@babylonjs/materials 9.4.1 → 9.5.1

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 (127) hide show
  1. package/cell/cellMaterial.d.ts +8 -3
  2. package/cell/cellMaterial.js +21 -4
  3. package/cell/cellMaterial.js.map +1 -1
  4. package/cell/wgsl/cell.fragment.d.ts +18 -0
  5. package/cell/wgsl/cell.fragment.js +99 -0
  6. package/cell/wgsl/cell.fragment.js.map +1 -0
  7. package/cell/wgsl/cell.vertex.d.ts +21 -0
  8. package/cell/wgsl/cell.vertex.js +101 -0
  9. package/cell/wgsl/cell.vertex.js.map +1 -0
  10. package/fire/fireMaterial.d.ts +8 -3
  11. package/fire/fireMaterial.js +21 -4
  12. package/fire/fireMaterial.js.map +1 -1
  13. package/fire/wgsl/fire.fragment.d.ts +13 -0
  14. package/fire/wgsl/fire.fragment.js +63 -0
  15. package/fire/wgsl/fire.fragment.js.map +1 -0
  16. package/fire/wgsl/fire.vertex.d.ts +18 -0
  17. package/fire/wgsl/fire.vertex.js +78 -0
  18. package/fire/wgsl/fire.vertex.js.map +1 -0
  19. package/fur/furMaterial.d.ts +8 -3
  20. package/fur/furMaterial.js +21 -4
  21. package/fur/furMaterial.js.map +1 -1
  22. package/fur/wgsl/fur.fragment.d.ts +18 -0
  23. package/fur/wgsl/fur.fragment.js +94 -0
  24. package/fur/wgsl/fur.fragment.js.map +1 -0
  25. package/fur/wgsl/fur.vertex.d.ts +21 -0
  26. package/fur/wgsl/fur.vertex.js +127 -0
  27. package/fur/wgsl/fur.vertex.js.map +1 -0
  28. package/gradient/gradientMaterial.d.ts +8 -3
  29. package/gradient/gradientMaterial.js +21 -4
  30. package/gradient/gradientMaterial.js.map +1 -1
  31. package/gradient/wgsl/gradient.fragment.d.ts +18 -0
  32. package/gradient/wgsl/gradient.fragment.js +79 -0
  33. package/gradient/wgsl/gradient.fragment.js.map +1 -0
  34. package/gradient/wgsl/gradient.vertex.d.ts +21 -0
  35. package/gradient/wgsl/gradient.vertex.js +92 -0
  36. package/gradient/wgsl/gradient.vertex.js.map +1 -0
  37. package/grid/gridMaterial.d.ts +3 -3
  38. package/grid/gridMaterial.js +16 -4
  39. package/grid/gridMaterial.js.map +1 -1
  40. package/grid/wgsl/grid.fragment.d.ts +12 -0
  41. package/grid/wgsl/grid.fragment.js +74 -0
  42. package/grid/wgsl/grid.fragment.js.map +1 -0
  43. package/grid/wgsl/grid.vertex.d.ts +14 -0
  44. package/grid/wgsl/grid.vertex.js +65 -0
  45. package/grid/wgsl/grid.vertex.js.map +1 -0
  46. package/lava/lavaMaterial.d.ts +8 -3
  47. package/lava/lavaMaterial.js +21 -4
  48. package/lava/lavaMaterial.js.map +1 -1
  49. package/lava/wgsl/lava.fragment.d.ts +18 -0
  50. package/lava/wgsl/lava.fragment.js +89 -0
  51. package/lava/wgsl/lava.fragment.js.map +1 -0
  52. package/lava/wgsl/lava.vertex.d.ts +21 -0
  53. package/lava/wgsl/lava.vertex.js +116 -0
  54. package/lava/wgsl/lava.vertex.js.map +1 -0
  55. package/mix/mixMaterial.d.ts +8 -3
  56. package/mix/mixMaterial.js +21 -4
  57. package/mix/mixMaterial.js.map +1 -1
  58. package/mix/wgsl/mix.fragment.d.ts +18 -0
  59. package/mix/wgsl/mix.fragment.js +106 -0
  60. package/mix/wgsl/mix.fragment.js.map +1 -0
  61. package/mix/wgsl/mix.vertex.d.ts +21 -0
  62. package/mix/wgsl/mix.vertex.js +101 -0
  63. package/mix/wgsl/mix.vertex.js.map +1 -0
  64. package/normal/normalMaterial.d.ts +8 -3
  65. package/normal/normalMaterial.js +21 -4
  66. package/normal/normalMaterial.js.map +1 -1
  67. package/normal/wgsl/normal.fragment.d.ts +18 -0
  68. package/normal/wgsl/normal.fragment.js +85 -0
  69. package/normal/wgsl/normal.fragment.js.map +1 -0
  70. package/normal/wgsl/normal.vertex.d.ts +20 -0
  71. package/normal/wgsl/normal.vertex.js +93 -0
  72. package/normal/wgsl/normal.vertex.js.map +1 -0
  73. package/package.json +2 -2
  74. package/shadowOnly/shadowOnlyMaterial.d.ts +8 -3
  75. package/shadowOnly/shadowOnlyMaterial.js +21 -4
  76. package/shadowOnly/shadowOnlyMaterial.js.map +1 -1
  77. package/shadowOnly/wgsl/shadowOnly.fragment.d.ts +17 -0
  78. package/shadowOnly/wgsl/shadowOnly.fragment.js +57 -0
  79. package/shadowOnly/wgsl/shadowOnly.fragment.js.map +1 -0
  80. package/shadowOnly/wgsl/shadowOnly.vertex.d.ts +21 -0
  81. package/shadowOnly/wgsl/shadowOnly.vertex.js +69 -0
  82. package/shadowOnly/wgsl/shadowOnly.vertex.js.map +1 -0
  83. package/simple/simpleMaterial.d.ts +8 -3
  84. package/simple/simpleMaterial.js +21 -4
  85. package/simple/simpleMaterial.js.map +1 -1
  86. package/simple/wgsl/simple.fragment.d.ts +18 -0
  87. package/simple/wgsl/simple.fragment.js +81 -0
  88. package/simple/wgsl/simple.fragment.js.map +1 -0
  89. package/simple/wgsl/simple.vertex.d.ts +21 -0
  90. package/simple/wgsl/simple.vertex.js +101 -0
  91. package/simple/wgsl/simple.vertex.js.map +1 -0
  92. package/sky/skyMaterial.d.ts +3 -3
  93. package/sky/skyMaterial.js +26 -5
  94. package/sky/skyMaterial.js.map +1 -1
  95. package/sky/wgsl/sky.fragment.d.ts +13 -0
  96. package/sky/wgsl/sky.fragment.js +69 -0
  97. package/sky/wgsl/sky.fragment.js.map +1 -0
  98. package/sky/wgsl/sky.vertex.d.ts +11 -0
  99. package/sky/wgsl/sky.vertex.js +45 -0
  100. package/sky/wgsl/sky.vertex.js.map +1 -0
  101. package/terrain/terrainMaterial.d.ts +8 -3
  102. package/terrain/terrainMaterial.js +21 -4
  103. package/terrain/terrainMaterial.js.map +1 -1
  104. package/terrain/wgsl/terrain.fragment.d.ts +18 -0
  105. package/terrain/wgsl/terrain.fragment.js +108 -0
  106. package/terrain/wgsl/terrain.fragment.js.map +1 -0
  107. package/terrain/wgsl/terrain.vertex.d.ts +21 -0
  108. package/terrain/wgsl/terrain.vertex.js +101 -0
  109. package/terrain/wgsl/terrain.vertex.js.map +1 -0
  110. package/triPlanar/triPlanarMaterial.d.ts +8 -3
  111. package/triPlanar/triPlanarMaterial.js +21 -4
  112. package/triPlanar/triPlanarMaterial.js.map +1 -1
  113. package/triPlanar/wgsl/triplanar.fragment.d.ts +18 -0
  114. package/triPlanar/wgsl/triplanar.fragment.js +125 -0
  115. package/triPlanar/wgsl/triplanar.fragment.js.map +1 -0
  116. package/triPlanar/wgsl/triplanar.vertex.d.ts +22 -0
  117. package/triPlanar/wgsl/triplanar.vertex.js +102 -0
  118. package/triPlanar/wgsl/triplanar.vertex.js.map +1 -0
  119. package/water/waterMaterial.d.ts +3 -3
  120. package/water/waterMaterial.js +16 -4
  121. package/water/waterMaterial.js.map +1 -1
  122. package/water/wgsl/water.fragment.d.ts +18 -0
  123. package/water/wgsl/water.fragment.js +159 -0
  124. package/water/wgsl/water.fragment.js.map +1 -0
  125. package/water/wgsl/water.vertex.d.ts +21 -0
  126. package/water/wgsl/water.vertex.js +138 -0
  127. package/water/wgsl/water.vertex.js.map +1 -0
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport \"./fire.fragment\";\r\nimport \"./fire.vertex\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass FireMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public UV1 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public BonesPerMesh = 0;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FireMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"distortionTexture\")\r\n private _distortionTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public distortionTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public speed = 1.0;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _lastTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FireMaterialDefines();\r\n }\r\n\r\n const defines = <FireMaterialDefines>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 (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n\r\n defines.ALPHATEST = this._opacityTexture ? true : false;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n defines.POINTSIZE = this.pointsCloud || scene.forcePointsCloud;\r\n defines.FOG = scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled;\r\n defines.LOGARITHMICDEPTH = this._useLogarithmicDepth;\r\n }\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\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 = \"fire\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n // Fire\r\n \"time\",\r\n \"speed\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"diffuseSampler\",\r\n // Fire\r\n \"distortionSampler\",\r\n \"opacitySampler\",\r\n ],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: null,\r\n maxSimultaneousLights: 4,\r\n transformFeedbackVaryings: null,\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FireMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n\r\n this._activeEffect.setTexture(\"distortionSampler\", this._distortionTexture);\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, 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._scaledDiffuse, this.alpha * mesh.visibility);\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 // Time\r\n this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", this._lastTime);\r\n\r\n // Speed\r\n this._activeEffect.setFloat(\"speed\", this.speed);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {\r\n results.push(this._distortionTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\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._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._distortionTexture) {\r\n activeTextures.push(this._distortionTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\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._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._distortionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FireMaterial\";\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n if (this._distortionTexture) {\r\n this._distortionTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FireMaterial {\r\n return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(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.FireMaterial\";\r\n serializationObject.diffuseColor = this.diffuseColor.asArray();\r\n serializationObject.speed = this.speed;\r\n\r\n if (this._diffuseTexture) {\r\n serializationObject._diffuseTexture = this._diffuseTexture.serialize();\r\n }\r\n\r\n if (this._distortionTexture) {\r\n serializationObject._distortionTexture = this._distortionTexture.serialize();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n serializationObject._opacityTexture = this._opacityTexture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {\r\n const material = new FireMaterial(source.name, scene);\r\n\r\n material.diffuseColor = Color3.FromArray(source.diffuseColor);\r\n material.speed = source.speed;\r\n\r\n material.alpha = source.alpha;\r\n\r\n material.id = source.id;\r\n\r\n Tags.AddTagsTo(material, source.tags);\r\n material.backFaceCulling = source.backFaceCulling;\r\n material.wireframe = source.wireframe;\r\n\r\n if (source._diffuseTexture) {\r\n material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._distortionTexture) {\r\n material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._opacityTexture) {\r\n material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireMaterial\", FireMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\n\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass FireMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public ALPHATEST = false;\r\n public DEPTHPREPASS = false;\r\n public POINTSIZE = false;\r\n public FOG = false;\r\n public UV1 = false;\r\n public VERTEXCOLOR = false;\r\n public VERTEXALPHA = false;\r\n public BonesPerMesh = 0;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public INSTANCES = false;\r\n public INSTANCESCOLOR = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FireMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"distortionTexture\")\r\n private _distortionTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public distortionTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsTexture(\"opacityTexture\")\r\n private _opacityTexture: Nullable<BaseTexture>;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n @serializeAsColor3(\"diffuse\")\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public speed = 1.0;\r\n\r\n private _scaledDiffuse = new Color3();\r\n private _lastTime: number = 0;\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Fire Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n public override needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n public override getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FireMaterialDefines();\r\n }\r\n\r\n const defines = <FireMaterialDefines>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 (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n }\r\n\r\n defines.ALPHATEST = this._opacityTexture ? true : false;\r\n\r\n // Misc.\r\n if (defines._areMiscDirty) {\r\n defines.POINTSIZE = this.pointsCloud || scene.forcePointsCloud;\r\n defines.FOG = scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE && this.fogEnabled;\r\n defines.LOGARITHMICDEPTH = this._useLogarithmicDepth;\r\n }\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\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 = \"fire\";\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n // Fire\r\n \"time\",\r\n \"speed\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"diffuseSampler\",\r\n // Fire\r\n \"distortionSampler\",\r\n \"opacitySampler\",\r\n ],\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: null,\r\n maxSimultaneousLights: 4,\r\n transformFeedbackVaryings: null,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/fire.vertex\"), import(\"./wgsl/fire.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./fire.vertex\"), import(\"./fire.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FireMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n\r\n this._activeEffect.setTexture(\"distortionSampler\", this._distortionTexture);\r\n this._activeEffect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, 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._scaledDiffuse, this.alpha * mesh.visibility);\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 // Time\r\n this._lastTime += scene.getEngine().getDeltaTime();\r\n this._activeEffect.setFloat(\"time\", this._lastTime);\r\n\r\n // Speed\r\n this._activeEffect.setFloat(\"speed\", this.speed);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n if (this._distortionTexture && this._distortionTexture.animations && this._distortionTexture.animations.length > 0) {\r\n results.push(this._distortionTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\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._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._distortionTexture) {\r\n activeTextures.push(this._distortionTexture);\r\n }\r\n\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\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._diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._distortionTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FireMaterial\";\r\n }\r\n\r\n public override dispose(forceDisposeEffect?: boolean): void {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n if (this._distortionTexture) {\r\n this._distortionTexture.dispose();\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FireMaterial {\r\n return SerializationHelper.Clone<FireMaterial>(() => new FireMaterial(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.FireMaterial\";\r\n serializationObject.diffuseColor = this.diffuseColor.asArray();\r\n serializationObject.speed = this.speed;\r\n\r\n if (this._diffuseTexture) {\r\n serializationObject._diffuseTexture = this._diffuseTexture.serialize();\r\n }\r\n\r\n if (this._distortionTexture) {\r\n serializationObject._distortionTexture = this._distortionTexture.serialize();\r\n }\r\n\r\n if (this._opacityTexture) {\r\n serializationObject._opacityTexture = this._opacityTexture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FireMaterial {\r\n const material = new FireMaterial(source.name, scene);\r\n\r\n material.diffuseColor = Color3.FromArray(source.diffuseColor);\r\n material.speed = source.speed;\r\n\r\n material.alpha = source.alpha;\r\n\r\n material.id = source.id;\r\n\r\n Tags.AddTagsTo(material, source.tags);\r\n material.backFaceCulling = source.backFaceCulling;\r\n material.wireframe = source.wireframe;\r\n\r\n if (source._diffuseTexture) {\r\n material._diffuseTexture = Texture.Parse(source._diffuseTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._distortionTexture) {\r\n material._distortionTexture = Texture.Parse(source._distortionTexture, scene, rootUrl);\r\n }\r\n\r\n if (source._opacityTexture) {\r\n material._opacityTexture = Texture.Parse(source._opacityTexture, scene, rootUrl);\r\n }\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FireMaterial\", FireMaterial);\r\n"]}
@@ -0,0 +1,13 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
9
+ /** @internal */
10
+ export declare const firePixelShaderWGSL: {
11
+ name: string;
12
+ shader: string;
13
+ };
@@ -0,0 +1,63 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneFragment.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/depthPrePass.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthFragment.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogFragment.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js";
11
+ const name = "firePixelShader";
12
+ const shader = `uniform vEyePosition: vec4f;varying vPositionW: vec3f;
13
+ #ifdef VERTEXCOLOR
14
+ varying vColor: vec4f;
15
+ #endif
16
+ #ifdef DIFFUSE
17
+ varying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;
18
+ #endif
19
+ var distortionSamplerSampler: sampler;var distortionSampler: texture_2d<f32>;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;
20
+ #ifdef DIFFUSE
21
+ varying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;
22
+ #endif
23
+ #include<clipPlaneFragmentDeclaration>
24
+ #include<logDepthDeclaration>
25
+ #include<fogFragmentDeclaration>
26
+ fn bx2(x: vec4f)->vec4f
27
+ {return vec4f(2.0)*x- vec4f(1.0);}
28
+ #define CUSTOM_FRAGMENT_DEFINITIONS
29
+ @fragment
30
+ fn main(input: FragmentInputs)->FragmentOutputs {
31
+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
32
+ #include<clipPlaneFragment>
33
+ var viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var alpha: f32=1.0;
34
+ #ifdef DIFFUSE
35
+ let distortionAmount0: f32=0.092;let distortionAmount1: f32=0.092;let distortionAmount2: f32=0.092;var heightAttenuation: vec2f= vec2f(0.3,0.39);var noise0: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords1);var noise1: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords2);var noise2: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords3);var noiseSum: vec4f=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;var perturbedBaseCoords: vec4f= vec4f(fragmentInputs.vDiffuseUV,0.0,1.0)+noiseSum*(fragmentInputs.vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);var opacityColor: vec4f=textureSample(opacitySampler,opacitySamplerSampler,perturbedBaseCoords.xy);
36
+ #ifdef ALPHATEST
37
+ if (opacityColor.r<0.1) {discard;}
38
+ #endif
39
+ #include<depthPrePass>
40
+ baseColor=textureSample(diffuseSampler,diffuseSamplerSampler,perturbedBaseCoords.xy)*2.0;baseColor=baseColor*opacityColor;baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);
41
+ #endif
42
+ #ifdef VERTEXCOLOR
43
+ baseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);
44
+ #endif
45
+ var diffuseBase: vec3f= vec3f(1.0,1.0,1.0);
46
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
47
+ alpha*=fragmentInputs.vColor.a;
48
+ #endif
49
+ var color: vec4f= vec4f(baseColor.rgb,alpha);
50
+ #include<logDepthFragment>
51
+ #include<fogFragment>
52
+ fragmentOutputs.color=color;
53
+ #include<imageProcessingCompatibility>
54
+ #define CUSTOM_FRAGMENT_MAIN_END
55
+ }
56
+ `;
57
+ // Sideeffect
58
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
59
+ ShaderStore.ShadersStoreWGSL[name] = shader;
60
+ }
61
+ /** @internal */
62
+ export const firePixelShaderWGSL = { name, shader };
63
+ //# sourceMappingURL=fire.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fire.fragment.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,8DAA8D,CAAC;AACtE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,wDAAwD,CAAC;AAChE,OAAO,mDAAmD,CAAC;AAC3D,OAAO,8CAA8C,CAAC;AACtD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,8DAA8D,CAAC;AAEtE,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragmentDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/depthPrePass\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/fogFragment\";\nimport \"core/ShadersWGSL/ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"firePixelShader\";\nconst shader = `uniform vEyePosition: vec4f;varying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;uniform vDiffuseInfos: vec2f;\n#endif\nvar distortionSamplerSampler: sampler;var distortionSampler: texture_2d<f32>;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nfn bx2(x: vec4f)->vec4f\n{return vec4f(2.0)*x- vec4f(1.0);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(uniforms.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var alpha: f32=1.0;\n#ifdef DIFFUSE\nlet distortionAmount0: f32=0.092;let distortionAmount1: f32=0.092;let distortionAmount2: f32=0.092;var heightAttenuation: vec2f= vec2f(0.3,0.39);var noise0: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords1);var noise1: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords2);var noise2: vec4f=textureSample(distortionSampler,distortionSamplerSampler,fragmentInputs.vDistortionCoords3);var noiseSum: vec4f=bx2(noise0)*distortionAmount0+bx2(noise1)*distortionAmount1+bx2(noise2)*distortionAmount2;var perturbedBaseCoords: vec4f= vec4f(fragmentInputs.vDiffuseUV,0.0,1.0)+noiseSum*(fragmentInputs.vDiffuseUV.y*heightAttenuation.x+heightAttenuation.y);var opacityColor: vec4f=textureSample(opacitySampler,opacitySamplerSampler,perturbedBaseCoords.xy);\n#ifdef ALPHATEST\nif (opacityColor.r<0.1) {discard;}\n#endif\n#include<depthPrePass>\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,perturbedBaseCoords.xy)*2.0;baseColor=baseColor*opacityColor;baseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\nvar diffuseBase: vec3f= vec3f(1.0,1.0,1.0);\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nvar color: vec4f= vec4f(baseColor.rgb,alpha);\n#include<logDepthFragment>\n#include<fogFragment>\nfragmentOutputs.color=color;\n#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const firePixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,18 @@
1
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
2
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
14
+ /** @internal */
15
+ export declare const fireVertexShaderWGSL: {
16
+ name: string;
17
+ shader: string;
18
+ };
@@ -0,0 +1,78 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesDeclaration.js";
4
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js";
5
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesDeclaration.js";
6
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js";
7
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthDeclaration.js";
8
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js";
9
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/instancesVertex.js";
10
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bonesVertex.js";
11
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js";
12
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/clipPlaneVertex.js";
13
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/logDepthVertex.js";
14
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/fogVertex.js";
15
+ import "@babylonjs/core/ShadersWGSL/ShadersInclude/vertexColorMixing.js";
16
+ const name = "fireVertexShader";
17
+ const shader = `attribute position: vec3f;
18
+ #ifdef UV1
19
+ attribute uv: vec2f;
20
+ #endif
21
+ #ifdef UV2
22
+ attribute uv2: vec2f;
23
+ #endif
24
+ #ifdef VERTEXCOLOR
25
+ attribute color: vec4f;
26
+ #endif
27
+ #include<bonesDeclaration>
28
+ #include<bakedVertexAnimationDeclaration>
29
+ #include<instancesDeclaration>
30
+ uniform view: mat4x4f;uniform viewProjection: mat4x4f;
31
+ #ifdef DIFFUSE
32
+ varying vDiffuseUV: vec2f;
33
+ #endif
34
+ #ifdef POINTSIZE
35
+ uniform pointSize: f32;
36
+ #endif
37
+ varying vPositionW: vec3f;
38
+ #ifdef VERTEXCOLOR
39
+ varying vColor: vec4f;
40
+ #endif
41
+ #include<clipPlaneVertexDeclaration>
42
+ #include<logDepthDeclaration>
43
+ #include<fogVertexDeclaration>
44
+ uniform time: f32;uniform speed: f32;
45
+ #ifdef DIFFUSE
46
+ varying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;
47
+ #endif
48
+ #define CUSTOM_VERTEX_DEFINITIONS
49
+ @vertex
50
+ fn main(input : VertexInputs)->FragmentInputs {
51
+ #define CUSTOM_VERTEX_MAIN_BEGIN
52
+ #ifdef VERTEXCOLOR
53
+ var colorUpdated: vec4f=vertexInputs.color;
54
+ #endif
55
+ #include<instancesVertex>
56
+ #include<bonesVertex>
57
+ #include<bakedVertexAnimation>
58
+ var worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;
59
+ #ifdef DIFFUSE
60
+ vertexOutputs.vDiffuseUV=vec2f(vertexInputs.uv.x,vertexInputs.uv.y-0.2);
61
+ #endif
62
+ #include<clipPlaneVertex>
63
+ #include<logDepthVertex>
64
+ #include<fogVertex>
65
+ #include<vertexColorMixing>
66
+ #ifdef DIFFUSE
67
+ var layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDistortionCoords1=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.x*uniforms.time/1000.0);vertexOutputs.vDistortionCoords2=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.y*uniforms.time/1000.0);vertexOutputs.vDistortionCoords3=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.z*uniforms.time/1000.0);
68
+ #endif
69
+ #define CUSTOM_VERTEX_MAIN_END
70
+ }
71
+ `;
72
+ // Sideeffect
73
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
74
+ ShaderStore.ShadersStoreWGSL[name] = shader;
75
+ }
76
+ /** @internal */
77
+ export const fireVertexShaderWGSL = { name, shader };
78
+ //# sourceMappingURL=fire.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fire.vertex.js","sourceRoot":"","sources":["../../../../../dev/materials/src/fire/wgsl/fire.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,iEAAiE,CAAC;AACzE,OAAO,sDAAsD,CAAC;AAC9D,OAAO,4DAA4D,CAAC;AACpE,OAAO,qDAAqD,CAAC;AAC7D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,iDAAiD,CAAC;AACzD,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,mDAAmD,CAAC;AAE3D,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertexDeclaration\";\nimport \"core/ShadersWGSL/ShadersInclude/instancesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bonesVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/bakedVertexAnimation\";\nimport \"core/ShadersWGSL/ShadersInclude/clipPlaneVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/logDepthVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/fogVertex\";\nimport \"core/ShadersWGSL/ShadersInclude/vertexColorMixing\";\n\nconst name = \"fireVertexShader\";\nconst shader = `attribute position: vec3f;\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\nuniform view: mat4x4f;uniform viewProjection: mat4x4f;\n#ifdef DIFFUSE\nvarying vDiffuseUV: vec2f;\n#endif\n#ifdef POINTSIZE\nuniform pointSize: f32;\n#endif\nvarying vPositionW: vec3f;\n#ifdef VERTEXCOLOR\nvarying vColor: vec4f;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<logDepthDeclaration>\n#include<fogVertexDeclaration>\nuniform time: f32;uniform speed: f32;\n#ifdef DIFFUSE\nvarying vDistortionCoords1: vec2f;varying vDistortionCoords2: vec2f;varying vDistortionCoords3: vec2f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#ifdef VERTEXCOLOR\nvar colorUpdated: vec4f=vertexInputs.color;\n#endif\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f=finalWorld* vec4f(vertexInputs.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;vertexOutputs.vPositionW= worldPos.xyz;\n#ifdef DIFFUSE\nvertexOutputs.vDiffuseUV=vec2f(vertexInputs.uv.x,vertexInputs.uv.y-0.2);\n#endif\n#include<clipPlaneVertex>\n#include<logDepthVertex>\n#include<fogVertex>\n#include<vertexColorMixing>\n#ifdef DIFFUSE\nvar layerSpeed: vec3f= vec3f(-0.2,-0.52,-0.1)*uniforms.speed;vertexOutputs.vDistortionCoords1=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.x*uniforms.time/1000.0);vertexOutputs.vDistortionCoords2=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.y*uniforms.time/1000.0);vertexOutputs.vDistortionCoords3=vec2f(vertexInputs.uv.x,vertexInputs.uv.y+layerSpeed.z*uniforms.time/1000.0);\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const fireVertexShaderWGSL = { name, shader };\n"]}
@@ -9,8 +9,6 @@ import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
9
9
  import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
10
10
  import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
11
11
  import { Scene } from "@babylonjs/core/scene.js";
12
- import "./fur.fragment.js";
13
- import "./fur.vertex.js";
14
12
  export declare class FurMaterial extends PushMaterial {
15
13
  private _diffuseTexture;
16
14
  diffuseTexture: BaseTexture;
@@ -34,7 +32,14 @@ export declare class FurMaterial extends PushMaterial {
34
32
  highLevelFur: boolean;
35
33
  _meshes: AbstractMesh[];
36
34
  private _furTime;
37
- constructor(name: string, scene?: Scene);
35
+ private _shadersLoaded;
36
+ /**
37
+ * Instantiates a Fur Material in the given scene
38
+ * @param name The friendly name of the material
39
+ * @param scene The scene to add the material to
40
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
41
+ */
42
+ constructor(name: string, scene?: Scene, forceGLSL?: boolean);
38
43
  get furTime(): number;
39
44
  set furTime(furTime: number);
40
45
  needAlphaBlending(): boolean;
@@ -13,8 +13,6 @@ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
13
13
  import { Scene } from "@babylonjs/core/scene.js";
14
14
  import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
15
15
  import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
16
- import "./fur.fragment.js";
17
- import "./fur.vertex.js";
18
16
  import { AddClipPlaneUniforms, BindClipPlane } from "@babylonjs/core/Materials/clipPlaneMaterialHelper.js";
19
17
  import { BindBonesParameters, BindFogParameters, BindLights, BindLogDepth, HandleFallbacksForShadows, PrepareAttributesForBones, PrepareAttributesForInstances, PrepareDefinesForAttributes, PrepareDefinesForFrameBoundValues, PrepareDefinesForLights, PrepareDefinesForMisc, PrepareUniformsAndSamplersList, } from "@babylonjs/core/Materials/materialHelper.functions.js";
20
18
  class FurMaterialDefines extends MaterialDefines {
@@ -51,8 +49,14 @@ class FurMaterialDefines extends MaterialDefines {
51
49
  }
52
50
  }
53
51
  export class FurMaterial extends PushMaterial {
54
- constructor(name, scene) {
55
- super(name, scene);
52
+ /**
53
+ * Instantiates a Fur Material in the given scene
54
+ * @param name The friendly name of the material
55
+ * @param scene The scene to add the material to
56
+ * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false
57
+ */
58
+ constructor(name, scene, forceGLSL = false) {
59
+ super(name, scene, undefined, forceGLSL);
56
60
  this.diffuseColor = new Color3(1, 1, 1);
57
61
  this.furLength = 1;
58
62
  this.furAngle = 0;
@@ -67,6 +71,7 @@ export class FurMaterial extends PushMaterial {
67
71
  this._maxSimultaneousLights = 4;
68
72
  this.highLevelFur = true;
69
73
  this._furTime = 0;
74
+ this._shadersLoaded = false;
70
75
  }
71
76
  get furTime() {
72
77
  return this._furTime;
@@ -229,6 +234,18 @@ export class FurMaterial extends PushMaterial {
229
234
  onCompiled: this.onCompiled,
230
235
  onError: this.onError,
231
236
  indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },
237
+ shaderLanguage: this._shaderLanguage,
238
+ extraInitializationsAsync: this._shadersLoaded
239
+ ? undefined
240
+ : async () => {
241
+ if (this.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
242
+ await Promise.all([import("./wgsl/fur.vertex.js"), import("./wgsl/fur.fragment.js")]);
243
+ }
244
+ else {
245
+ await Promise.all([import("./fur.vertex.js"), import("./fur.fragment.js")]);
246
+ }
247
+ this._shadersLoaded = true;
248
+ },
232
249
  }, engine), defines, this._materialContext);
233
250
  }
234
251
  // Check if Area Lights have LTC texture.
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport \"./fur.fragment\";\r\nimport \"./fur.vertex\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = 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 HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\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 @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\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 updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\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 // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fur\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, 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 (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\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._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\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.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === 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.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(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.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i);\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Nullable } from \"core/types\";\r\nimport { serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3 } from \"core/Misc/decorators\";\r\nimport { SerializationHelper } from \"core/Misc/decorators.serialization\";\r\nimport { type Matrix, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport { Tags } from \"core/Misc/tags\";\r\nimport { type BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"core/Materials/Textures/dynamicTexture\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { MaterialFlags } from \"core/Materials/materialFlags\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { type SubMesh } from \"core/Meshes/subMesh\";\r\nimport { type Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"core/Materials/clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"core/Materials/materialHelper.functions\";\r\n\r\nclass FurMaterialDefines extends MaterialDefines {\r\n public DIFFUSE = false;\r\n public HEIGHTMAP = 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 HIGHLEVEL = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n public LOGARITHMICDEPTH = false;\r\n public AREALIGHTSUPPORTED = true;\r\n public AREALIGHTNOROUGHTNESS = true;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class FurMaterial extends PushMaterial {\r\n @serializeAsTexture(\"diffuseTexture\")\r\n private _diffuseTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: BaseTexture;\r\n\r\n @serializeAsTexture(\"heightTexture\")\r\n private _heightTexture: BaseTexture;\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public heightTexture: BaseTexture;\r\n\r\n @serializeAsColor3()\r\n public diffuseColor = new Color3(1, 1, 1);\r\n\r\n @serialize()\r\n public furLength: number = 1;\r\n\r\n @serialize()\r\n public furAngle: number = 0;\r\n\r\n @serializeAsColor3()\r\n public furColor = new Color3(0.44, 0.21, 0.02);\r\n\r\n @serialize()\r\n public furOffset: number = 0.0;\r\n\r\n @serialize()\r\n public furSpacing: number = 12;\r\n\r\n @serializeAsVector3()\r\n public furGravity = new Vector3(0, 0, 0);\r\n\r\n @serialize()\r\n public furSpeed: number = 100;\r\n\r\n @serialize()\r\n public furDensity: number = 20;\r\n\r\n @serialize()\r\n public furOcclusion: number = 0.0;\r\n\r\n public furTexture: DynamicTexture;\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 @serialize()\r\n public highLevelFur: boolean = true;\r\n\r\n public _meshes: AbstractMesh[];\r\n\r\n private _furTime: number = 0;\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Fur Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\r\n */\r\n constructor(name: string, scene?: Scene, forceGLSL = false) {\r\n super(name, scene, undefined, forceGLSL);\r\n }\r\n\r\n @serialize()\r\n public get furTime() {\r\n return this._furTime;\r\n }\r\n\r\n public set furTime(furTime: number) {\r\n this._furTime = furTime;\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 updateFur(): void {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const offsetFur = <FurMaterial>this._meshes[i].material;\r\n\r\n offsetFur.furLength = this.furLength;\r\n offsetFur.furAngle = this.furAngle;\r\n offsetFur.furGravity = this.furGravity;\r\n offsetFur.furSpacing = this.furSpacing;\r\n offsetFur.furSpeed = this.furSpeed;\r\n offsetFur.furColor = this.furColor;\r\n offsetFur.diffuseTexture = this.diffuseTexture;\r\n offsetFur.furTexture = this.furTexture;\r\n offsetFur.highLevelFur = this.highLevelFur;\r\n offsetFur.furTime = this.furTime;\r\n offsetFur.furDensity = this.furDensity;\r\n }\r\n }\r\n\r\n // Methods\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (this.isFrozen) {\r\n if (drawWrapper.effect && drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FurMaterialDefines();\r\n }\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this.diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this.diffuseTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.DIFFUSE = true;\r\n }\r\n }\r\n if (this.heightTexture && engine.getCaps().maxVertexTextureImageUnits) {\r\n if (!this.heightTexture.isReady()) {\r\n return false;\r\n } else {\r\n defines._needUVs = true;\r\n defines.HEIGHTMAP = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // High level\r\n if (this.highLevelFur !== defines.HIGHLEVEL) {\r\n defines.HIGHLEVEL = true;\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n // Misc.\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 // Lights\r\n defines._needNormals = PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances ? true : false);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, true, true);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this.maxSimultaneousLights);\r\n\r\n if (defines.NUM_BONE_INFLUENCERS > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"fur\";\r\n const join = defines.toString();\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vDiffuseColor\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"vDiffuseInfos\",\r\n \"mBones\",\r\n \"diffuseMatrix\",\r\n \"logarithmicDepthConstant\",\r\n \"furLength\",\r\n \"furAngle\",\r\n \"furColor\",\r\n \"furOffset\",\r\n \"furGravity\",\r\n \"furTime\",\r\n \"furSpacing\",\r\n \"furDensity\",\r\n \"furOcclusion\",\r\n ];\r\n AddClipPlaneUniforms(uniforms);\r\n const samplers = [\"diffuseSampler\", \"heightTexture\", \"furTexture\", \"areaLightsLTC1Sampler\", \"areaLightsLTC2Sampler\"];\r\n\r\n const uniformBuffers: string[] = [];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this.maxSimultaneousLights,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this.maxSimultaneousLights },\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: this._shadersLoaded\r\n ? undefined\r\n : async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"./wgsl/fur.vertex\"), import(\"./wgsl/fur.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"./fur.vertex\"), import(\"./fur.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n ),\r\n defines,\r\n this._materialContext\r\n );\r\n }\r\n\r\n // Check if Area Lights have LTC texture.\r\n if (defines[\"AREALIGHTUSED\"]) {\r\n for (let index = 0; index < mesh.lightSources.length; index++) {\r\n if (!mesh.lightSources[index]._isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = !!useInstances;\r\n\r\n return true;\r\n }\r\n\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <FurMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n if (this._mustRebind(scene, effect, subMesh)) {\r\n // Textures\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._activeEffect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n\r\n this._activeEffect.setFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n this._activeEffect.setMatrix(\"diffuseMatrix\", this._diffuseTexture.getTextureMatrix());\r\n }\r\n\r\n if (this._heightTexture) {\r\n this._activeEffect.setTexture(\"heightTexture\", this._heightTexture);\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, 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 (scene.lightsEnabled && !this.disableLighting) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this.maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n this._activeEffect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect);\r\n\r\n this._activeEffect.setFloat(\"furLength\", this.furLength);\r\n this._activeEffect.setFloat(\"furAngle\", this.furAngle);\r\n this._activeEffect.setColor4(\"furColor\", this.furColor, 1.0);\r\n\r\n if (this.highLevelFur) {\r\n this._activeEffect.setVector3(\"furGravity\", this.furGravity);\r\n this._activeEffect.setFloat(\"furOffset\", this.furOffset);\r\n this._activeEffect.setFloat(\"furSpacing\", this.furSpacing);\r\n this._activeEffect.setFloat(\"furDensity\", this.furDensity);\r\n this._activeEffect.setFloat(\"furOcclusion\", this.furOcclusion);\r\n\r\n this._furTime += this.getScene().getEngine().getDeltaTime() / this.furSpeed;\r\n this._activeEffect.setFloat(\"furTime\", this._furTime);\r\n\r\n this._activeEffect.setTexture(\"furTexture\", this.furTexture);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n public override getAnimatables(): IAnimatable[] {\r\n const results = [];\r\n\r\n if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {\r\n results.push(this.diffuseTexture);\r\n }\r\n\r\n if (this.heightTexture && this.heightTexture.animations && this.heightTexture.animations.length > 0) {\r\n results.push(this.heightTexture);\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._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n\r\n if (this._heightTexture) {\r\n activeTextures.push(this._heightTexture);\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.diffuseTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._heightTexture === 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.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n\r\n if (this._meshes) {\r\n for (let i = 1; i < this._meshes.length; i++) {\r\n const mat = this._meshes[i].material;\r\n\r\n if (mat) {\r\n mat.dispose(forceDisposeEffect);\r\n }\r\n this._meshes[i].dispose();\r\n }\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public override clone(name: string): FurMaterial {\r\n return SerializationHelper.Clone(() => new FurMaterial(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.FurMaterial\";\r\n\r\n if (this._meshes) {\r\n serializationObject.sourceMeshName = this._meshes[0].name;\r\n serializationObject.quality = this._meshes.length;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FurMaterial\";\r\n }\r\n\r\n // Statics\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {\r\n const material = SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n if (source.sourceMeshName && material.highLevelFur) {\r\n scene.executeWhenReady(() => {\r\n const sourceMesh = <Mesh>scene.getMeshByName(source.sourceMeshName);\r\n if (sourceMesh) {\r\n const furTexture = FurMaterial.GenerateTexture(\"Fur Texture\", scene);\r\n material.furTexture = furTexture;\r\n FurMaterial.FurifyMesh(sourceMesh, source.quality);\r\n }\r\n });\r\n }\r\n\r\n return material;\r\n }\r\n\r\n public static GenerateTexture(name: string, scene: Scene): DynamicTexture {\r\n // Generate fur textures\r\n const texture = new DynamicTexture(\"FurTexture \" + name, 256, scene, true);\r\n const context = texture.getContext();\r\n\r\n for (let i = 0; i < 20000; ++i) {\r\n context.fillStyle = \"rgba(255, \" + Math.floor(Math.random() * 255) + \", \" + Math.floor(Math.random() * 255) + \", 1)\";\r\n context.fillRect(Math.random() * texture.getSize().width, Math.random() * texture.getSize().height, 2, 2);\r\n }\r\n\r\n texture.update(false);\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n return texture;\r\n }\r\n\r\n // Creates and returns an array of meshes used as shells for the Fur Material\r\n // that can be disposed later in your code\r\n // The quality is in interval [0, 100]\r\n public static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[] {\r\n const meshes = [sourceMesh];\r\n const mat: FurMaterial = <FurMaterial>sourceMesh.material;\r\n let i;\r\n\r\n if (!(mat instanceof FurMaterial)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"The material of the source mesh must be a Fur Material\";\r\n }\r\n\r\n for (i = 1; i < quality; i++) {\r\n const offsetFur = new FurMaterial(mat.name + i, sourceMesh.getScene());\r\n sourceMesh.getScene().materials.pop();\r\n Tags.EnableFor(offsetFur);\r\n Tags.AddTagsTo(offsetFur, \"furShellMaterial\");\r\n\r\n offsetFur.furLength = mat.furLength;\r\n offsetFur.furAngle = mat.furAngle;\r\n offsetFur.furGravity = mat.furGravity;\r\n offsetFur.furSpacing = mat.furSpacing;\r\n offsetFur.furSpeed = mat.furSpeed;\r\n offsetFur.furColor = mat.furColor;\r\n offsetFur.diffuseTexture = mat.diffuseTexture;\r\n offsetFur.furOffset = i / quality;\r\n offsetFur.furTexture = mat.furTexture;\r\n offsetFur.highLevelFur = mat.highLevelFur;\r\n offsetFur.furTime = mat.furTime;\r\n offsetFur.furDensity = mat.furDensity;\r\n\r\n const offsetMesh = sourceMesh.clone(sourceMesh.name + i);\r\n\r\n offsetMesh.material = offsetFur;\r\n offsetMesh.skeleton = sourceMesh.skeleton;\r\n offsetMesh.position = Vector3.Zero();\r\n meshes.push(offsetMesh);\r\n }\r\n\r\n for (i = 1; i < meshes.length; i++) {\r\n meshes[i].parent = sourceMesh;\r\n }\r\n\r\n (<FurMaterial>sourceMesh.material)._meshes = meshes;\r\n\r\n return meshes;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FurMaterial\", FurMaterial);\r\n"]}