serialize()];
399
+ _azimuth_decorators = [serialize()];
400
+ _sunPosition_decorators = [serializeAsVector3()];
401
+ _useSunPosition_decorators = [serialize()];
402
+ _cameraOffset_decorators = [serializeAsVector3()];
403
+ _up_decorators = [serializeAsVector3()];
404
+ _dithering_decorators = [serialize()];
405
+ __esDecorate(null, null, _luminance_decorators, { kind: "field", name: "luminance", static: false, private: false, access: { has: obj => "luminance" in obj, get: obj => obj.luminance, set: (obj, value) => { obj.luminance = value; } }, metadata: _metadata }, _luminance_initializers, _luminance_extraInitializers);
406
+ __esDecorate(null, null, _turbidity_decorators, { kind: "field", name: "turbidity", static: false, private: false, access: { has: obj => "turbidity" in obj, get: obj => obj.turbidity, set: (obj, value) => { obj.turbidity = value; } }, metadata: _metadata }, _turbidity_initializers, _turbidity_extraInitializers);
407
+ __esDecorate(null, null, _rayleigh_decorators, { kind: "field", name: "rayleigh", static: false, private: false, access: { has: obj => "rayleigh" in obj, get: obj => obj.rayleigh, set: (obj, value) => { obj.rayleigh = value; } }, metadata: _metadata }, _rayleigh_initializers, _rayleigh_extraInitializers);
408
+ __esDecorate(null, null, _mieCoefficient_decorators, { kind: "field", name: "mieCoefficient", static: false, private: false, access: { has: obj => "mieCoefficient" in obj, get: obj => obj.mieCoefficient, set: (obj, value) => { obj.mieCoefficient = value; } }, metadata: _metadata }, _mieCoefficient_initializers, _mieCoefficient_extraInitializers);
409
+ __esDecorate(null, null, _mieDirectionalG_decorators, { kind: "field", name: "mieDirectionalG", static: false, private: false, access: { has: obj => "mieDirectionalG" in obj, get: obj => obj.mieDirectionalG, set: (obj, value) => { obj.mieDirectionalG = value; } }, metadata: _metadata }, _mieDirectionalG_initializers, _mieDirectionalG_extraInitializers);
410
+ __esDecorate(null, null, _distance_decorators, { kind: "field", name: "distance", static: false, private: false, access: { has: obj => "distance" in obj, get: obj => obj.distance, set: (obj, value) => { obj.distance = value; } }, metadata: _metadata }, _distance_initializers, _distance_extraInitializers);
411
+ __esDecorate(null, null, _inclination_decorators, { kind: "field", name: "inclination", static: false, private: false, access: { has: obj => "inclination" in obj, get: obj => obj.inclination, set: (obj, value) => { obj.inclination = value; } }, metadata: _metadata }, _inclination_initializers, _inclination_extraInitializers);
412
+ __esDecorate(null, null, _azimuth_decorators, { kind: "field", name: "azimuth", static: false, private: false, access: { has: obj => "azimuth" in obj, get: obj => obj.azimuth, set: (obj, value) => { obj.azimuth = value; } }, metadata: _metadata }, _azimuth_initializers, _azimuth_extraInitializers);
413
+ __esDecorate(null, null, _sunPosition_decorators, { kind: "field", name: "sunPosition", static: false, private: false, access: { has: obj => "sunPosition" in obj, get: obj => obj.sunPosition, set: (obj, value) => { obj.sunPosition = value; } }, metadata: _metadata }, _sunPosition_initializers, _sunPosition_extraInitializers);
414
+ __esDecorate(null, null, _useSunPosition_decorators, { kind: "field", name: "useSunPosition", static: false, private: false, access: { has: obj => "useSunPosition" in obj, get: obj => obj.useSunPosition, set: (obj, value) => { obj.useSunPosition = value; } }, metadata: _metadata }, _useSunPosition_initializers, _useSunPosition_extraInitializers);
415
+ __esDecorate(null, null, _cameraOffset_decorators, { kind: "field", name: "cameraOffset", static: false, private: false, access: { has: obj => "cameraOffset" in obj, get: obj => obj.cameraOffset, set: (obj, value) => { obj.cameraOffset = value; } }, metadata: _metadata }, _cameraOffset_initializers, _cameraOffset_extraInitializers);
416
+ __esDecorate(null, null, _up_decorators, { kind: "field", name: "up", static: false, private: false, access: { has: obj => "up" in obj, get: obj => obj.up, set: (obj, value) => { obj.up = value; } }, metadata: _metadata }, _up_initializers, _up_extraInitializers);
417
+ __esDecorate(null, null, _dithering_decorators, { kind: "field", name: "dithering", static: false, private: false, access: { has: obj => "dithering" in obj, get: obj => obj.dithering, set: (obj, value) => { obj.dithering = value; } }, metadata: _metadata }, _dithering_initializers, _dithering_extraInitializers);
418
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
419
+ })(),
420
+ _a;
421
+ })();
422
+ export { SkyMaterial };
387
423
  RegisterClass("BABYLON.SkyMaterial", SkyMaterial);
388
424
  //# sourceMappingURL=skyMaterial.js.map