@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.
- package/cell/cell.fragment.d.ts +19 -0
- package/cell/cell.fragment.js +100 -0
- package/cell/cell.fragment.js.map +1 -0
- package/cell/cell.vertex.d.ts +21 -0
- package/cell/cell.vertex.js +96 -0
- package/cell/cell.vertex.js.map +1 -0
- package/cell/cellMaterial.d.ts +37 -0
- package/cell/cellMaterial.js +312 -0
- package/cell/cellMaterial.js.map +1 -0
- package/cell/index.d.ts +1 -0
- package/cell/index.js +2 -0
- package/cell/index.js.map +1 -0
- package/custom/customMaterial.d.ts +280 -0
- package/custom/customMaterial.js +355 -0
- package/custom/customMaterial.js.map +1 -0
- package/custom/index.d.ts +2 -0
- package/custom/index.js +3 -0
- package/custom/index.js.map +1 -0
- package/custom/pbrCustomMaterial.d.ts +299 -0
- package/custom/pbrCustomMaterial.js +397 -0
- package/custom/pbrCustomMaterial.js.map +1 -0
- package/fire/fire.fragment.d.ts +13 -0
- package/fire/fire.fragment.js +65 -0
- package/fire/fire.fragment.js.map +1 -0
- package/fire/fire.vertex.d.ts +18 -0
- package/fire/fire.vertex.js +80 -0
- package/fire/fire.vertex.js.map +1 -0
- package/fire/fireMaterial.d.ts +38 -0
- package/fire/fireMaterial.js +342 -0
- package/fire/fireMaterial.js.map +1 -0
- package/fire/index.d.ts +1 -0
- package/fire/index.js +2 -0
- package/fire/index.js.map +1 -0
- package/fur/fur.fragment.d.ts +19 -0
- package/fur/fur.fragment.js +94 -0
- package/fur/fur.fragment.js.map +1 -0
- package/fur/fur.vertex.d.ts +21 -0
- package/fur/fur.vertex.js +126 -0
- package/fur/fur.vertex.js.map +1 -0
- package/fur/furMaterial.d.ts +57 -0
- package/fur/furMaterial.js +505 -0
- package/fur/furMaterial.js.map +1 -0
- package/fur/index.d.ts +1 -0
- package/fur/index.js +2 -0
- package/fur/index.js.map +1 -0
- package/gradient/gradient.fragment.d.ts +19 -0
- package/gradient/gradient.fragment.js +80 -0
- package/gradient/gradient.fragment.js.map +1 -0
- package/gradient/gradient.vertex.d.ts +21 -0
- package/gradient/gradient.vertex.js +87 -0
- package/gradient/gradient.vertex.js.map +1 -0
- package/gradient/gradientMaterial.d.ts +37 -0
- package/gradient/gradientMaterial.js +283 -0
- package/gradient/gradientMaterial.js.map +1 -0
- package/gradient/index.d.ts +1 -0
- package/gradient/index.js +2 -0
- package/gradient/index.js.map +1 -0
- package/grid/grid.fragment.d.ts +12 -0
- package/grid/grid.fragment.js +79 -0
- package/grid/grid.fragment.js.map +1 -0
- package/grid/grid.vertex.d.ts +15 -0
- package/grid/grid.vertex.js +60 -0
- package/grid/grid.vertex.js.map +1 -0
- package/grid/gridMaterial.d.ts +85 -0
- package/grid/gridMaterial.js +308 -0
- package/grid/gridMaterial.js.map +1 -0
- package/grid/index.d.ts +1 -0
- package/grid/index.js +2 -0
- package/grid/index.js.map +1 -0
- package/index.d.ts +15 -0
- package/index.js +17 -0
- package/index.js.map +1 -0
- package/lava/index.d.ts +1 -0
- package/lava/index.js +2 -0
- package/lava/index.js.map +1 -0
- package/lava/lava.fragment.d.ts +19 -0
- package/lava/lava.fragment.js +89 -0
- package/lava/lava.fragment.js.map +1 -0
- package/lava/lava.vertex.d.ts +21 -0
- package/lava/lava.vertex.js +113 -0
- package/lava/lava.vertex.js.map +1 -0
- package/lava/lavaMaterial.d.ts +45 -0
- package/lava/lavaMaterial.js +402 -0
- package/lava/lavaMaterial.js.map +1 -0
- package/legacy/legacy-cell.d.ts +1 -0
- package/legacy/legacy-cell.js +14 -0
- package/legacy/legacy-cell.js.map +1 -0
- package/legacy/legacy-custom.d.ts +1 -0
- package/legacy/legacy-custom.js +14 -0
- package/legacy/legacy-custom.js.map +1 -0
- package/legacy/legacy-fire.d.ts +1 -0
- package/legacy/legacy-fire.js +14 -0
- package/legacy/legacy-fire.js.map +1 -0
- package/legacy/legacy-fur.d.ts +1 -0
- package/legacy/legacy-fur.js +14 -0
- package/legacy/legacy-fur.js.map +1 -0
- package/legacy/legacy-gradient.d.ts +1 -0
- package/legacy/legacy-gradient.js +14 -0
- package/legacy/legacy-gradient.js.map +1 -0
- package/legacy/legacy-grid.d.ts +1 -0
- package/legacy/legacy-grid.js +14 -0
- package/legacy/legacy-grid.js.map +1 -0
- package/legacy/legacy-lava.d.ts +1 -0
- package/legacy/legacy-lava.js +14 -0
- package/legacy/legacy-lava.js.map +1 -0
- package/legacy/legacy-mix.d.ts +1 -0
- package/legacy/legacy-mix.js +14 -0
- package/legacy/legacy-mix.js.map +1 -0
- package/legacy/legacy-normal.d.ts +1 -0
- package/legacy/legacy-normal.js +14 -0
- package/legacy/legacy-normal.js.map +1 -0
- package/legacy/legacy-shadowOnly.d.ts +1 -0
- package/legacy/legacy-shadowOnly.js +14 -0
- package/legacy/legacy-shadowOnly.js.map +1 -0
- package/legacy/legacy-simple.d.ts +1 -0
- package/legacy/legacy-simple.js +14 -0
- package/legacy/legacy-simple.js.map +1 -0
- package/legacy/legacy-sky.d.ts +1 -0
- package/legacy/legacy-sky.js +14 -0
- package/legacy/legacy-sky.js.map +1 -0
- package/legacy/legacy-terrain.d.ts +1 -0
- package/legacy/legacy-terrain.js +14 -0
- package/legacy/legacy-terrain.js.map +1 -0
- package/legacy/legacy-triPlanar.d.ts +1 -0
- package/legacy/legacy-triPlanar.js +14 -0
- package/legacy/legacy-triPlanar.js.map +1 -0
- package/legacy/legacy-water.d.ts +1 -0
- package/legacy/legacy-water.js +14 -0
- package/legacy/legacy-water.js.map +1 -0
- package/legacy/legacy.d.ts +1 -0
- package/legacy/legacy.js +17 -0
- package/legacy/legacy.js.map +1 -0
- package/license.md +71 -0
- package/mix/index.d.ts +1 -0
- package/mix/index.js +2 -0
- package/mix/index.js.map +1 -0
- package/mix/mix.fragment.d.ts +19 -0
- package/mix/mix.fragment.js +106 -0
- package/mix/mix.fragment.js.map +1 -0
- package/mix/mix.vertex.d.ts +21 -0
- package/mix/mix.vertex.js +96 -0
- package/mix/mix.vertex.js.map +1 -0
- package/mix/mixMaterial.d.ts +65 -0
- package/mix/mixMaterial.js +508 -0
- package/mix/mixMaterial.js.map +1 -0
- package/normal/index.d.ts +1 -0
- package/normal/index.js +2 -0
- package/normal/index.js.map +1 -0
- package/normal/normal.fragment.d.ts +19 -0
- package/normal/normal.fragment.js +85 -0
- package/normal/normal.fragment.js.map +1 -0
- package/normal/normal.vertex.d.ts +20 -0
- package/normal/normal.vertex.js +88 -0
- package/normal/normal.vertex.js.map +1 -0
- package/normal/normalMaterial.d.ts +36 -0
- package/normal/normalMaterial.js +345 -0
- package/normal/normalMaterial.js.map +1 -0
- package/package.json +47 -0
- package/readme.md +30 -0
- package/shadowOnly/index.d.ts +1 -0
- package/shadowOnly/index.js +2 -0
- package/shadowOnly/index.js.map +1 -0
- package/shadowOnly/shadowOnly.fragment.d.ts +20 -0
- package/shadowOnly/shadowOnly.fragment.js +60 -0
- package/shadowOnly/shadowOnly.fragment.js.map +1 -0
- package/shadowOnly/shadowOnly.vertex.d.ts +22 -0
- package/shadowOnly/shadowOnly.vertex.js +69 -0
- package/shadowOnly/shadowOnly.vertex.js.map +1 -0
- package/shadowOnly/shadowOnlyMaterial.d.ts +30 -0
- package/shadowOnly/shadowOnlyMaterial.js +243 -0
- package/shadowOnly/shadowOnlyMaterial.js.map +1 -0
- package/simple/index.d.ts +1 -0
- package/simple/index.js +2 -0
- package/simple/index.js.map +1 -0
- package/simple/simple.fragment.d.ts +19 -0
- package/simple/simple.fragment.js +81 -0
- package/simple/simple.fragment.js.map +1 -0
- package/simple/simple.vertex.d.ts +21 -0
- package/simple/simple.vertex.js +96 -0
- package/simple/simple.vertex.js.map +1 -0
- package/simple/simpleMaterial.d.ts +35 -0
- package/simple/simpleMaterial.js +303 -0
- package/simple/simpleMaterial.js.map +1 -0
- package/sky/index.d.ts +1 -0
- package/sky/index.js +2 -0
- package/sky/index.js.map +1 -0
- package/sky/sky.fragment.d.ts +13 -0
- package/sky/sky.fragment.js +81 -0
- package/sky/sky.fragment.js.map +1 -0
- package/sky/sky.vertex.d.ts +11 -0
- package/sky/sky.vertex.js +47 -0
- package/sky/sky.vertex.js.map +1 -0
- package/sky/skyMaterial.d.ts +151 -0
- package/sky/skyMaterial.js +367 -0
- package/sky/skyMaterial.js.map +1 -0
- package/terrain/index.d.ts +1 -0
- package/terrain/index.js +2 -0
- package/terrain/index.js.map +1 -0
- package/terrain/terrain.fragment.d.ts +19 -0
- package/terrain/terrain.fragment.js +110 -0
- package/terrain/terrain.fragment.js.map +1 -0
- package/terrain/terrain.vertex.d.ts +21 -0
- package/terrain/terrain.vertex.js +96 -0
- package/terrain/terrain.vertex.js.map +1 -0
- package/terrain/terrainMaterial.d.ts +50 -0
- package/terrain/terrainMaterial.js +445 -0
- package/terrain/terrainMaterial.js.map +1 -0
- package/triPlanar/index.d.ts +1 -0
- package/triPlanar/index.js +2 -0
- package/triPlanar/index.js.map +1 -0
- package/triPlanar/triPlanarMaterial.d.ts +49 -0
- package/triPlanar/triPlanarMaterial.js +421 -0
- package/triPlanar/triPlanarMaterial.js.map +1 -0
- package/triPlanar/triplanar.fragment.d.ts +19 -0
- package/triPlanar/triplanar.fragment.js +126 -0
- package/triPlanar/triplanar.fragment.js.map +1 -0
- package/triPlanar/triplanar.vertex.d.ts +22 -0
- package/triPlanar/triplanar.vertex.js +101 -0
- package/triPlanar/triplanar.vertex.js.map +1 -0
- package/water/index.d.ts +1 -0
- package/water/index.js +2 -0
- package/water/index.js.map +1 -0
- package/water/water.fragment.d.ts +19 -0
- package/water/water.fragment.js +160 -0
- package/water/water.fragment.js.map +1 -0
- package/water/water.vertex.d.ts +21 -0
- package/water/water.vertex.js +125 -0
- package/water/water.vertex.js.map +1 -0
- package/water/waterMaterial.d.ts +141 -0
- package/water/waterMaterial.js +729 -0
- package/water/waterMaterial.js.map +1 -0
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import { Effect } from "@babylonjs/core/Materials/effect.js";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
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import { Color3, Color4 } from "@babylonjs/core/Maths/math.color.js";
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import "@babylonjs/core/Shaders/default.vertex.js";
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import "@babylonjs/core/Shaders/default.fragment.js";
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/**
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* Structure of a custom shader
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*/
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export class CustomShaderStructure {
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constructor() { }
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}
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/**
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* Parts of a shader
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*/
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export class ShaderSpecialParts {
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constructor() { }
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}
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/**
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* Customized material
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*/
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export class CustomMaterial extends StandardMaterial {
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/**
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* Runs after the material is bound to a mesh
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* @param mesh mesh bound
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* @param effect bound effect used to render
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*/
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AttachAfterBind(mesh, effect) {
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if (this._newUniformInstances) {
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for (const el in this._newUniformInstances) {
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const ea = el.toString().split("-");
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if (ea[0] == "vec2") {
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effect.setVector2(ea[1], this._newUniformInstances[el]);
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}
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else if (ea[0] == "vec3") {
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if (this._newUniformInstances[el] instanceof Color3) {
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effect.setColor3(ea[1], this._newUniformInstances[el]);
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}
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else {
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effect.setVector3(ea[1], this._newUniformInstances[el]);
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}
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}
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else if (ea[0] == "vec4") {
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if (this._newUniformInstances[el] instanceof Color4) {
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effect.setDirectColor4(ea[1], this._newUniformInstances[el]);
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}
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else {
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effect.setVector4(ea[1], this._newUniformInstances[el]);
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}
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effect.setVector4(ea[1], this._newUniformInstances[el]);
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}
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else if (ea[0] == "mat4") {
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effect.setMatrix(ea[1], this._newUniformInstances[el]);
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}
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else if (ea[0] == "float") {
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effect.setFloat(ea[1], this._newUniformInstances[el]);
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}
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}
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}
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if (this._newSamplerInstances) {
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for (const el in this._newSamplerInstances) {
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const ea = el.toString().split("-");
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if (ea[0] == "sampler2D" && this._newSamplerInstances[el].isReady && this._newSamplerInstances[el].isReady()) {
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effect.setTexture(ea[1], this._newSamplerInstances[el]);
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}
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}
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}
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}
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/**
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* @internal
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*/
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ReviewUniform(name, arr) {
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if (name == "uniform" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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if (this._customUniform[ind].indexOf("sampler") == -1) {
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arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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if (name == "sampler" && this._newUniforms) {
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for (let ind = 0; ind < this._newUniforms.length; ind++) {
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if (this._customUniform[ind].indexOf("sampler") != -1) {
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arr.push(this._newUniforms[ind].replace(/\[\d*\]/g, ""));
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}
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}
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}
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return arr;
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}
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/**
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* Builds the material
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* @param shaderName name of the shader
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* @param uniforms list of uniforms
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* @param uniformBuffers list of uniform buffers
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* @param samplers list of samplers
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* @param defines list of defines
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* @param attributes list of attributes
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* @returns the shader name
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*/
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Builder(shaderName, uniforms, uniformBuffers, samplers, defines, attributes) {
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if (attributes && this._customAttributes && this._customAttributes.length > 0) {
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attributes.push(...this._customAttributes);
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}
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this.ReviewUniform("uniform", uniforms);
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this.ReviewUniform("sampler", samplers);
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const name = this._createdShaderName;
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if (Effect.ShadersStore[name + "VertexShader"] && Effect.ShadersStore[name + "PixelShader"]) {
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return name;
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}
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Effect.ShadersStore[name + "VertexShader"] = this._injectCustomCode(this.VertexShader, "vertex");
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Effect.ShadersStore[name + "PixelShader"] = this._injectCustomCode(this.FragmentShader, "fragment");
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return name;
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}
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_injectCustomCode(code, shaderType) {
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const customCode = this._getCustomCode(shaderType);
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for (const point in customCode) {
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const injectedCode = customCode[point];
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if (injectedCode && injectedCode.length > 0) {
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const fullPointName = "#define " + point;
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code = code.replace(fullPointName, "\n" + injectedCode + "\n" + fullPointName);
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}
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}
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return code;
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}
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_getCustomCode(shaderType) {
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if (shaderType === "vertex") {
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return {
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CUSTOM_VERTEX_BEGIN: this.CustomParts.Vertex_Begin,
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CUSTOM_VERTEX_DEFINITIONS: (this._customUniform?.join("\n") || "") + (this.CustomParts.Vertex_Definitions || ""),
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CUSTOM_VERTEX_MAIN_BEGIN: this.CustomParts.Vertex_MainBegin,
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CUSTOM_VERTEX_UPDATE_POSITION: this.CustomParts.Vertex_Before_PositionUpdated,
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CUSTOM_VERTEX_UPDATE_NORMAL: this.CustomParts.Vertex_Before_NormalUpdated,
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CUSTOM_VERTEX_MAIN_END: this.CustomParts.Vertex_MainEnd,
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CUSTOM_VERTEX_UPDATE_WORLDPOS: this.CustomParts.Vertex_After_WorldPosComputed,
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};
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}
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return {
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CUSTOM_FRAGMENT_BEGIN: this.CustomParts.Fragment_Begin,
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CUSTOM_FRAGMENT_DEFINITIONS: (this._customUniform?.join("\n") || "") + (this.CustomParts.Fragment_Definitions || ""),
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CUSTOM_FRAGMENT_MAIN_BEGIN: this.CustomParts.Fragment_MainBegin,
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CUSTOM_FRAGMENT_UPDATE_DIFFUSE: this.CustomParts.Fragment_Custom_Diffuse,
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CUSTOM_FRAGMENT_UPDATE_ALPHA: this.CustomParts.Fragment_Custom_Alpha,
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CUSTOM_FRAGMENT_BEFORE_LIGHTS: this.CustomParts.Fragment_Before_Lights,
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CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: this.CustomParts.Fragment_Before_FragColor,
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CUSTOM_FRAGMENT_MAIN_END: this.CustomParts.Fragment_MainEnd,
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CUSTOM_FRAGMENT_BEFORE_FOG: this.CustomParts.Fragment_Before_Fog,
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};
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}
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|
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"]}
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package/custom/index.js
ADDED
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@@ -0,0 +1 @@
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1
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+
{"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"]}
|