@onerjs/core 8.41.6 → 8.41.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +6 -2
- package/Animations/animation.js +28 -4
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +2 -1
- package/Animations/animationGroup.js +3 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +161 -0
- package/Animations/animatorAvatar.js +573 -0
- package/Animations/animatorAvatar.js.map +1 -0
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -2
- package/AudioV2/webAudio/webAudioSoundSource.js +12 -2
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/Bones/index.d.ts +1 -0
- package/Bones/index.js +1 -0
- package/Bones/index.js.map +1 -1
- package/Bones/skeleton.d.ts +13 -0
- package/Bones/skeleton.functions.d.ts +26 -0
- package/Bones/skeleton.functions.js +91 -0
- package/Bones/skeleton.functions.js.map +1 -0
- package/Bones/skeleton.js +26 -0
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/geospatialCamera.js +21 -20
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +8 -1
- package/Cameras/geospatialCameraMovement.js +29 -8
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +11 -0
- package/Collisions/gpuPicker.js +148 -19
- package/Collisions/gpuPicker.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +4 -8
- package/Debug/skeletonViewer.js +13 -22
- package/Debug/skeletonViewer.js.map +1 -1
- package/Engines/Extensions/engine.multiview.d.ts +2 -0
- package/Engines/Extensions/engine.multiview.js +7 -3
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Instrumentation/engineInstrumentation.js +2 -1
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +1 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +37 -2
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +109 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +210 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +71 -15
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +86 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +161 -0
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -0
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -6
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +14 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +20 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js +13 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +21 -0
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js +38 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +29 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +16 -0
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js +34 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +17 -2
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.d.ts +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js +7 -0
- package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +21 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +10 -0
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +28 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +30 -0
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +4 -0
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.d.ts +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -0
- package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +16 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +16 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +5 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +10 -0
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +10 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +23 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +23 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +17 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +41 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +21 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js +29 -0
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js +14 -0
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.d.ts +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +7 -0
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +23 -0
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +6 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +17 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +22 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +13 -0
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +20 -0
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +27 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.d.ts +10 -0
- package/Materials/Node/Blocks/clampBlock.js +10 -0
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.d.ts +10 -0
- package/Materials/Node/Blocks/cloudBlock.js +10 -0
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.d.ts +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js +14 -0
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/curveBlock.js +10 -0
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +10 -0
- package/Materials/Node/Blocks/customBlock.js +10 -0
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/debugBlock.d.ts +10 -0
- package/Materials/Node/Blocks/debugBlock.js +10 -0
- package/Materials/Node/Blocks/debugBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.d.ts +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js +4 -0
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.d.ts +10 -0
- package/Materials/Node/Blocks/gradientBlock.js +10 -0
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/loopBlock.d.ts +10 -0
- package/Materials/Node/Blocks/loopBlock.js +10 -0
- package/Materials/Node/Blocks/loopBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.d.ts +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -0
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.d.ts +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +10 -0
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/pannerBlock.d.ts +5 -0
- package/Materials/Node/Blocks/pannerBlock.js +5 -0
- package/Materials/Node/Blocks/pannerBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.d.ts +10 -0
- package/Materials/Node/Blocks/remapBlock.js +10 -0
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.d.ts +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -0
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.d.ts +10 -0
- package/Materials/Node/Blocks/transformBlock.js +10 -0
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +22 -0
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.d.ts +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js +10 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.d.ts +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js +10 -0
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.d.ts +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js +5 -0
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.d.ts +10 -0
- package/Materials/Node/Blocks/waveBlock.js +10 -0
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +13 -0
- package/Materials/Node/nodeMaterial.js +14 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +0 -3
- package/Materials/Node/nodeMaterialBlock.js +1 -6
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +1 -1
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/index.d.ts +2 -0
- package/Materials/index.js +2 -0
- package/Materials/index.js.map +1 -1
- package/Maths/math.constants.d.ts +2 -1
- package/Maths/math.constants.js +3 -2
- package/Maths/math.constants.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/instancedMesh.js +1 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +5 -0
- package/Meshes/mesh.js +39 -16
- package/Meshes/mesh.js.map +1 -1
- package/Misc/dataStorage.d.ts +13 -0
- package/Misc/dataStorage.js +25 -0
- package/Misc/dataStorage.js.map +1 -1
- package/Morph/morphTarget.d.ts +9 -5
- package/Morph/morphTarget.js +15 -7
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +3 -1
- package/Morph/morphTargetManager.js +5 -2
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/cylinderShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/emitters.functions.js +3 -3
- package/Particles/Node/Blocks/Emitters/emitters.functions.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/pointShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +1 -1
- package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
- package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +7 -7
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleLocalVariableBlock.js +2 -2
- package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +7 -7
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +9 -4
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/particle.d.ts +73 -61
- package/Particles/particle.js +106 -91
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.js +5 -5
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.function.js +83 -83
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +8 -8
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +14 -1
- package/Physics/v2/Plugins/havokPlugin.js +154 -10
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Probes/reflectionProbe.js +9 -6
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +3 -1
- package/Rendering/objectRenderer.js +28 -8
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/reflectiveShadowMap.js +1 -1
- package/Rendering/reflectiveShadowMap.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +8 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +8 -2
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +8 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +7 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +8 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +22 -1
- package/scene.js +15 -15
- package/scene.js.map +1 -1
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@@ -96,44 +96,79 @@ class BackgroundMaterialDefines extends ImageProcessingDefinesMixin(BackgroundMa
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* True if ground projection has been enabled.
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*/
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this.PROJECTED_GROUND = false;
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-
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/** Defines whether reflection is enabled */
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this.REFLECTION = false;
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/** Defines whether the reflection map is 3D */
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this.REFLECTIONMAP_3D = false;
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/** Defines whether the reflection map is spherical */
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this.REFLECTIONMAP_SPHERICAL = false;
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/** Defines whether the reflection map is planar */
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this.REFLECTIONMAP_PLANAR = false;
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/** Defines whether the reflection map is cubic */
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this.REFLECTIONMAP_CUBIC = false;
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/** Defines whether the reflection map is in projection mode */
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this.REFLECTIONMAP_PROJECTION = false;
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/** Defines whether the reflection map is a skybox */
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this.REFLECTIONMAP_SKYBOX = false;
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/** Defines whether the reflection map is explicit */
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this.REFLECTIONMAP_EXPLICIT = false;
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/** Defines whether the reflection map is equirectangular */
|
|
108
116
|
this.REFLECTIONMAP_EQUIRECTANGULAR = false;
|
|
117
|
+
/** Defines whether the reflection map is fixed equirectangular */
|
|
109
118
|
this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
|
|
119
|
+
/** Defines whether the reflection map is mirrored fixed equirectangular */
|
|
110
120
|
this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
|
|
121
|
+
/** Defines whether the cubic map should be inverted */
|
|
111
122
|
this.INVERTCUBICMAP = false;
|
|
123
|
+
/** Defines whether the reflection map uses opposite Z */
|
|
112
124
|
this.REFLECTIONMAP_OPPOSITEZ = false;
|
|
125
|
+
/** Defines whether LOD is stored in the reflection alpha channel */
|
|
113
126
|
this.LODINREFLECTIONALPHA = false;
|
|
127
|
+
/** Defines whether the reflection uses gamma space */
|
|
114
128
|
this.GAMMAREFLECTION = false;
|
|
129
|
+
/** Defines whether the reflection is in RGBD format */
|
|
115
130
|
this.RGBDREFLECTION = false;
|
|
131
|
+
/** Defines whether the equirectangular reflection uses a custom field of view */
|
|
116
132
|
this.EQUIRECTANGULAR_RELFECTION_FOV = false;
|
|
117
|
-
|
|
133
|
+
/** Defines whether main UV1 channel is used */
|
|
118
134
|
this.MAINUV1 = false;
|
|
135
|
+
/** Defines whether main UV2 channel is used */
|
|
119
136
|
this.MAINUV2 = false;
|
|
137
|
+
/** Defines whether UV1 is used */
|
|
120
138
|
this.UV1 = false;
|
|
139
|
+
/** Defines whether UV2 is used */
|
|
121
140
|
this.UV2 = false;
|
|
141
|
+
/** Defines whether clip plane 1 is enabled */
|
|
122
142
|
this.CLIPPLANE = false;
|
|
143
|
+
/** Defines whether clip plane 2 is enabled */
|
|
123
144
|
this.CLIPPLANE2 = false;
|
|
145
|
+
/** Defines whether clip plane 3 is enabled */
|
|
124
146
|
this.CLIPPLANE3 = false;
|
|
147
|
+
/** Defines whether clip plane 4 is enabled */
|
|
125
148
|
this.CLIPPLANE4 = false;
|
|
149
|
+
/** Defines whether clip plane 5 is enabled */
|
|
126
150
|
this.CLIPPLANE5 = false;
|
|
151
|
+
/** Defines whether clip plane 6 is enabled */
|
|
127
152
|
this.CLIPPLANE6 = false;
|
|
153
|
+
/** Defines whether point size is used */
|
|
128
154
|
this.POINTSIZE = false;
|
|
155
|
+
/** Defines whether fog is enabled */
|
|
129
156
|
this.FOG = false;
|
|
157
|
+
/** Defines whether normals are available */
|
|
130
158
|
this.NORMAL = false;
|
|
159
|
+
/** Defines the number of bone influencers */
|
|
131
160
|
this.NUM_BONE_INFLUENCERS = 0;
|
|
161
|
+
/** Defines the number of bones per mesh */
|
|
132
162
|
this.BonesPerMesh = 0;
|
|
163
|
+
/** Defines whether instances are used */
|
|
133
164
|
this.INSTANCES = false;
|
|
165
|
+
/** Defines whether shadow uses float textures */
|
|
134
166
|
this.SHADOWFLOAT = false;
|
|
167
|
+
/** Defines whether logarithmic depth is enabled */
|
|
135
168
|
this.LOGARITHMICDEPTH = false;
|
|
169
|
+
/** Defines whether non-uniform scaling is applied */
|
|
136
170
|
this.NONUNIFORMSCALING = false;
|
|
171
|
+
/** Defines whether alpha testing is enabled */
|
|
137
172
|
this.ALPHATEST = false;
|
|
138
173
|
this.rebuild();
|
|
139
174
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, serializeAsColor3, expandToProperty, serializeAsTexture, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable, int, float } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { ImageProcessingDefinesMixin } from \"../../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { IShadowLight } from \"../../Lights/shadowLight\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\nimport { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n BindTextureMatrix,\r\n BindIBLParameters,\r\n BindIBLSamplers,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForIBL,\r\n PrepareDefinesForMergedUV,\r\n PrepareDefinesForMisc,\r\n PrepareDefinesForMultiview,\r\n PrepareUniformsAndSamplersList,\r\n PrepareUniformsAndSamplersForIBL,\r\n PrepareUniformLayoutForIBL,\r\n} from \"../materialHelper.functions\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { ImageProcessingMixin } from \"../imageProcessing\";\r\n\r\nclass BackgroundMaterialDefinesBase extends MaterialDefines {}\r\n\r\n/**\r\n * Background material defines definition.\r\n * @internal Mainly internal Use\r\n */\r\nclass BackgroundMaterialDefines extends ImageProcessingDefinesMixin(BackgroundMaterialDefinesBase) {\r\n /**\r\n * True if the diffuse texture is in use.\r\n */\r\n public DIFFUSE = false;\r\n\r\n /**\r\n * The direct UV channel to use.\r\n */\r\n public DIFFUSEDIRECTUV = 0;\r\n\r\n /**\r\n * True if the diffuse texture is in gamma space.\r\n */\r\n public GAMMADIFFUSE = false;\r\n\r\n /**\r\n * True if the diffuse texture has opacity in the alpha channel.\r\n */\r\n public DIFFUSEHASALPHA = false;\r\n\r\n /**\r\n * True if you want the material to fade to transparent at grazing angle.\r\n */\r\n public OPACITYFRESNEL = false;\r\n\r\n /**\r\n * True if an extra blur needs to be added in the reflection.\r\n */\r\n public REFLECTIONBLUR = false;\r\n\r\n /**\r\n * True if you want the material to fade to reflection at grazing angle.\r\n */\r\n public REFLECTIONFRESNEL = false;\r\n\r\n /**\r\n * True if you want the material to falloff as far as you move away from the scene center.\r\n */\r\n public REFLECTIONFALLOFF = false;\r\n\r\n /**\r\n * False if the current Webgl implementation does not support the texture lod extension.\r\n */\r\n public TEXTURELODSUPPORT = false;\r\n\r\n /**\r\n * True to ensure the data are premultiplied.\r\n */\r\n public PREMULTIPLYALPHA = false;\r\n\r\n /**\r\n * True if the texture contains cooked RGB values and not gray scaled multipliers.\r\n */\r\n public USERGBCOLOR = false;\r\n\r\n /**\r\n * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color\r\n * stays aligned with the desired configuration.\r\n */\r\n public USEHIGHLIGHTANDSHADOWCOLORS = false;\r\n\r\n /**\r\n * True if only shadows must be rendered\r\n */\r\n public BACKMAT_SHADOWONLY = false;\r\n\r\n /**\r\n * True to add noise in order to reduce the banding effect.\r\n */\r\n public NOISE = false;\r\n\r\n /**\r\n * is the reflection texture in BGR color scheme?\r\n * Mainly used to solve a bug in ios10 video tag\r\n */\r\n public REFLECTIONBGR = false;\r\n\r\n /**\r\n * True if ground projection has been enabled.\r\n */\r\n public PROJECTED_GROUND = false;\r\n\r\n // Reflection.\r\n public REFLECTION = false;\r\n public REFLECTIONMAP_3D = false;\r\n public REFLECTIONMAP_SPHERICAL = false;\r\n public REFLECTIONMAP_PLANAR = false;\r\n public REFLECTIONMAP_CUBIC = false;\r\n public REFLECTIONMAP_PROJECTION = false;\r\n public REFLECTIONMAP_SKYBOX = false;\r\n public REFLECTIONMAP_EXPLICIT = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n public REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n public REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n public INVERTCUBICMAP = false;\r\n public REFLECTIONMAP_OPPOSITEZ = false;\r\n public LODINREFLECTIONALPHA = false;\r\n public GAMMAREFLECTION = false;\r\n public RGBDREFLECTION = false;\r\n public EQUIRECTANGULAR_RELFECTION_FOV = false;\r\n\r\n // Default BJS.\r\n public MAINUV1 = false;\r\n public MAINUV2 = false;\r\n public UV1 = false;\r\n public UV2 = 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 POINTSIZE = false;\r\n public FOG = false;\r\n public NORMAL = false;\r\n public NUM_BONE_INFLUENCERS = 0;\r\n public BonesPerMesh = 0;\r\n public INSTANCES = false;\r\n public SHADOWFLOAT = false;\r\n public LOGARITHMICDEPTH = false;\r\n public NONUNIFORMSCALING = false;\r\n public ALPHATEST = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nclass BackgroundMaterialBase extends ImageProcessingMixin(PushMaterial) {}\r\n/**\r\n * Background material used to create an efficient environment around your scene.\r\n * #157MGZ: simple test\r\n */\r\nexport class BackgroundMaterial extends BackgroundMaterialBase {\r\n /**\r\n * Standard reflectance value at parallel view angle.\r\n */\r\n public static StandardReflectance0 = 0.05;\r\n\r\n /**\r\n * Standard reflectance value at grazing angle.\r\n */\r\n public static StandardReflectance90 = 0.5;\r\n\r\n @serializeAsColor3()\r\n protected _primaryColor: Color3;\r\n /**\r\n * Key light Color (multiply against the environment texture)\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public primaryColor = Color3.White();\r\n\r\n @serializeAsColor3()\r\n protected __perceptualColor: Nullable<Color3>;\r\n /**\r\n * Experimental Internal Use Only.\r\n *\r\n * Key light Color in \"perceptual value\" meaning the color you would like to see on screen.\r\n * This acts as a helper to set the primary color to a more \"human friendly\" value.\r\n * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the\r\n * output color as close as possible from the chosen value.\r\n * (This does not account for contrast color grading and color curves as they are considered post effect and not directly\r\n * part of lighting setup.)\r\n */\r\n public get _perceptualColor(): Nullable<Color3> {\r\n return this.__perceptualColor;\r\n }\r\n public set _perceptualColor(value: Nullable<Color3>) {\r\n this.__perceptualColor = value;\r\n this._computePrimaryColorFromPerceptualColor();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorShadowLevel: float = 0;\r\n /**\r\n * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.\r\n * The color opposite to the primary color is used at the level chosen to define what the black area would look.\r\n */\r\n public get primaryColorShadowLevel(): float {\r\n return this._primaryColorShadowLevel;\r\n }\r\n public set primaryColorShadowLevel(value: float) {\r\n this._primaryColorShadowLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorHighlightLevel: float = 0;\r\n /**\r\n * Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors.\r\n * The primary color is used at the level chosen to define what the white area would look.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public get primaryColorHighlightLevel(): float {\r\n return this._primaryColorHighlightLevel;\r\n }\r\n public set primaryColorHighlightLevel(value: float) {\r\n this._primaryColorHighlightLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serializeAsTexture()\r\n protected _reflectionTexture: Nullable<BaseTexture>;\r\n /**\r\n * Reflection Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture> = null;\r\n\r\n @serialize()\r\n protected _reflectionBlur: float;\r\n /**\r\n * Reflection Texture level of blur.\r\n *\r\n * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the\r\n * texture twice.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionBlur: float = 0;\r\n\r\n @serializeAsTexture()\r\n protected _diffuseTexture: Nullable<BaseTexture>;\r\n /**\r\n * Diffuse Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture> = null;\r\n\r\n protected _shadowLights: Nullable<IShadowLight[]> = null;\r\n /**\r\n * Specify the list of lights casting shadow on the material.\r\n * All scene shadow lights will be included if null.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLights: Nullable<IShadowLight[]> = null;\r\n\r\n @serialize()\r\n protected _shadowLevel: float;\r\n /**\r\n * Helps adjusting the shadow to a softer level if required.\r\n * 0 means black shadows and 1 means no shadows.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLevel: float = 0;\r\n\r\n @serializeAsVector3()\r\n protected _sceneCenter: Vector3;\r\n /**\r\n * In case of opacity Fresnel or reflection falloff, this is use as a scene center.\r\n * It is usually zero but might be interesting to modify according to your setup.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public sceneCenter: Vector3 = Vector3.Zero();\r\n\r\n @serialize()\r\n protected _opacityFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off to the sky box at grazing angle.\r\n * This helps ensuring a nice transition when the camera goes under the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityFresnel: boolean = true;\r\n\r\n @serialize()\r\n protected _reflectionFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.\r\n * This helps adding a mirror texture on the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFresnel: boolean = false;\r\n\r\n @serialize()\r\n protected _reflectionFalloffDistance: number;\r\n /**\r\n * This helps specifying the falloff radius off the reflection texture from the sceneCenter.\r\n * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFalloffDistance: number = 0.0;\r\n\r\n @serialize()\r\n protected _reflectionAmount: number;\r\n /**\r\n * This specifies the weight of the reflection against the background in case of reflection Fresnel.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionAmount: number = 1.0;\r\n\r\n @serialize()\r\n protected _reflectionReflectance0: number;\r\n /**\r\n * This specifies the weight of the reflection at grazing angle.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance0: number = 0.05;\r\n\r\n @serialize()\r\n protected _reflectionReflectance90: number;\r\n /**\r\n * This specifies the weight of the reflection at a perpendicular point of view.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance90: number = 0.5;\r\n\r\n /**\r\n * Sets the reflection reflectance fresnel values according to the default standard\r\n * empirically know to work well :-)\r\n */\r\n public set reflectionStandardFresnelWeight(value: number) {\r\n let reflectionWeight = value;\r\n\r\n if (reflectionWeight < 0.5) {\r\n reflectionWeight = reflectionWeight * 2.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;\r\n } else {\r\n reflectionWeight = reflectionWeight * 2.0 - 1.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;\r\n }\r\n }\r\n\r\n @serialize()\r\n protected _useRGBColor: boolean;\r\n /**\r\n * Helps to directly use the maps channels instead of their level.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRGBColor: boolean = true;\r\n\r\n @serialize()\r\n protected _enableNoise: boolean;\r\n /**\r\n * This helps reducing the banding effect that could occur on the background.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableNoise: boolean = false;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.\r\n * Recommended to be keep at 1.0 except for special cases.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n if (isNaN(value)) {\r\n value = 1.0;\r\n }\r\n this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));\r\n }\r\n private _fovMultiplier: float = 1.0;\r\n\r\n /**\r\n * Enable the FOV adjustment feature controlled by fovMultiplier.\r\n */\r\n public useEquirectangularFOV: boolean = false;\r\n\r\n @serialize()\r\n private _maxSimultaneousLights: int = 4;\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public maxSimultaneousLights: int = 4;\r\n\r\n @serialize()\r\n private _shadowOnly: boolean = false;\r\n /**\r\n * Make the material only render shadows\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public shadowOnly: boolean = false;\r\n\r\n /**\r\n * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.\r\n * Setting this flag to true (not done automatically!) will convert it back to RGB.\r\n */\r\n public switchToBGR: boolean = false;\r\n\r\n private _enableGroundProjection: boolean = false;\r\n /**\r\n * Enables the ground projection mode on the material.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public enableGroundProjection: boolean = false;\r\n\r\n /**\r\n * Defines the radius of the projected ground if enableGroundProjection is true.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n public projectedGroundRadius = 1000;\r\n\r\n /**\r\n * Defines the height of the projected ground if enableGroundProjection is true.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n public projectedGroundHeight = 10;\r\n\r\n // Temp values kept as cache in the material.\r\n private _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n private _reflectionControls = Vector4.Zero();\r\n private _white = Color3.White();\r\n private _primaryShadowColor = Color3.Black();\r\n private _primaryHighlightColor = Color3.Black();\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Background 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 // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._renderTargets.push(this._diffuseTexture as RenderTargetTexture);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._reflectionTexture as RenderTargetTexture);\r\n }\r\n\r\n return this._renderTargets;\r\n };\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns true if blending is enable\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1 || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha) || this._shadowOnly;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @param useInstances Specify wether or not the material is used with instances\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (drawWrapper.effect && 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 BackgroundMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <BackgroundMaterialDefines>subMesh.materialDefines;\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 // Lights\r\n PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n PrepareDefinesForMultiview(scene, defines);\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (scene.getEngine().getCaps().textureLOD) {\r\n defines.TEXTURELODSUPPORT = true;\r\n }\r\n\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;\r\n defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;\r\n defines.OPACITYFRESNEL = this._opacityFresnel;\r\n } else {\r\n defines.DIFFUSE = false;\r\n defines.DIFFUSEDIRECTUV = 0;\r\n defines.DIFFUSEHASALPHA = false;\r\n defines.GAMMADIFFUSE = false;\r\n defines.OPACITYFRESNEL = false;\r\n }\r\n\r\n const reflectionTexture = this._reflectionTexture;\r\n PrepareDefinesForIBL(scene, reflectionTexture, defines);\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (!reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;\r\n defines.REFLECTIONBGR = this.switchToBGR;\r\n defines.REFLECTIONBLUR = this._reflectionBlur > 0;\r\n\r\n if (this.reflectionFresnel) {\r\n defines.REFLECTIONFRESNEL = true;\r\n defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;\r\n\r\n this._reflectionControls.x = this.reflectionAmount;\r\n this._reflectionControls.y = this.reflectionReflectance0;\r\n this._reflectionControls.z = this.reflectionReflectance90;\r\n this._reflectionControls.w = 1 / this.reflectionFalloffDistance;\r\n } else {\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n }\r\n } else {\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n defines.REFLECTIONBLUR = false;\r\n }\r\n }\r\n\r\n defines.PREMULTIPLYALPHA = this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n defines.USERGBCOLOR = this._useRGBColor;\r\n defines.NOISE = this._enableNoise;\r\n }\r\n\r\n if (defines._areLightsDirty) {\r\n defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);\r\n defines.BACKMAT_SHADOWONLY = this._shadowOnly;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n if (defines._areMiscDirty) {\r\n if (defines.REFLECTIONMAP_3D && this._enableGroundProjection) {\r\n defines.PROJECTED_GROUND = true;\r\n defines.REFLECTIONMAP_SKYBOX = true;\r\n } else {\r\n defines.PROJECTED_GROUND = false;\r\n }\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 // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n // Attribs\r\n if (PrepareDefinesForAttributes(mesh, defines, false, true, false)) {\r\n if (mesh) {\r\n if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n mesh.createNormals(true);\r\n Logger.Warn(\"BackgroundMaterial: Normals have been created for the mesh: \" + mesh.name);\r\n }\r\n }\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(0, \"FOG\");\r\n }\r\n\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(1, \"POINTSIZE\");\r\n }\r\n\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n\r\n \"vPrimaryColor\",\r\n \"vPrimaryColorShadow\",\r\n \"fFovMultiplier\",\r\n\r\n \"shadowLevel\",\r\n \"alpha\",\r\n\r\n \"vBackgroundCenter\",\r\n \"vReflectionControl\",\r\n\r\n \"vDiffuseInfos\",\r\n \"diffuseMatrix\",\r\n\r\n \"projectedGroundInfos\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n const samplers = [\"diffuseSampler\"];\r\n PrepareUniformsAndSamplersForIBL(uniforms, samplers, false);\r\n const uniformBuffers = [\"Material\", \"Scene\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\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 const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"background\",\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(\"../../ShadersWGSL/background.vertex\"), import(\"../../ShadersWGSL/background.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/background.vertex\"), import(\"../../Shaders/background.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n\r\n this.buildUniformLayout();\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 this._checkScenePerformancePriority();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Compute the primary color according to the chosen perceptual color.\r\n */\r\n private _computePrimaryColorFromPerceptualColor(): void {\r\n if (!this.__perceptualColor) {\r\n return;\r\n }\r\n\r\n this._primaryColor.copyFrom(this.__perceptualColor);\r\n\r\n // Revert gamma space.\r\n this._primaryColor.toLinearSpaceToRef(this._primaryColor, this.getScene().getEngine().useExactSrgbConversions);\r\n\r\n // Revert image processing configuration.\r\n if (this._imageProcessingConfiguration) {\r\n // Revert Exposure.\r\n this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);\r\n }\r\n\r\n this._computePrimaryColors();\r\n }\r\n\r\n /**\r\n * Compute the highlights and shadow colors according to their chosen levels.\r\n */\r\n private _computePrimaryColors(): void {\r\n if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {\r\n return;\r\n }\r\n\r\n // Find the highlight color based on the configuration.\r\n this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);\r\n this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);\r\n\r\n // Find the shadow color based on the configuration.\r\n this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);\r\n this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);\r\n this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);\r\n }\r\n\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public override buildUniformLayout(): void {\r\n // Order is important !\r\n this._uniformBuffer.addUniform(\"vPrimaryColor\", 4);\r\n this._uniformBuffer.addUniform(\"vPrimaryColorShadow\", 4);\r\n this._uniformBuffer.addUniform(\"vDiffuseInfos\", 2);\r\n this._uniformBuffer.addUniform(\"diffuseMatrix\", 16);\r\n this._uniformBuffer.addUniform(\"fFovMultiplier\", 1);\r\n this._uniformBuffer.addUniform(\"pointSize\", 1);\r\n this._uniformBuffer.addUniform(\"shadowLevel\", 1);\r\n this._uniformBuffer.addUniform(\"alpha\", 1);\r\n this._uniformBuffer.addUniform(\"vBackgroundCenter\", 3);\r\n this._uniformBuffer.addUniform(\"vReflectionControl\", 4);\r\n this._uniformBuffer.addUniform(\"projectedGroundInfos\", 2);\r\n\r\n PrepareUniformLayoutForIBL(this._uniformBuffer, true, false, false);\r\n\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Unbind the material.\r\n */\r\n public override unbind(): void {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", null);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", null);\r\n }\r\n\r\n super.unbind();\r\n }\r\n\r\n /**\r\n * Bind only the world matrix to the material.\r\n * @param world The world matrix to bind.\r\n */\r\n public override bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Bind the material for a dedicated submesh (every used meshes will be considered opaque).\r\n * @param world The world matrix to bind.\r\n * @param mesh the mesh to bind for.\r\n * @param subMesh The submesh to bind for.\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 = <BackgroundMaterialDefines>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\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n if (mustRebind) {\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n\r\n this.bindViewProjection(effect);\r\n\r\n const reflectionTexture = this._reflectionTexture;\r\n if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync || subMesh._drawWrapper._forceRebindOnNextCall) {\r\n // Texture uniforms\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, \"diffuse\");\r\n }\r\n\r\n BindIBLParameters(scene, defines, this._uniformBuffer, Color3.White(), reflectionTexture, false, true, false, false, false, false, this._reflectionBlur);\r\n }\r\n\r\n if (this.shadowLevel > 0) {\r\n this._uniformBuffer.updateFloat(\"shadowLevel\", this.shadowLevel);\r\n }\r\n this._uniformBuffer.updateFloat(\"alpha\", this.alpha);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._uniformBuffer.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryHighlightColor, 1.0);\r\n this._uniformBuffer.updateColor4(\"vPrimaryColorShadow\", this._primaryShadowColor, 1.0);\r\n } else {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryColor, 1.0);\r\n }\r\n }\r\n\r\n this._uniformBuffer.updateFloat(\"fFovMultiplier\", this._fovMultiplier);\r\n\r\n // Fresnel\r\n if (defines.REFLECTIONFRESNEL) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vReflectionControl\",\r\n this._reflectionControls.x,\r\n this._reflectionControls.y,\r\n this._reflectionControls.z,\r\n this._reflectionControls.w\r\n );\r\n }\r\n if ((defines.REFLECTIONFRESNEL && defines.REFLECTIONFALLOFF) || defines.OPACITYFRESNEL) {\r\n const center = TmpVectors.Vector3[0].copyFrom(this.sceneCenter).subtractInPlace(scene.floatingOriginOffset);\r\n this._uniformBuffer.updateFloat3(\"vBackgroundCenter\", center.x, center.y, center.z);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n BindIBLSamplers(scene, defines, this._uniformBuffer, reflectionTexture);\r\n }\r\n\r\n if (defines.PROJECTED_GROUND) {\r\n this._uniformBuffer.updateFloat2(\"projectedGroundInfos\", this.projectedGroundRadius, this.projectedGroundHeight);\r\n }\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, this, scene);\r\n\r\n scene.bindEyePosition(effect);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n if (mustRebind || !this.isFrozen) {\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n this.bindView(effect);\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect, true);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n\r\n this._uniformBuffer.update();\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\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._reflectionTexture === 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 return false;\r\n }\r\n\r\n /**\r\n * Dispose the material.\r\n * @param forceDisposeEffect Force disposal of the associated effect.\r\n * @param forceDisposeTextures Force disposal of the associated textures.\r\n */\r\n public override dispose(forceDisposeEffect: boolean = false, forceDisposeTextures: boolean = false): void {\r\n if (forceDisposeTextures) {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n if (this.reflectionTexture) {\r\n this.reflectionTexture.dispose();\r\n }\r\n }\r\n\r\n this._renderTargets.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): BackgroundMaterial {\r\n return SerializationHelper.Clone(() => new BackgroundMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.BackgroundMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"BackgroundMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"BackgroundMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a background material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated BackgroundMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial {\r\n return SerializationHelper.Parse(() => new BackgroundMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BackgroundMaterial\", BackgroundMaterial);\r\n"]}
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|
1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, serializeAsColor3, expandToProperty, serializeAsTexture, serializeAsVector3 } from \"../../Misc/decorators\";\r\nimport { SmartArray } from \"../../Misc/smartArray\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Nullable, int, float } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { TmpVectors, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { ImageProcessingDefinesMixin } from \"../../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { IShadowLight } from \"../../Lights/shadowLight\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\nimport { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport {\r\n BindBonesParameters,\r\n BindFogParameters,\r\n BindLights,\r\n BindLogDepth,\r\n BindTextureMatrix,\r\n BindIBLParameters,\r\n BindIBLSamplers,\r\n HandleFallbacksForShadows,\r\n PrepareAttributesForBones,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForLights,\r\n PrepareDefinesForIBL,\r\n PrepareDefinesForMergedUV,\r\n PrepareDefinesForMisc,\r\n PrepareDefinesForMultiview,\r\n PrepareUniformsAndSamplersList,\r\n PrepareUniformsAndSamplersForIBL,\r\n PrepareUniformLayoutForIBL,\r\n} from \"../materialHelper.functions\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport { ImageProcessingMixin } from \"../imageProcessing\";\r\n\r\nclass BackgroundMaterialDefinesBase extends MaterialDefines {}\r\n\r\n/**\r\n * Background material defines definition.\r\n * @internal Mainly internal Use\r\n */\r\nclass BackgroundMaterialDefines extends ImageProcessingDefinesMixin(BackgroundMaterialDefinesBase) {\r\n /**\r\n * True if the diffuse texture is in use.\r\n */\r\n public DIFFUSE = false;\r\n\r\n /**\r\n * The direct UV channel to use.\r\n */\r\n public DIFFUSEDIRECTUV = 0;\r\n\r\n /**\r\n * True if the diffuse texture is in gamma space.\r\n */\r\n public GAMMADIFFUSE = false;\r\n\r\n /**\r\n * True if the diffuse texture has opacity in the alpha channel.\r\n */\r\n public DIFFUSEHASALPHA = false;\r\n\r\n /**\r\n * True if you want the material to fade to transparent at grazing angle.\r\n */\r\n public OPACITYFRESNEL = false;\r\n\r\n /**\r\n * True if an extra blur needs to be added in the reflection.\r\n */\r\n public REFLECTIONBLUR = false;\r\n\r\n /**\r\n * True if you want the material to fade to reflection at grazing angle.\r\n */\r\n public REFLECTIONFRESNEL = false;\r\n\r\n /**\r\n * True if you want the material to falloff as far as you move away from the scene center.\r\n */\r\n public REFLECTIONFALLOFF = false;\r\n\r\n /**\r\n * False if the current Webgl implementation does not support the texture lod extension.\r\n */\r\n public TEXTURELODSUPPORT = false;\r\n\r\n /**\r\n * True to ensure the data are premultiplied.\r\n */\r\n public PREMULTIPLYALPHA = false;\r\n\r\n /**\r\n * True if the texture contains cooked RGB values and not gray scaled multipliers.\r\n */\r\n public USERGBCOLOR = false;\r\n\r\n /**\r\n * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color\r\n * stays aligned with the desired configuration.\r\n */\r\n public USEHIGHLIGHTANDSHADOWCOLORS = false;\r\n\r\n /**\r\n * True if only shadows must be rendered\r\n */\r\n public BACKMAT_SHADOWONLY = false;\r\n\r\n /**\r\n * True to add noise in order to reduce the banding effect.\r\n */\r\n public NOISE = false;\r\n\r\n /**\r\n * is the reflection texture in BGR color scheme?\r\n * Mainly used to solve a bug in ios10 video tag\r\n */\r\n public REFLECTIONBGR = false;\r\n\r\n /**\r\n * True if ground projection has been enabled.\r\n */\r\n public PROJECTED_GROUND = false;\r\n\r\n /** Defines whether reflection is enabled */\r\n public REFLECTION = false;\r\n /** Defines whether the reflection map is 3D */\r\n public REFLECTIONMAP_3D = false;\r\n /** Defines whether the reflection map is spherical */\r\n public REFLECTIONMAP_SPHERICAL = false;\r\n /** Defines whether the reflection map is planar */\r\n public REFLECTIONMAP_PLANAR = false;\r\n /** Defines whether the reflection map is cubic */\r\n public REFLECTIONMAP_CUBIC = false;\r\n /** Defines whether the reflection map is in projection mode */\r\n public REFLECTIONMAP_PROJECTION = false;\r\n /** Defines whether the reflection map is a skybox */\r\n public REFLECTIONMAP_SKYBOX = false;\r\n /** Defines whether the reflection map is explicit */\r\n public REFLECTIONMAP_EXPLICIT = false;\r\n /** Defines whether the reflection map is equirectangular */\r\n public REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n /** Defines whether the reflection map is fixed equirectangular */\r\n public REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n /** Defines whether the reflection map is mirrored fixed equirectangular */\r\n public REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n /** Defines whether the cubic map should be inverted */\r\n public INVERTCUBICMAP = false;\r\n /** Defines whether the reflection map uses opposite Z */\r\n public REFLECTIONMAP_OPPOSITEZ = false;\r\n /** Defines whether LOD is stored in the reflection alpha channel */\r\n public LODINREFLECTIONALPHA = false;\r\n /** Defines whether the reflection uses gamma space */\r\n public GAMMAREFLECTION = false;\r\n /** Defines whether the reflection is in RGBD format */\r\n public RGBDREFLECTION = false;\r\n /** Defines whether the equirectangular reflection uses a custom field of view */\r\n public EQUIRECTANGULAR_RELFECTION_FOV = false;\r\n\r\n /** Defines whether main UV1 channel is used */\r\n public MAINUV1 = false;\r\n /** Defines whether main UV2 channel is used */\r\n public MAINUV2 = false;\r\n /** Defines whether UV1 is used */\r\n public UV1 = false;\r\n /** Defines whether UV2 is used */\r\n public UV2 = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines whether point size is used */\r\n public POINTSIZE = false;\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether normals are available */\r\n public NORMAL = false;\r\n /** Defines the number of bone influencers */\r\n public NUM_BONE_INFLUENCERS = 0;\r\n /** Defines the number of bones per mesh */\r\n public BonesPerMesh = 0;\r\n /** Defines whether instances are used */\r\n public INSTANCES = false;\r\n /** Defines whether shadow uses float textures */\r\n public SHADOWFLOAT = false;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether non-uniform scaling is applied */\r\n public NONUNIFORMSCALING = false;\r\n /** Defines whether alpha testing is enabled */\r\n public ALPHATEST = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\nclass BackgroundMaterialBase extends ImageProcessingMixin(PushMaterial) {}\r\n/**\r\n * Background material used to create an efficient environment around your scene.\r\n * #157MGZ: simple test\r\n */\r\nexport class BackgroundMaterial extends BackgroundMaterialBase {\r\n /**\r\n * Standard reflectance value at parallel view angle.\r\n */\r\n public static StandardReflectance0 = 0.05;\r\n\r\n /**\r\n * Standard reflectance value at grazing angle.\r\n */\r\n public static StandardReflectance90 = 0.5;\r\n\r\n @serializeAsColor3()\r\n protected _primaryColor: Color3;\r\n /**\r\n * Key light Color (multiply against the environment texture)\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public primaryColor = Color3.White();\r\n\r\n @serializeAsColor3()\r\n protected __perceptualColor: Nullable<Color3>;\r\n /**\r\n * Experimental Internal Use Only.\r\n *\r\n * Key light Color in \"perceptual value\" meaning the color you would like to see on screen.\r\n * This acts as a helper to set the primary color to a more \"human friendly\" value.\r\n * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the\r\n * output color as close as possible from the chosen value.\r\n * (This does not account for contrast color grading and color curves as they are considered post effect and not directly\r\n * part of lighting setup.)\r\n */\r\n public get _perceptualColor(): Nullable<Color3> {\r\n return this.__perceptualColor;\r\n }\r\n public set _perceptualColor(value: Nullable<Color3>) {\r\n this.__perceptualColor = value;\r\n this._computePrimaryColorFromPerceptualColor();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorShadowLevel: float = 0;\r\n /**\r\n * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.\r\n * The color opposite to the primary color is used at the level chosen to define what the black area would look.\r\n */\r\n public get primaryColorShadowLevel(): float {\r\n return this._primaryColorShadowLevel;\r\n }\r\n public set primaryColorShadowLevel(value: float) {\r\n this._primaryColorShadowLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serialize()\r\n protected _primaryColorHighlightLevel: float = 0;\r\n /**\r\n * Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors.\r\n * The primary color is used at the level chosen to define what the white area would look.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public get primaryColorHighlightLevel(): float {\r\n return this._primaryColorHighlightLevel;\r\n }\r\n public set primaryColorHighlightLevel(value: float) {\r\n this._primaryColorHighlightLevel = value;\r\n this._computePrimaryColors();\r\n this._markAllSubMeshesAsLightsDirty();\r\n }\r\n\r\n @serializeAsTexture()\r\n protected _reflectionTexture: Nullable<BaseTexture>;\r\n /**\r\n * Reflection Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture> = null;\r\n\r\n @serialize()\r\n protected _reflectionBlur: float;\r\n /**\r\n * Reflection Texture level of blur.\r\n *\r\n * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the\r\n * texture twice.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionBlur: float = 0;\r\n\r\n @serializeAsTexture()\r\n protected _diffuseTexture: Nullable<BaseTexture>;\r\n /**\r\n * Diffuse Texture used in the material.\r\n * Should be author in a specific way for the best result (refer to the documentation).\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public diffuseTexture: Nullable<BaseTexture> = null;\r\n\r\n protected _shadowLights: Nullable<IShadowLight[]> = null;\r\n /**\r\n * Specify the list of lights casting shadow on the material.\r\n * All scene shadow lights will be included if null.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLights: Nullable<IShadowLight[]> = null;\r\n\r\n @serialize()\r\n protected _shadowLevel: float;\r\n /**\r\n * Helps adjusting the shadow to a softer level if required.\r\n * 0 means black shadows and 1 means no shadows.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public shadowLevel: float = 0;\r\n\r\n @serializeAsVector3()\r\n protected _sceneCenter: Vector3;\r\n /**\r\n * In case of opacity Fresnel or reflection falloff, this is use as a scene center.\r\n * It is usually zero but might be interesting to modify according to your setup.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public sceneCenter: Vector3 = Vector3.Zero();\r\n\r\n @serialize()\r\n protected _opacityFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off to the sky box at grazing angle.\r\n * This helps ensuring a nice transition when the camera goes under the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public opacityFresnel: boolean = true;\r\n\r\n @serialize()\r\n protected _reflectionFresnel: boolean;\r\n /**\r\n * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.\r\n * This helps adding a mirror texture on the ground.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFresnel: boolean = false;\r\n\r\n @serialize()\r\n protected _reflectionFalloffDistance: number;\r\n /**\r\n * This helps specifying the falloff radius off the reflection texture from the sceneCenter.\r\n * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionFalloffDistance: number = 0.0;\r\n\r\n @serialize()\r\n protected _reflectionAmount: number;\r\n /**\r\n * This specifies the weight of the reflection against the background in case of reflection Fresnel.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionAmount: number = 1.0;\r\n\r\n @serialize()\r\n protected _reflectionReflectance0: number;\r\n /**\r\n * This specifies the weight of the reflection at grazing angle.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance0: number = 0.05;\r\n\r\n @serialize()\r\n protected _reflectionReflectance90: number;\r\n /**\r\n * This specifies the weight of the reflection at a perpendicular point of view.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionReflectance90: number = 0.5;\r\n\r\n /**\r\n * Sets the reflection reflectance fresnel values according to the default standard\r\n * empirically know to work well :-)\r\n */\r\n public set reflectionStandardFresnelWeight(value: number) {\r\n let reflectionWeight = value;\r\n\r\n if (reflectionWeight < 0.5) {\r\n reflectionWeight = reflectionWeight * 2.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;\r\n } else {\r\n reflectionWeight = reflectionWeight * 2.0 - 1.0;\r\n this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;\r\n this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;\r\n }\r\n }\r\n\r\n @serialize()\r\n protected _useRGBColor: boolean;\r\n /**\r\n * Helps to directly use the maps channels instead of their level.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRGBColor: boolean = true;\r\n\r\n @serialize()\r\n protected _enableNoise: boolean;\r\n /**\r\n * This helps reducing the banding effect that could occur on the background.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableNoise: boolean = false;\r\n\r\n /**\r\n * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values \"zoom in\" and higher values \"zoom out\".\r\n * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.\r\n * Recommended to be keep at 1.0 except for special cases.\r\n */\r\n public get fovMultiplier(): number {\r\n return this._fovMultiplier;\r\n }\r\n public set fovMultiplier(value: number) {\r\n if (isNaN(value)) {\r\n value = 1.0;\r\n }\r\n this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));\r\n }\r\n private _fovMultiplier: float = 1.0;\r\n\r\n /**\r\n * Enable the FOV adjustment feature controlled by fovMultiplier.\r\n */\r\n public useEquirectangularFOV: boolean = false;\r\n\r\n @serialize()\r\n private _maxSimultaneousLights: int = 4;\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public maxSimultaneousLights: int = 4;\r\n\r\n @serialize()\r\n private _shadowOnly: boolean = false;\r\n /**\r\n * Make the material only render shadows\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public shadowOnly: boolean = false;\r\n\r\n /**\r\n * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.\r\n * Setting this flag to true (not done automatically!) will convert it back to RGB.\r\n */\r\n public switchToBGR: boolean = false;\r\n\r\n private _enableGroundProjection: boolean = false;\r\n /**\r\n * Enables the ground projection mode on the material.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public enableGroundProjection: boolean = false;\r\n\r\n /**\r\n * Defines the radius of the projected ground if enableGroundProjection is true.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n public projectedGroundRadius = 1000;\r\n\r\n /**\r\n * Defines the height of the projected ground if enableGroundProjection is true.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox#ground-projection\r\n */\r\n @serialize()\r\n public projectedGroundHeight = 10;\r\n\r\n // Temp values kept as cache in the material.\r\n private _renderTargets = new SmartArray<RenderTargetTexture>(16);\r\n private _reflectionControls = Vector4.Zero();\r\n private _white = Color3.White();\r\n private _primaryShadowColor = Color3.Black();\r\n private _primaryHighlightColor = Color3.Black();\r\n\r\n private _shadersLoaded = false;\r\n\r\n /**\r\n * Instantiates a Background 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 // Setup the default processing configuration to the scene.\r\n this._attachImageProcessingConfiguration(null);\r\n\r\n this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => {\r\n this._renderTargets.reset();\r\n\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._renderTargets.push(this._diffuseTexture as RenderTargetTexture);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._renderTargets.push(this._reflectionTexture as RenderTargetTexture);\r\n }\r\n\r\n return this._renderTargets;\r\n };\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * The entire material has been created in order to prevent overdraw.\r\n * @returns true if blending is enable\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return this.alpha < 1 || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha) || this._shadowOnly;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @param useInstances Specify wether or not the material is used with instances\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances: boolean = false): boolean {\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (drawWrapper.effect && 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 BackgroundMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <BackgroundMaterialDefines>subMesh.materialDefines;\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 // Lights\r\n PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);\r\n defines._needNormals = true;\r\n\r\n // Multiview\r\n PrepareDefinesForMultiview(scene, defines);\r\n\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n if (scene.texturesEnabled) {\r\n if (scene.getEngine().getCaps().textureLOD) {\r\n defines.TEXTURELODSUPPORT = true;\r\n }\r\n\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;\r\n defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;\r\n defines.OPACITYFRESNEL = this._opacityFresnel;\r\n } else {\r\n defines.DIFFUSE = false;\r\n defines.DIFFUSEDIRECTUV = 0;\r\n defines.DIFFUSEHASALPHA = false;\r\n defines.GAMMADIFFUSE = false;\r\n defines.OPACITYFRESNEL = false;\r\n }\r\n\r\n const reflectionTexture = this._reflectionTexture;\r\n PrepareDefinesForIBL(scene, reflectionTexture, defines);\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n if (!reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;\r\n defines.REFLECTIONBGR = this.switchToBGR;\r\n defines.REFLECTIONBLUR = this._reflectionBlur > 0;\r\n\r\n if (this.reflectionFresnel) {\r\n defines.REFLECTIONFRESNEL = true;\r\n defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;\r\n\r\n this._reflectionControls.x = this.reflectionAmount;\r\n this._reflectionControls.y = this.reflectionReflectance0;\r\n this._reflectionControls.z = this.reflectionReflectance90;\r\n this._reflectionControls.w = 1 / this.reflectionFalloffDistance;\r\n } else {\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n }\r\n } else {\r\n defines.REFLECTIONFRESNEL = false;\r\n defines.REFLECTIONFALLOFF = false;\r\n defines.REFLECTIONBLUR = false;\r\n }\r\n }\r\n\r\n defines.PREMULTIPLYALPHA = this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n defines.USERGBCOLOR = this._useRGBColor;\r\n defines.NOISE = this._enableNoise;\r\n }\r\n\r\n if (defines._areLightsDirty) {\r\n defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);\r\n defines.BACKMAT_SHADOWONLY = this._shadowOnly;\r\n }\r\n\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n\r\n if (defines._areMiscDirty) {\r\n if (defines.REFLECTIONMAP_3D && this._enableGroundProjection) {\r\n defines.PROJECTED_GROUND = true;\r\n defines.REFLECTIONMAP_SKYBOX = true;\r\n } else {\r\n defines.PROJECTED_GROUND = false;\r\n }\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 // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);\r\n\r\n // Attribs\r\n if (PrepareDefinesForAttributes(mesh, defines, false, true, false)) {\r\n if (mesh) {\r\n if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n mesh.createNormals(true);\r\n Logger.Warn(\"BackgroundMaterial: Normals have been created for the mesh: \" + mesh.name);\r\n }\r\n }\r\n }\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(0, \"FOG\");\r\n }\r\n\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(1, \"POINTSIZE\");\r\n }\r\n\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n\r\n HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\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 PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"viewProjection\",\r\n \"vEyePosition\",\r\n \"vLightsType\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"pointSize\",\r\n \"mBones\",\r\n\r\n \"vPrimaryColor\",\r\n \"vPrimaryColorShadow\",\r\n \"fFovMultiplier\",\r\n\r\n \"shadowLevel\",\r\n \"alpha\",\r\n\r\n \"vBackgroundCenter\",\r\n \"vReflectionControl\",\r\n\r\n \"vDiffuseInfos\",\r\n \"diffuseMatrix\",\r\n\r\n \"projectedGroundInfos\",\r\n \"logarithmicDepthConstant\",\r\n ];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n const samplers = [\"diffuseSampler\"];\r\n PrepareUniformsAndSamplersForIBL(uniforms, samplers, false);\r\n const uniformBuffers = [\"Material\", \"Scene\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\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 const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"background\",\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(\"../../ShadersWGSL/background.vertex\"), import(\"../../ShadersWGSL/background.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/background.vertex\"), import(\"../../Shaders/background.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n\r\n this.buildUniformLayout();\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 this._checkScenePerformancePriority();\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Compute the primary color according to the chosen perceptual color.\r\n */\r\n private _computePrimaryColorFromPerceptualColor(): void {\r\n if (!this.__perceptualColor) {\r\n return;\r\n }\r\n\r\n this._primaryColor.copyFrom(this.__perceptualColor);\r\n\r\n // Revert gamma space.\r\n this._primaryColor.toLinearSpaceToRef(this._primaryColor, this.getScene().getEngine().useExactSrgbConversions);\r\n\r\n // Revert image processing configuration.\r\n if (this._imageProcessingConfiguration) {\r\n // Revert Exposure.\r\n this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);\r\n }\r\n\r\n this._computePrimaryColors();\r\n }\r\n\r\n /**\r\n * Compute the highlights and shadow colors according to their chosen levels.\r\n */\r\n private _computePrimaryColors(): void {\r\n if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {\r\n return;\r\n }\r\n\r\n // Find the highlight color based on the configuration.\r\n this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);\r\n this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);\r\n\r\n // Find the shadow color based on the configuration.\r\n this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);\r\n this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);\r\n this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);\r\n }\r\n\r\n /**\r\n * Build the uniform buffer used in the material.\r\n */\r\n public override buildUniformLayout(): void {\r\n // Order is important !\r\n this._uniformBuffer.addUniform(\"vPrimaryColor\", 4);\r\n this._uniformBuffer.addUniform(\"vPrimaryColorShadow\", 4);\r\n this._uniformBuffer.addUniform(\"vDiffuseInfos\", 2);\r\n this._uniformBuffer.addUniform(\"diffuseMatrix\", 16);\r\n this._uniformBuffer.addUniform(\"fFovMultiplier\", 1);\r\n this._uniformBuffer.addUniform(\"pointSize\", 1);\r\n this._uniformBuffer.addUniform(\"shadowLevel\", 1);\r\n this._uniformBuffer.addUniform(\"alpha\", 1);\r\n this._uniformBuffer.addUniform(\"vBackgroundCenter\", 3);\r\n this._uniformBuffer.addUniform(\"vReflectionControl\", 4);\r\n this._uniformBuffer.addUniform(\"projectedGroundInfos\", 2);\r\n\r\n PrepareUniformLayoutForIBL(this._uniformBuffer, true, false, false);\r\n\r\n this._uniformBuffer.create();\r\n }\r\n\r\n /**\r\n * Unbind the material.\r\n */\r\n public override unbind(): void {\r\n if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", null);\r\n }\r\n\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._uniformBuffer.setTexture(\"reflectionSampler\", null);\r\n }\r\n\r\n super.unbind();\r\n }\r\n\r\n /**\r\n * Bind only the world matrix to the material.\r\n * @param world The world matrix to bind.\r\n */\r\n public override bindOnlyWorldMatrix(world: Matrix): void {\r\n this._activeEffect!.setMatrix(\"world\", world);\r\n }\r\n\r\n /**\r\n * Bind the material for a dedicated submesh (every used meshes will be considered opaque).\r\n * @param world The world matrix to bind.\r\n * @param mesh the mesh to bind for.\r\n * @param subMesh The submesh to bind for.\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 = <BackgroundMaterialDefines>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\r\n // Bones\r\n BindBonesParameters(mesh, this._activeEffect);\r\n\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n if (mustRebind) {\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n\r\n this.bindViewProjection(effect);\r\n\r\n const reflectionTexture = this._reflectionTexture;\r\n if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync || subMesh._drawWrapper._forceRebindOnNextCall) {\r\n // Texture uniforms\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, \"diffuse\");\r\n }\r\n\r\n BindIBLParameters(scene, defines, this._uniformBuffer, Color3.White(), reflectionTexture, false, true, false, false, false, false, this._reflectionBlur);\r\n }\r\n\r\n if (this.shadowLevel > 0) {\r\n this._uniformBuffer.updateFloat(\"shadowLevel\", this.shadowLevel);\r\n }\r\n this._uniformBuffer.updateFloat(\"alpha\", this.alpha);\r\n\r\n // Point size\r\n if (this.pointsCloud) {\r\n this._uniformBuffer.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n\r\n if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryHighlightColor, 1.0);\r\n this._uniformBuffer.updateColor4(\"vPrimaryColorShadow\", this._primaryShadowColor, 1.0);\r\n } else {\r\n this._uniformBuffer.updateColor4(\"vPrimaryColor\", this._primaryColor, 1.0);\r\n }\r\n }\r\n\r\n this._uniformBuffer.updateFloat(\"fFovMultiplier\", this._fovMultiplier);\r\n\r\n // Fresnel\r\n if (defines.REFLECTIONFRESNEL) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vReflectionControl\",\r\n this._reflectionControls.x,\r\n this._reflectionControls.y,\r\n this._reflectionControls.z,\r\n this._reflectionControls.w\r\n );\r\n }\r\n if ((defines.REFLECTIONFRESNEL && defines.REFLECTIONFALLOFF) || defines.OPACITYFRESNEL) {\r\n const center = TmpVectors.Vector3[0].copyFrom(this.sceneCenter).subtractInPlace(scene.floatingOriginOffset);\r\n this._uniformBuffer.updateFloat3(\"vBackgroundCenter\", center.x, center.y, center.z);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && MaterialFlags.DiffuseTextureEnabled) {\r\n this._uniformBuffer.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n\r\n if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {\r\n BindIBLSamplers(scene, defines, this._uniformBuffer, reflectionTexture);\r\n }\r\n\r\n if (defines.PROJECTED_GROUND) {\r\n this._uniformBuffer.updateFloat2(\"projectedGroundInfos\", this.projectedGroundRadius, this.projectedGroundHeight);\r\n }\r\n }\r\n\r\n // Clip plane\r\n BindClipPlane(this._activeEffect, this, scene);\r\n\r\n scene.bindEyePosition(effect);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._uniformBuffer.bindToEffect(effect, \"Material\");\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n if (mustRebind || !this.isFrozen) {\r\n if (scene.lightsEnabled) {\r\n BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights);\r\n }\r\n\r\n // View\r\n this.bindView(effect);\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, this._activeEffect, true);\r\n\r\n // Log. depth\r\n if (this._useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // image processing\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n\r\n this._uniformBuffer.update();\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\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._reflectionTexture === 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 return false;\r\n }\r\n\r\n /**\r\n * Dispose the material.\r\n * @param forceDisposeEffect Force disposal of the associated effect.\r\n * @param forceDisposeTextures Force disposal of the associated textures.\r\n */\r\n public override dispose(forceDisposeEffect: boolean = false, forceDisposeTextures: boolean = false): void {\r\n if (forceDisposeTextures) {\r\n if (this.diffuseTexture) {\r\n this.diffuseTexture.dispose();\r\n }\r\n if (this.reflectionTexture) {\r\n this.reflectionTexture.dispose();\r\n }\r\n }\r\n\r\n this._renderTargets.dispose();\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): BackgroundMaterial {\r\n return SerializationHelper.Clone(() => new BackgroundMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.BackgroundMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"BackgroundMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"BackgroundMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a background material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated BackgroundMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial {\r\n return SerializationHelper.Parse(() => new BackgroundMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BackgroundMaterial\", BackgroundMaterial);\r\n"]}
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import type { Nullable } from "../../types.js";
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import type { Scene } from "../../scene.js";
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import type { AbstractEngine } from "../../Engines/abstractEngine.js";
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import type { SubMesh } from "../../Meshes/subMesh.js";
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import type { UniformBuffer } from "../uniformBuffer.js";
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import type { MaterialDefines } from "../materialDefines.js";
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import { MaterialPluginBase } from "../materialPluginBase.js";
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import { ShaderLanguage } from "../shaderLanguage.js";
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import type { GaussianSplattingMaterial } from "./gaussianSplattingMaterial.js";
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/**
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* Plugin for GaussianSplattingMaterial that replaces per-splat color output with
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* a pre-computed picking color for GPU-based hit testing.
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*
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* The picking color is computed on the CPU by encoding a 24-bit picking ID as RGB
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* (matching the readback decoding in GPUPicker).
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* @experimental
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*/
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export declare class GaussianSplattingGpuPickingMaterialPlugin extends MaterialPluginBase {
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private _pickingColor;
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private _isCompound;
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private _partPickingColors;
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private _maxPartCount;
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/**
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* Creates a new GaussianSplattingGpuPickingMaterialPlugin.
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* @param material The GaussianSplattingMaterial to attach the plugin to.
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* @param maxPartCount The maximum number of parts supported for compound meshes.
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*/
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constructor(material: GaussianSplattingMaterial, maxPartCount?: number);
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/**
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* Encodes a 24-bit picking ID into normalized RGB components.
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* @param id The picking ID to encode
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* @returns A tuple [r, g, b] with values in [0, 1]
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*/
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static EncodeIdToColor(id: number): [number, number, number];
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/**
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* Sets the picking color for a non-compound mesh from a picking ID.
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* The ID is encoded into an RGB color on the CPU.
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* @param id The 24-bit picking ID.
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*/
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set meshId(id: number);
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/**
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* Sets whether this material is for a compound mesh with per-part picking.
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*/
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set isCompound(value: boolean);
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/**
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* Gets whether this material is for a compound mesh with per-part picking.
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*/
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get isCompound(): boolean;
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/**
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* Sets the per-part picking colors from an array of picking IDs.
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* Each ID is encoded into an RGB color on the CPU.
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* @param ids Array mapping part index to picking ID.
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*/
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set partMeshIds(ids: number[]);
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/**
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* @returns the class name
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*/
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getClassName(): string;
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/**
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* Indicates this plugin supports both GLSL and WGSL.
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* @param shaderLanguage the shader language to check
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* @returns true for GLSL and WGSL
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*/
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isCompatible(shaderLanguage: ShaderLanguage): boolean;
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/**
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* Always ready — no textures or async resources to wait on.
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* @param _defines the defines
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* @param _scene the scene
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* @param _engine the engine
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* @param _subMesh the submesh
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* @returns true
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*/
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isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean;
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/**
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* Returns custom shader code to inject GPU picking color output.
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*
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* @param shaderType "vertex" or "fragment"
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* @param shaderLanguage the shader language to use (default: GLSL)
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* @returns null or a map of injection point names to code strings
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*/
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getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): Nullable<{
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[pointName: string]: string;
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}>;
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private _getCustomCodeGLSL;
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private _getCustomCodeWGSL;
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/**
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* Registers the picking uniforms with the engine.
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* @returns uniform descriptions
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*/
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getUniforms(): {
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ubo?: Array<{
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name: string;
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size?: number;
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type?: string;
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arraySize?: number;
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}>;
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vertex?: string;
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fragment?: string;
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externalUniforms?: string[];
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};
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/**
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* Binds the picking color uniform(s) each frame.
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* @param _uniformBuffer the uniform buffer (unused — we bind directly on the effect)
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* @param _scene the current scene
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* @param _engine the current engine
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* @param subMesh the submesh being rendered
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*/
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bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void;
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}
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