@onerjs/materials 8.23.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (231) hide show
  1. package/cell/cell.fragment.d.ts +19 -0
  2. package/cell/cell.fragment.js +100 -0
  3. package/cell/cell.fragment.js.map +1 -0
  4. package/cell/cell.vertex.d.ts +21 -0
  5. package/cell/cell.vertex.js +96 -0
  6. package/cell/cell.vertex.js.map +1 -0
  7. package/cell/cellMaterial.d.ts +37 -0
  8. package/cell/cellMaterial.js +312 -0
  9. package/cell/cellMaterial.js.map +1 -0
  10. package/cell/index.d.ts +1 -0
  11. package/cell/index.js +2 -0
  12. package/cell/index.js.map +1 -0
  13. package/custom/customMaterial.d.ts +280 -0
  14. package/custom/customMaterial.js +355 -0
  15. package/custom/customMaterial.js.map +1 -0
  16. package/custom/index.d.ts +2 -0
  17. package/custom/index.js +3 -0
  18. package/custom/index.js.map +1 -0
  19. package/custom/pbrCustomMaterial.d.ts +299 -0
  20. package/custom/pbrCustomMaterial.js +397 -0
  21. package/custom/pbrCustomMaterial.js.map +1 -0
  22. package/fire/fire.fragment.d.ts +13 -0
  23. package/fire/fire.fragment.js +65 -0
  24. package/fire/fire.fragment.js.map +1 -0
  25. package/fire/fire.vertex.d.ts +18 -0
  26. package/fire/fire.vertex.js +80 -0
  27. package/fire/fire.vertex.js.map +1 -0
  28. package/fire/fireMaterial.d.ts +38 -0
  29. package/fire/fireMaterial.js +342 -0
  30. package/fire/fireMaterial.js.map +1 -0
  31. package/fire/index.d.ts +1 -0
  32. package/fire/index.js +2 -0
  33. package/fire/index.js.map +1 -0
  34. package/fur/fur.fragment.d.ts +19 -0
  35. package/fur/fur.fragment.js +94 -0
  36. package/fur/fur.fragment.js.map +1 -0
  37. package/fur/fur.vertex.d.ts +21 -0
  38. package/fur/fur.vertex.js +126 -0
  39. package/fur/fur.vertex.js.map +1 -0
  40. package/fur/furMaterial.d.ts +57 -0
  41. package/fur/furMaterial.js +505 -0
  42. package/fur/furMaterial.js.map +1 -0
  43. package/fur/index.d.ts +1 -0
  44. package/fur/index.js +2 -0
  45. package/fur/index.js.map +1 -0
  46. package/gradient/gradient.fragment.d.ts +19 -0
  47. package/gradient/gradient.fragment.js +80 -0
  48. package/gradient/gradient.fragment.js.map +1 -0
  49. package/gradient/gradient.vertex.d.ts +21 -0
  50. package/gradient/gradient.vertex.js +87 -0
  51. package/gradient/gradient.vertex.js.map +1 -0
  52. package/gradient/gradientMaterial.d.ts +37 -0
  53. package/gradient/gradientMaterial.js +283 -0
  54. package/gradient/gradientMaterial.js.map +1 -0
  55. package/gradient/index.d.ts +1 -0
  56. package/gradient/index.js +2 -0
  57. package/gradient/index.js.map +1 -0
  58. package/grid/grid.fragment.d.ts +12 -0
  59. package/grid/grid.fragment.js +79 -0
  60. package/grid/grid.fragment.js.map +1 -0
  61. package/grid/grid.vertex.d.ts +15 -0
  62. package/grid/grid.vertex.js +60 -0
  63. package/grid/grid.vertex.js.map +1 -0
  64. package/grid/gridMaterial.d.ts +85 -0
  65. package/grid/gridMaterial.js +308 -0
  66. package/grid/gridMaterial.js.map +1 -0
  67. package/grid/index.d.ts +1 -0
  68. package/grid/index.js +2 -0
  69. package/grid/index.js.map +1 -0
  70. package/index.d.ts +15 -0
  71. package/index.js +17 -0
  72. package/index.js.map +1 -0
  73. package/lava/index.d.ts +1 -0
  74. package/lava/index.js +2 -0
  75. package/lava/index.js.map +1 -0
  76. package/lava/lava.fragment.d.ts +19 -0
  77. package/lava/lava.fragment.js +89 -0
  78. package/lava/lava.fragment.js.map +1 -0
  79. package/lava/lava.vertex.d.ts +21 -0
  80. package/lava/lava.vertex.js +113 -0
  81. package/lava/lava.vertex.js.map +1 -0
  82. package/lava/lavaMaterial.d.ts +45 -0
  83. package/lava/lavaMaterial.js +402 -0
  84. package/lava/lavaMaterial.js.map +1 -0
  85. package/legacy/legacy-cell.d.ts +1 -0
  86. package/legacy/legacy-cell.js +14 -0
  87. package/legacy/legacy-cell.js.map +1 -0
  88. package/legacy/legacy-custom.d.ts +1 -0
  89. package/legacy/legacy-custom.js +14 -0
  90. package/legacy/legacy-custom.js.map +1 -0
  91. package/legacy/legacy-fire.d.ts +1 -0
  92. package/legacy/legacy-fire.js +14 -0
  93. package/legacy/legacy-fire.js.map +1 -0
  94. package/legacy/legacy-fur.d.ts +1 -0
  95. package/legacy/legacy-fur.js +14 -0
  96. package/legacy/legacy-fur.js.map +1 -0
  97. package/legacy/legacy-gradient.d.ts +1 -0
  98. package/legacy/legacy-gradient.js +14 -0
  99. package/legacy/legacy-gradient.js.map +1 -0
  100. package/legacy/legacy-grid.d.ts +1 -0
  101. package/legacy/legacy-grid.js +14 -0
  102. package/legacy/legacy-grid.js.map +1 -0
  103. package/legacy/legacy-lava.d.ts +1 -0
  104. package/legacy/legacy-lava.js +14 -0
  105. package/legacy/legacy-lava.js.map +1 -0
  106. package/legacy/legacy-mix.d.ts +1 -0
  107. package/legacy/legacy-mix.js +14 -0
  108. package/legacy/legacy-mix.js.map +1 -0
  109. package/legacy/legacy-normal.d.ts +1 -0
  110. package/legacy/legacy-normal.js +14 -0
  111. package/legacy/legacy-normal.js.map +1 -0
  112. package/legacy/legacy-shadowOnly.d.ts +1 -0
  113. package/legacy/legacy-shadowOnly.js +14 -0
  114. package/legacy/legacy-shadowOnly.js.map +1 -0
  115. package/legacy/legacy-simple.d.ts +1 -0
  116. package/legacy/legacy-simple.js +14 -0
  117. package/legacy/legacy-simple.js.map +1 -0
  118. package/legacy/legacy-sky.d.ts +1 -0
  119. package/legacy/legacy-sky.js +14 -0
  120. package/legacy/legacy-sky.js.map +1 -0
  121. package/legacy/legacy-terrain.d.ts +1 -0
  122. package/legacy/legacy-terrain.js +14 -0
  123. package/legacy/legacy-terrain.js.map +1 -0
  124. package/legacy/legacy-triPlanar.d.ts +1 -0
  125. package/legacy/legacy-triPlanar.js +14 -0
  126. package/legacy/legacy-triPlanar.js.map +1 -0
  127. package/legacy/legacy-water.d.ts +1 -0
  128. package/legacy/legacy-water.js +14 -0
  129. package/legacy/legacy-water.js.map +1 -0
  130. package/legacy/legacy.d.ts +1 -0
  131. package/legacy/legacy.js +17 -0
  132. package/legacy/legacy.js.map +1 -0
  133. package/license.md +71 -0
  134. package/mix/index.d.ts +1 -0
  135. package/mix/index.js +2 -0
  136. package/mix/index.js.map +1 -0
  137. package/mix/mix.fragment.d.ts +19 -0
  138. package/mix/mix.fragment.js +106 -0
  139. package/mix/mix.fragment.js.map +1 -0
  140. package/mix/mix.vertex.d.ts +21 -0
  141. package/mix/mix.vertex.js +96 -0
  142. package/mix/mix.vertex.js.map +1 -0
  143. package/mix/mixMaterial.d.ts +65 -0
  144. package/mix/mixMaterial.js +508 -0
  145. package/mix/mixMaterial.js.map +1 -0
  146. package/normal/index.d.ts +1 -0
  147. package/normal/index.js +2 -0
  148. package/normal/index.js.map +1 -0
  149. package/normal/normal.fragment.d.ts +19 -0
  150. package/normal/normal.fragment.js +85 -0
  151. package/normal/normal.fragment.js.map +1 -0
  152. package/normal/normal.vertex.d.ts +20 -0
  153. package/normal/normal.vertex.js +88 -0
  154. package/normal/normal.vertex.js.map +1 -0
  155. package/normal/normalMaterial.d.ts +36 -0
  156. package/normal/normalMaterial.js +345 -0
  157. package/normal/normalMaterial.js.map +1 -0
  158. package/package.json +47 -0
  159. package/readme.md +30 -0
  160. package/shadowOnly/index.d.ts +1 -0
  161. package/shadowOnly/index.js +2 -0
  162. package/shadowOnly/index.js.map +1 -0
  163. package/shadowOnly/shadowOnly.fragment.d.ts +20 -0
  164. package/shadowOnly/shadowOnly.fragment.js +60 -0
  165. package/shadowOnly/shadowOnly.fragment.js.map +1 -0
  166. package/shadowOnly/shadowOnly.vertex.d.ts +22 -0
  167. package/shadowOnly/shadowOnly.vertex.js +69 -0
  168. package/shadowOnly/shadowOnly.vertex.js.map +1 -0
  169. package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
  170. package/shadowOnly/shadowOnlyMaterial.js +243 -0
  171. package/shadowOnly/shadowOnlyMaterial.js.map +1 -0
  172. package/simple/index.d.ts +1 -0
  173. package/simple/index.js +2 -0
  174. package/simple/index.js.map +1 -0
  175. package/simple/simple.fragment.d.ts +19 -0
  176. package/simple/simple.fragment.js +81 -0
  177. package/simple/simple.fragment.js.map +1 -0
  178. package/simple/simple.vertex.d.ts +21 -0
  179. package/simple/simple.vertex.js +96 -0
  180. package/simple/simple.vertex.js.map +1 -0
  181. package/simple/simpleMaterial.d.ts +35 -0
  182. package/simple/simpleMaterial.js +303 -0
  183. package/simple/simpleMaterial.js.map +1 -0
  184. package/sky/index.d.ts +1 -0
  185. package/sky/index.js +2 -0
  186. package/sky/index.js.map +1 -0
  187. package/sky/sky.fragment.d.ts +13 -0
  188. package/sky/sky.fragment.js +81 -0
  189. package/sky/sky.fragment.js.map +1 -0
  190. package/sky/sky.vertex.d.ts +11 -0
  191. package/sky/sky.vertex.js +47 -0
  192. package/sky/sky.vertex.js.map +1 -0
  193. package/sky/skyMaterial.d.ts +151 -0
  194. package/sky/skyMaterial.js +367 -0
  195. package/sky/skyMaterial.js.map +1 -0
  196. package/terrain/index.d.ts +1 -0
  197. package/terrain/index.js +2 -0
  198. package/terrain/index.js.map +1 -0
  199. package/terrain/terrain.fragment.d.ts +19 -0
  200. package/terrain/terrain.fragment.js +110 -0
  201. package/terrain/terrain.fragment.js.map +1 -0
  202. package/terrain/terrain.vertex.d.ts +21 -0
  203. package/terrain/terrain.vertex.js +96 -0
  204. package/terrain/terrain.vertex.js.map +1 -0
  205. package/terrain/terrainMaterial.d.ts +50 -0
  206. package/terrain/terrainMaterial.js +445 -0
  207. package/terrain/terrainMaterial.js.map +1 -0
  208. package/triPlanar/index.d.ts +1 -0
  209. package/triPlanar/index.js +2 -0
  210. package/triPlanar/index.js.map +1 -0
  211. package/triPlanar/triPlanarMaterial.d.ts +49 -0
  212. package/triPlanar/triPlanarMaterial.js +421 -0
  213. package/triPlanar/triPlanarMaterial.js.map +1 -0
  214. package/triPlanar/triplanar.fragment.d.ts +19 -0
  215. package/triPlanar/triplanar.fragment.js +126 -0
  216. package/triPlanar/triplanar.fragment.js.map +1 -0
  217. package/triPlanar/triplanar.vertex.d.ts +22 -0
  218. package/triPlanar/triplanar.vertex.js +101 -0
  219. package/triPlanar/triplanar.vertex.js.map +1 -0
  220. package/water/index.d.ts +1 -0
  221. package/water/index.js +2 -0
  222. package/water/index.js.map +1 -0
  223. package/water/water.fragment.d.ts +19 -0
  224. package/water/water.fragment.js +160 -0
  225. package/water/water.fragment.js.map +1 -0
  226. package/water/water.vertex.d.ts +21 -0
  227. package/water/water.vertex.js +125 -0
  228. package/water/water.vertex.js.map +1 -0
  229. package/water/waterMaterial.d.ts +141 -0
  230. package/water/waterMaterial.js +729 -0
  231. package/water/waterMaterial.js.map +1 -0
@@ -0,0 +1,355 @@
1
+ import { Effect } from "@babylonjs/core/Materials/effect.js";
2
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
3
+ import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
4
+ import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
5
+ import "@babylonjs/core/Shaders/default.vertex.js";
6
+ import "@babylonjs/core/Shaders/default.fragment.js";
7
+ /**
8
+ * Structure of a custom shader
9
+ */
10
+ export class CustomShaderStructure {
11
+ constructor() { }
12
+ }
13
+ /**
14
+ * Parts of a shader
15
+ */
16
+ export class ShaderSpecialParts {
17
+ constructor() { }
18
+ }
19
+ /**
20
+ * Customized material
21
+ */
22
+ export class CustomMaterial extends StandardMaterial {
23
+ /**
24
+ * Runs after the material is bound to a mesh
25
+ * @param mesh mesh bound
26
+ * @param effect bound effect used to render
27
+ */
28
+ AttachAfterBind(mesh, effect) {
29
+ if (this._newUniformInstances) {
30
+ for (const el in this._newUniformInstances) {
31
+ const ea = el.toString().split("-");
32
+ if (ea[0] == "vec2") {
33
+ effect.setVector2(ea[1], this._newUniformInstances[el]);
34
+ }
35
+ else if (ea[0] == "vec3") {
36
+ if (this._newUniformInstances[el] instanceof Color3) {
37
+ effect.setColor3(ea[1], this._newUniformInstances[el]);
38
+ }
39
+ else {
40
+ effect.setVector3(ea[1], this._newUniformInstances[el]);
41
+ }
42
+ }
43
+ else if (ea[0] == "vec4") {
44
+ if (this._newUniformInstances[el] instanceof Color4) {
45
+ effect.setDirectColor4(ea[1], this._newUniformInstances[el]);
46
+ }
47
+ else {
48
+ effect.setVector4(ea[1], this._newUniformInstances[el]);
49
+ }
50
+ effect.setVector4(ea[1], this._newUniformInstances[el]);
51
+ }
52
+ else if (ea[0] == "mat4") {
53
+ effect.setMatrix(ea[1], this._newUniformInstances[el]);
54
+ }
55
+ else if (ea[0] == "float") {
56
+ effect.setFloat(ea[1], this._newUniformInstances[el]);
57
+ }
58
+ }
59
+ }
60
+ if (this._newSamplerInstances) {
61
+ for (const el in this._newSamplerInstances) {
62
+ const ea = el.toString().split("-");
63
+ if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
64
+ effect.setTexture(ea[1], this._newSamplerInstances[el]);
65
+ }
66
+ }
67
+ }
68
+ }
69
+ /**
70
+ * @internal
71
+ */
72
+ ReviewUniform(name, arr) {
73
+ if (name == "uniform" && this._newUniforms) {
74
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
75
+ if (this._customUniform[ind].indexOf("sampler") == -1) {
76
+ arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
77
+ }
78
+ }
79
+ }
80
+ if (name == "sampler" && this._newUniforms) {
81
+ for (let ind = 0; ind < this._newUniforms.length; ind++) {
82
+ if (this._customUniform[ind].indexOf("sampler") != -1) {
83
+ arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
84
+ }
85
+ }
86
+ }
87
+ return arr;
88
+ }
89
+ /**
90
+ * Builds the material
91
+ * @param shaderName name of the shader
92
+ * @param uniforms list of uniforms
93
+ * @param uniformBuffers list of uniform buffers
94
+ * @param samplers list of samplers
95
+ * @param defines list of defines
96
+ * @param attributes list of attributes
97
+ * @returns the shader name
98
+ */
99
+ Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
100
+ if (attributes && this._customAttributes && this._customAttributes.length > 0) {
101
+ attributes.push(...this._customAttributes);
102
+ }
103
+ this.ReviewUniform("uniform", uniforms);
104
+ this.ReviewUniform("sampler", samplers);
105
+ const name = this._createdShaderName;
106
+ if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
107
+ return name;
108
+ }
109
+ Effect.ShadersStore[name + "VertexShader"] = this._injectCustomCode(this.VertexShader, "vertex");
110
+ Effect.ShadersStore[name + "PixelShader"] = this._injectCustomCode(this.FragmentShader, "fragment");
111
+ return name;
112
+ }
113
+ _injectCustomCode(code, shaderType) {
114
+ const customCode = this._getCustomCode(shaderType);
115
+ for (const point in customCode) {
116
+ const injectedCode = customCode[point];
117
+ if (injectedCode && injectedCode.length > 0) {
118
+ const fullPointName = "#define " + point;
119
+ code = code.replace(fullPointName, "\n" + injectedCode + "\n" + fullPointName);
120
+ }
121
+ }
122
+ return code;
123
+ }
124
+ _getCustomCode(shaderType) {
125
+ if (shaderType === "vertex") {
126
+ return {
127
+ CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,
128
+ CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join("\n") || "") + (this.CustomParts.Vertex_Definitions || ""),
129
+ CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,
130
+ CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,
131
+ CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,
132
+ CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,
133
+ CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,
134
+ };
135
+ }
136
+ return {
137
+ CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,
138
+ CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join("\n") || "") + (this.CustomParts.Fragment_Definitions || ""),
139
+ CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,
140
+ CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,
141
+ CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,
142
+ CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,
143
+ CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,
144
+ CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,
145
+ CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,
146
+ };
147
+ }
148
+ constructor(name, scene) {
149
+ super(name, scene, true);
150
+ this.CustomParts = new ShaderSpecialParts();
151
+ this.customShaderNameResolve = this.Builder;
152
+ this.FragmentShader = Effect.ShadersStore["defaultPixelShader"];
153
+ this.VertexShader = Effect.ShadersStore["defaultVertexShader"];
154
+ CustomMaterial.ShaderIndexer++;
155
+ this._createdShaderName = "custom_" + CustomMaterial.ShaderIndexer;
156
+ }
157
+ _afterBind(mesh, effect = null, subMesh) {
158
+ if (!effect) {
159
+ return;
160
+ }
161
+ this.AttachAfterBind(mesh, effect);
162
+ try {
163
+ super._afterBind(mesh, effect, subMesh);
164
+ }
165
+ catch (e) { }
166
+ }
167
+ /**
168
+ * Adds a new uniform to the shader
169
+ * @param name the name of the uniform to add
170
+ * @param kind the type of the uniform to add
171
+ * @param param the value of the uniform to add
172
+ * @returns the current material
173
+ */
174
+ AddUniform(name, kind, param) {
175
+ if (!this._customUniform) {
176
+ this._customUniform = [];
177
+ this._newUniforms = [];
178
+ this._newSamplerInstances = {};
179
+ this._newUniformInstances = {};
180
+ }
181
+ if (param) {
182
+ if (kind.indexOf("sampler") != -1) {
183
+ this._newSamplerInstances[kind + "-" + name] = param;
184
+ }
185
+ else {
186
+ this._newUniformInstances[kind + "-" + name] = param;
187
+ }
188
+ }
189
+ this._customUniform.push("uniform " + kind + " " + name + ";");
190
+ this._newUniforms.push(name);
191
+ return this;
192
+ }
193
+ /**
194
+ * Adds a custom attribute
195
+ * @param name the name of the attribute
196
+ * @returns the current material
197
+ */
198
+ AddAttribute(name) {
199
+ if (!this._customAttributes) {
200
+ this._customAttributes = [];
201
+ }
202
+ this._customAttributes.push(name);
203
+ return this;
204
+ }
205
+ /**
206
+ * Sets the code on Fragment_Begin portion
207
+ * @param shaderPart the code string
208
+ * @returns the current material
209
+ */
210
+ Fragment_Begin(shaderPart) {
211
+ this.CustomParts.Fragment_Begin = shaderPart;
212
+ return this;
213
+ }
214
+ /**
215
+ * Sets the code on Fragment_Definitions portion
216
+ * @param shaderPart the code string
217
+ * @returns the current material
218
+ */
219
+ Fragment_Definitions(shaderPart) {
220
+ this.CustomParts.Fragment_Definitions = shaderPart;
221
+ return this;
222
+ }
223
+ /**
224
+ * Sets the code on Fragment_MainBegin portion
225
+ * @param shaderPart the code string
226
+ * @returns the current material
227
+ */
228
+ Fragment_MainBegin(shaderPart) {
229
+ this.CustomParts.Fragment_MainBegin = shaderPart;
230
+ return this;
231
+ }
232
+ /**
233
+ * Sets the code on Fragment_MainEnd portion
234
+ * @param shaderPart the code string
235
+ * @returns the current material
236
+ */
237
+ Fragment_MainEnd(shaderPart) {
238
+ this.CustomParts.Fragment_MainEnd = shaderPart;
239
+ return this;
240
+ }
241
+ /**
242
+ * Sets the code on Fragment_Custom_Diffuse portion
243
+ * @param shaderPart the code string
244
+ * @returns the current material
245
+ */
246
+ Fragment_Custom_Diffuse(shaderPart) {
247
+ this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace("result", "diffuseColor");
248
+ return this;
249
+ }
250
+ /**
251
+ * Sets the code on Fragment_Custom_Alpha portion
252
+ * @param shaderPart the code string
253
+ * @returns the current material
254
+ */
255
+ Fragment_Custom_Alpha(shaderPart) {
256
+ this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace("result", "alpha");
257
+ return this;
258
+ }
259
+ /**
260
+ * Sets the code on Fragment_Before_Lights portion
261
+ * @param shaderPart the code string
262
+ * @returns the current material
263
+ */
264
+ Fragment_Before_Lights(shaderPart) {
265
+ this.CustomParts.Fragment_Before_Lights = shaderPart;
266
+ return this;
267
+ }
268
+ /**
269
+ * Sets the code on Fragment_Before_Fog portion
270
+ * @param shaderPart the code string
271
+ * @returns the current material
272
+ */
273
+ Fragment_Before_Fog(shaderPart) {
274
+ this.CustomParts.Fragment_Before_Fog = shaderPart;
275
+ return this;
276
+ }
277
+ /**
278
+ * Sets the code on Fragment_Before_FragColor portion
279
+ * @param shaderPart the code string
280
+ * @returns the current material
281
+ */
282
+ Fragment_Before_FragColor(shaderPart) {
283
+ this.CustomParts.Fragment_Before_FragColor = shaderPart.replace("result", "color");
284
+ return this;
285
+ }
286
+ /**
287
+ * Sets the code on Vertex_Begin portion
288
+ * @param shaderPart the code string
289
+ * @returns the current material
290
+ */
291
+ Vertex_Begin(shaderPart) {
292
+ this.CustomParts.Vertex_Begin = shaderPart;
293
+ return this;
294
+ }
295
+ /**
296
+ * Sets the code on Vertex_Definitions portion
297
+ * @param shaderPart the code string
298
+ * @returns the current material
299
+ */
300
+ Vertex_Definitions(shaderPart) {
301
+ this.CustomParts.Vertex_Definitions = shaderPart;
302
+ return this;
303
+ }
304
+ /**
305
+ * Sets the code on Vertex_MainBegin portion
306
+ * @param shaderPart the code string
307
+ * @returns the current material
308
+ */
309
+ Vertex_MainBegin(shaderPart) {
310
+ this.CustomParts.Vertex_MainBegin = shaderPart;
311
+ return this;
312
+ }
313
+ /**
314
+ * Sets the code on Vertex_Before_PositionUpdated portion
315
+ * @param shaderPart the code string
316
+ * @returns the current material
317
+ */
318
+ Vertex_Before_PositionUpdated(shaderPart) {
319
+ this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace("result", "positionUpdated");
320
+ return this;
321
+ }
322
+ /**
323
+ * Sets the code on Vertex_Before_NormalUpdated portion
324
+ * @param shaderPart the code string
325
+ * @returns the current material
326
+ */
327
+ Vertex_Before_NormalUpdated(shaderPart) {
328
+ this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace("result", "normalUpdated");
329
+ return this;
330
+ }
331
+ /**
332
+ * Sets the code on Vertex_After_WorldPosComputed portion
333
+ * @param shaderPart the code string
334
+ * @returns the current material
335
+ */
336
+ Vertex_After_WorldPosComputed(shaderPart) {
337
+ this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;
338
+ return this;
339
+ }
340
+ /**
341
+ * Sets the code on Vertex_MainEnd portion
342
+ * @param shaderPart the code string
343
+ * @returns the current material
344
+ */
345
+ Vertex_MainEnd(shaderPart) {
346
+ this.CustomParts.Vertex_MainEnd = shaderPart;
347
+ return this;
348
+ }
349
+ }
350
+ /**
351
+ * Index for each created shader
352
+ */
353
+ CustomMaterial.ShaderIndexer = 1;
354
+ RegisterClass("BABYLON.CustomMaterial", CustomMaterial);
355
+ //# sourceMappingURL=customMaterial.js.map
@@ -0,0 +1 @@
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport type { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport \"core/Shaders/default.vertex\";\r\nimport \"core/Shaders/default.fragment\";\r\n\r\n/**\r\n * Structure of a custom shader\r\n */\r\nexport class CustomShaderStructure {\r\n /**\r\n * Fragment store\r\n */\r\n public FragmentStore: string;\r\n /**\r\n * Vertex store\r\n */\r\n public VertexStore: string;\r\n\r\n constructor() {}\r\n}\r\n\r\n/**\r\n * Parts of a shader\r\n */\r\nexport class ShaderSpecialParts {\r\n constructor() {}\r\n\r\n /**\r\n * Beginning of the fragment shader\r\n */\r\n public Fragment_Begin: string;\r\n /**\r\n * Variable definitions of the fragment shader\r\n */\r\n public Fragment_Definitions: string;\r\n /**\r\n * Beginning of the fragment main function\r\n */\r\n public Fragment_MainBegin: string;\r\n /**\r\n * End of the fragment main function\r\n */\r\n public Fragment_MainEnd: string;\r\n\r\n /**\r\n * Diffuse color calculation\r\n */\r\n public Fragment_Custom_Diffuse: string;\r\n /**\r\n * Before lightning computations\r\n */\r\n public Fragment_Before_Lights: string;\r\n /**\r\n * Before fog computations\r\n */\r\n public Fragment_Before_Fog: string;\r\n /**\r\n * Alpha calculations\r\n */\r\n public Fragment_Custom_Alpha: string;\r\n /**\r\n * Before frag color is assigned\r\n */\r\n public Fragment_Before_FragColor: string;\r\n /**\r\n * Beginning of the vertex shader\r\n */\r\n public Vertex_Begin: string;\r\n /**\r\n * Variable definitions of the vertex shader\r\n */\r\n public Vertex_Definitions: string;\r\n /**\r\n * Start of the main function of the vertex shader\r\n */\r\n public Vertex_MainBegin: string;\r\n\r\n /**\r\n * Before the world position computation\r\n */\r\n public Vertex_Before_PositionUpdated: string;\r\n\r\n /**\r\n * Before the normal computation\r\n */\r\n public Vertex_Before_NormalUpdated: string;\r\n\r\n /**\r\n * After the world position has been computed\r\n */\r\n public Vertex_After_WorldPosComputed: string;\r\n\r\n /**\r\n * Main end of the vertex shader\r\n */\r\n public Vertex_MainEnd: string;\r\n}\r\n\r\n/**\r\n * Customized material\r\n */\r\nexport class CustomMaterial extends StandardMaterial {\r\n /**\r\n * Index for each created shader\r\n */\r\n public static ShaderIndexer = 1;\r\n /**\r\n * Custom shader structure\r\n */\r\n public CustomParts: ShaderSpecialParts;\r\n /**\r\n * Name of the shader\r\n */\r\n public _createdShaderName: string;\r\n /**\r\n * List of custom uniforms\r\n */\r\n public _customUniform: string[];\r\n /**\r\n * Names of the new uniforms\r\n */\r\n public _newUniforms: string[];\r\n /**\r\n * Instances of the new uniform objects\r\n */\r\n public _newUniformInstances: { [name: string]: any };\r\n /**\r\n * Instances of the new sampler objects\r\n */\r\n public _newSamplerInstances: { [name: string]: Texture };\r\n /**\r\n * List of the custom attributes\r\n */\r\n public _customAttributes: string[];\r\n\r\n /**\r\n * Fragment shader string\r\n */\r\n public FragmentShader: string;\r\n /**\r\n * Vertex shader string\r\n */\r\n public VertexShader: string;\r\n\r\n /**\r\n * Runs after the material is bound to a mesh\r\n * @param mesh mesh bound\r\n * @param effect bound effect used to render\r\n */\r\n public AttachAfterBind(mesh: Mesh | undefined, effect: Effect) {\r\n if (this._newUniformInstances) {\r\n for (const el in this._newUniformInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"vec2\") {\r\n effect.setVector2(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"vec3\") {\r\n if (this._newUniformInstances[el] instanceof Color3) {\r\n effect.setColor3(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector3(ea[1], this._newUniformInstances[el]);\r\n }\r\n } else if (ea[0] == \"vec4\") {\r\n if (this._newUniformInstances[el] instanceof Color4) {\r\n effect.setDirectColor4(ea[1], this._newUniformInstances[el]);\r\n } else {\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n }\r\n effect.setVector4(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"mat4\") {\r\n effect.setMatrix(ea[1], this._newUniformInstances[el]);\r\n } else if (ea[0] == \"float\") {\r\n effect.setFloat(ea[1], this._newUniformInstances[el]);\r\n }\r\n }\r\n }\r\n if (this._newSamplerInstances) {\r\n for (const el in this._newSamplerInstances) {\r\n const ea = el.toString().split(\"-\");\r\n if (ea[0] == \"sampler2D\" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {\r\n effect.setTexture(ea[1], this._newSamplerInstances[el]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public ReviewUniform(name: string, arr: string[]): string[] {\r\n if (name == \"uniform\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") == -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n if (name == \"sampler\" && this._newUniforms) {\r\n for (let ind = 0; ind < this._newUniforms.length; ind++) {\r\n if (this._customUniform[ind].indexOf(\"sampler\") != -1) {\r\n arr.push(this._newUniforms[ind].replace(/\\[\\d*\\]/g, \"\"));\r\n }\r\n }\r\n }\r\n return arr;\r\n }\r\n\r\n /**\r\n * Builds the material\r\n * @param shaderName name of the shader\r\n * @param uniforms list of uniforms\r\n * @param uniformBuffers list of uniform buffers\r\n * @param samplers list of samplers\r\n * @param defines list of defines\r\n * @param attributes list of attributes\r\n * @returns the shader name\r\n */\r\n public Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[]): string {\r\n if (attributes && this._customAttributes && this._customAttributes.length > 0) {\r\n attributes.push(...this._customAttributes);\r\n }\r\n\r\n this.ReviewUniform(\"uniform\", uniforms);\r\n this.ReviewUniform(\"sampler\", samplers);\r\n\r\n const name = this._createdShaderName;\r\n\r\n if (Effect.ShadersStore[name + \"VertexShader\"] && Effect.ShadersStore[name + \"PixelShader\"]) {\r\n return name;\r\n }\r\n Effect.ShadersStore[name + \"VertexShader\"] = this._injectCustomCode(this.VertexShader, \"vertex\");\r\n Effect.ShadersStore[name + \"PixelShader\"] = this._injectCustomCode(this.FragmentShader, \"fragment\");\r\n\r\n return name;\r\n }\r\n\r\n protected _injectCustomCode(code: string, shaderType: string): string {\r\n const customCode = this._getCustomCode(shaderType);\r\n\r\n for (const point in customCode) {\r\n const injectedCode = customCode[point];\r\n\r\n if (injectedCode && injectedCode.length > 0) {\r\n const fullPointName = \"#define \" + point;\r\n code = code.replace(fullPointName, \"\\n\" + injectedCode + \"\\n\" + fullPointName);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _getCustomCode(shaderType: string): { [pointName: string]: string } {\r\n if (shaderType === \"vertex\") {\r\n return {\r\n CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,\r\n CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Vertex_Definitions || \"\"),\r\n CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,\r\n CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,\r\n CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,\r\n CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,\r\n CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,\r\n };\r\n }\r\n return {\r\n CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,\r\n CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join(\"\\n\") || \"\") + (this.CustomParts.Fragment_Definitions || \"\"),\r\n CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,\r\n CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,\r\n CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,\r\n CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,\r\n CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,\r\n };\r\n }\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene, true);\r\n this.CustomParts = new ShaderSpecialParts();\r\n this.customShaderNameResolve = this.Builder;\r\n\r\n this.FragmentShader = Effect.ShadersStore[\"defaultPixelShader\"];\r\n this.VertexShader = Effect.ShadersStore[\"defaultVertexShader\"];\r\n\r\n CustomMaterial.ShaderIndexer++;\r\n this._createdShaderName = \"custom_\" + CustomMaterial.ShaderIndexer;\r\n }\r\n\r\n protected override _afterBind(mesh?: Mesh, effect: Nullable<Effect> = null, subMesh?: SubMesh): void {\r\n if (!effect) {\r\n return;\r\n }\r\n this.AttachAfterBind(mesh, effect);\r\n try {\r\n super._afterBind(mesh, effect, subMesh);\r\n } catch (e) {}\r\n }\r\n\r\n /**\r\n * Adds a new uniform to the shader\r\n * @param name the name of the uniform to add\r\n * @param kind the type of the uniform to add\r\n * @param param the value of the uniform to add\r\n * @returns the current material\r\n */\r\n public AddUniform(name: string, kind: string, param: any): CustomMaterial {\r\n if (!this._customUniform) {\r\n this._customUniform = [];\r\n this._newUniforms = [];\r\n this._newSamplerInstances = {};\r\n this._newUniformInstances = {};\r\n }\r\n if (param) {\r\n if (kind.indexOf(\"sampler\") != -1) {\r\n (<any>this._newSamplerInstances)[kind + \"-\" + name] = param;\r\n } else {\r\n (<any>this._newUniformInstances)[kind + \"-\" + name] = param;\r\n }\r\n }\r\n this._customUniform.push(\"uniform \" + kind + \" \" + name + \";\");\r\n this._newUniforms.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a custom attribute\r\n * @param name the name of the attribute\r\n * @returns the current material\r\n */\r\n public AddAttribute(name: string): CustomMaterial {\r\n if (!this._customAttributes) {\r\n this._customAttributes = [];\r\n }\r\n\r\n this._customAttributes.push(name);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_MainEnd = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Diffuse portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Diffuse = shaderPart.replace(\"result\", \"diffuseColor\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Custom_Alpha portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Custom_Alpha(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Custom_Alpha = shaderPart.replace(\"result\", \"alpha\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Lights portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Lights(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Lights = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_Fog portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_Fog(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_Fog = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Fragment_Before_FragColor portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Fragment_Before_FragColor(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Fragment_Before_FragColor = shaderPart.replace(\"result\", \"color\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Begin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Begin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Begin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Definitions portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Definitions(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Definitions = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainBegin portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainBegin(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainBegin = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_PositionUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_PositionUpdated = shaderPart.replace(\"result\", \"positionUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_Before_NormalUpdated portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_Before_NormalUpdated = shaderPart.replace(\"result\", \"normalUpdated\");\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_After_WorldPosComputed portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_After_WorldPosComputed(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_After_WorldPosComputed = shaderPart;\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the code on Vertex_MainEnd portion\r\n * @param shaderPart the code string\r\n * @returns the current material\r\n */\r\n public Vertex_MainEnd(shaderPart: string): CustomMaterial {\r\n this.CustomParts.Vertex_MainEnd = shaderPart;\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CustomMaterial\", CustomMaterial);\r\n"]}
@@ -0,0 +1,2 @@
1
+ export * from "./customMaterial.js";
2
+ export * from "./pbrCustomMaterial.js";
@@ -0,0 +1,3 @@
1
+ export * from "./customMaterial.js";
2
+ export * from "./pbrCustomMaterial.js";
3
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/materials/src/custom/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./customMaterial\";\r\nexport * from \"./pbrCustomMaterial\";\r\n"]}