@spiffcommerce/preview 3.6.2-rc.6 → 3.6.2-rc.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/dist/_tslib.esm.js +33 -0
- package/dist/animation.esm.js +1364 -0
- package/dist/assetCache.esm.js +6 -0
- package/dist/blurPostProcess.esm.js +327 -0
- package/dist/bumpVertex.esm.js +497 -0
- package/dist/compatibilityOptions.esm.js +68 -0
- package/dist/configuration.esm.js +121 -0
- package/dist/core.esm.js +8135 -0
- package/dist/dynamicTexture.esm.js +105 -0
- package/dist/easing.esm.js +130 -0
- package/dist/effectFallbacks.esm.js +378 -0
- package/dist/engine.esm.js +25504 -0
- package/dist/glbLoaderExtensions.esm.js +690 -0
- package/dist/glowLayer.esm.js +1621 -0
- package/dist/glowLayerManager.esm.js +50 -0
- package/dist/guid.esm.js +21 -0
- package/dist/hdrFilteringFunctions.esm.js +816 -0
- package/dist/helperFunctions.esm.js +5145 -0
- package/dist/index.esm.js +38 -79096
- package/dist/material.esm.js +115 -0
- package/dist/math.axis.esm.js +35 -0
- package/dist/math.color.esm.js +1661 -0
- package/dist/math.path.esm.js +15 -0
- package/dist/math.size.esm.js +137 -0
- package/dist/mesh.esm.js +11170 -0
- package/dist/modelContainer.esm.js +1895 -0
- package/dist/node.esm.js +795 -0
- package/dist/pbrBRDFFunctions.esm.js +122 -2
- package/dist/pbrMaterial.esm.js +8747 -0
- package/dist/productAnimations.esm.js +182 -0
- package/dist/productCamera.esm.js +14 -0
- package/dist/renderConstants.esm.js +116 -0
- package/dist/renderingPipeline.esm.js +18 -0
- package/dist/sceneLoaderFlags.esm.js +51 -0
- package/dist/types.esm.js +30 -0
- package/dist/variants.esm.js +16 -0
- package/dist/webRequest.esm.js +7777 -0
- package/package.json +6 -4
- package/dist/index.umd.js +0 -10010
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import { E as Engine } from './engine.esm.js';
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import { P as PBRMaterial } from './pbrMaterial.esm.js';
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import { D as DynamicTexture } from './dynamicTexture.esm2.js';
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import { T as Texture } from './helperFunctions.esm.js';
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import { RenderingConfiguration } from './renderConstants.esm.js';
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import './webRequest.esm.js';
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import './math.color.esm.js';
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import './hdrFilteringFunctions.esm.js';
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import './pbrBRDFFunctions.esm.js';
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import './math.axis.esm.js';
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import './math.path.esm.js';
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import './material.esm2.js';
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import './node.esm.js';
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import './compatibilityOptions.esm.js';
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import './bumpVertex.esm.js';
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import './effectFallbacks.esm.js';
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import './math.size.esm.js';
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/**
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* Iterates through the given panels and
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* attaches a dynamic texture to the relevant material in the array. This allows changes
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* on the panel to be represented on a 3D model.
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* @param materials The materials to search for the relevant material in. Supply scene.materials if you want to search all materials.
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* @param scene The scene to search for materials in.
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* @param renderableContexts A list of canvas panels associated to the current workflow.
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* @param existingTextures Any generated textures will be stored in this map against the panel name they relate to.
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* @param materialPrefix An optional prefix to apply to the material name when searching for the relevant material.
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* Materials attached to a ModelContainer should all be prefixed with the id of the container.
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*/
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function attachDynamicTextures(materials, scene, renderableContexts, existingTextures, materialPrefix = '') {
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renderableContexts.forEach((context) => {
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const contextID = context.getID();
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const contextName = context.getName();
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const renderDims = RenderingConfiguration.getDynamicTextureResolution();
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// Find any materials in the supplied array with the name of
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// this layout and are included in our filter if one is provided.
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const targetMaterials = materials.filter((mat) => {
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return mat.name === materialPrefix + contextName;
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});
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targetMaterials.forEach((mat) => {
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const curDynamicTexture = existingTextures.get(contextID);
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const invertYAxis = false;
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if (!curDynamicTexture) {
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const newTexture = createDynamicTexture(contextName, scene, renderDims.width, renderDims.height);
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existingTextures.set(contextID, newTexture);
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context.setStaticContext(newTexture.getContext());
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applyDynamicTexture(mat, newTexture);
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newTexture.onLoadObservable.addOnce(() => {
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newTexture.update(invertYAxis);
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});
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}
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else {
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applyDynamicTexture(mat, curDynamicTexture);
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curDynamicTexture.update(invertYAxis);
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}
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});
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});
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}
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/**
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* Construct a new dynamic texture to listen for changes to a panel.
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* @param scene The screen the resource will be associated to.
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* @param layoutKey The key for the layout this dynamic texture relates to.
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* @param RenderableContextService The canvas service, used to pull the layout with the given key.
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*/
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function createDynamicTexture(name, scene, width, height) {
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const dynamicTex = new DynamicTexture(name, { width, height }, scene, RenderingConfiguration.shouldMipMap(), Texture.TRILINEAR_SAMPLINGMODE, Engine.TEXTUREFORMAT_RGBA);
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const ctx = dynamicTex.getContext();
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if (ctx) {
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ctx.fillStyle = '#f5f5f5';
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ctx.fillRect(0, 0, width, height);
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dynamicTex.update();
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}
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return dynamicTex;
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}
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/**
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* Applies a given dynamic texture to a target material.
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* @param mat The material to apply to.
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* @param dynamicTexture The dynamic texture we want to apply.
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*/
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function applyDynamicTexture(mat, dynamicTexture) {
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if (mat instanceof PBRMaterial) {
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const pbrMat = mat;
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const albedoTexture = pbrMat.albedoTexture;
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if (albedoTexture) {
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dynamicTexture.wrapU = albedoTexture.wrapU;
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dynamicTexture.wrapV = albedoTexture.wrapV;
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}
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else {
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dynamicTexture.wrapU = 1;
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dynamicTexture.wrapV = 1;
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}
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pbrMat.albedoTexture = dynamicTexture;
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}
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else {
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const standardMat = mat;
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const diffuseTexture = standardMat.diffuseTexture;
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if (diffuseTexture) {
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dynamicTexture.wrapU = diffuseTexture.wrapU;
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dynamicTexture.wrapV = diffuseTexture.wrapV;
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}
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standardMat.diffuseTexture = dynamicTexture;
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}
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}
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export { attachDynamicTextures };
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import './math.path.esm.js';
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/**
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* Base class used for every default easing function.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#easing-functions
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*/
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class EasingFunction {
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constructor() {
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this._easingMode = EasingFunction.EASINGMODE_EASEIN;
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}
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/**
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* Sets the easing mode of the current function.
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* @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
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*/
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setEasingMode(easingMode) {
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const n = Math.min(Math.max(easingMode, 0), 2);
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this._easingMode = n;
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}
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/**
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* Gets the current easing mode.
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* @returns the easing mode
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*/
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getEasingMode() {
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return this._easingMode;
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}
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/**
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* @internal
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*/
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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easeInCore(gradient) {
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throw new Error("You must implement this method");
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}
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/**
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* Given an input gradient between 0 and 1, this returns the corresponding value
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* of the easing function.
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* @param gradient Defines the value between 0 and 1 we want the easing value for
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* @returns the corresponding value on the curve defined by the easing function
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*/
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ease(gradient) {
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switch (this._easingMode) {
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case EasingFunction.EASINGMODE_EASEIN:
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return this.easeInCore(gradient);
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case EasingFunction.EASINGMODE_EASEOUT:
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return 1 - this.easeInCore(1 - gradient);
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}
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if (gradient >= 0.5) {
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return (1 - this.easeInCore((1 - gradient) * 2)) * 0.5 + 0.5;
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}
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return this.easeInCore(gradient * 2) * 0.5;
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}
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}
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/**
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* Interpolation follows the mathematical formula associated with the easing function.
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*/
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EasingFunction.EASINGMODE_EASEIN = 0;
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/**
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* Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
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*/
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EasingFunction.EASINGMODE_EASEOUT = 1;
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/**
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* Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
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*/
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EasingFunction.EASINGMODE_EASEINOUT = 2;
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/**
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* Easing function with a ease back shape (see link below).
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* @see https://easings.net/#easeInBack
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* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#easing-functions
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*/
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class BackEase extends EasingFunction {
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/**
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* Instantiates a back ease easing
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* @see https://easings.net/#easeInBack
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* @param amplitude Defines the amplitude of the function
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*/
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constructor(
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/** Defines the amplitude of the function */
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amplitude = 1) {
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super();
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this.amplitude = amplitude;
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}
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/**
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* @internal
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*/
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easeInCore(gradient) {
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const num = Math.max(0, this.amplitude);
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return Math.pow(gradient, 3.0) - gradient * num * Math.sin(3.1415926535897931 * gradient);
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}
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}
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/**
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* Easing function with an exponential shape (see link below).
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* @see https://easings.net/#easeInExpo
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* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#easing-functions
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*/
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class ExponentialEase extends EasingFunction {
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/**
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* Instantiates an exponential easing function
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* @see https://easings.net/#easeInExpo
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* @param exponent Defines the exponent of the function
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*/
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constructor(
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/** Defines the exponent of the function */
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exponent = 2) {
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super();
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this.exponent = exponent;
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}
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/**
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* @internal
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*/
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easeInCore(gradient) {
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if (this.exponent <= 0) {
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return gradient;
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}
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return (Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0);
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}
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}
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/**
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* Easing function with a power of 2 shape (see link below).
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* @see https://easings.net/#easeInQuad
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* @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#easing-functions
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*/
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class QuadraticEase extends EasingFunction {
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/**
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* @internal
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*/
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easeInCore(gradient) {
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return gradient * gradient;
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}
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}
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export { BackEase as B, EasingFunction as E, QuadraticEase as Q, ExponentialEase as a };
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import { e as ShaderStore } from './engine.esm.js';
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// Do not edit.
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const name$d = "clipPlaneFragmentDeclaration";
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const shader$d = `#ifdef CLIPPLANE
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varying float fClipDistance;
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#ifdef CLIPPLANE2
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varying float fClipDistance2;
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#ifdef CLIPPLANE3
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varying float fClipDistance3;
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#ifdef CLIPPLANE4
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varying float fClipDistance4;
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#ifdef CLIPPLANE5
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varying float fClipDistance5;
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#ifdef CLIPPLANE6
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varying float fClipDistance6;
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStore[name$d] = shader$d;
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// Do not edit.
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const name$c = "clipPlaneFragment";
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const shader$c = `#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)
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if (false) {}
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#ifdef CLIPPLANE
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else if (fClipDistance>0.0)
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#ifdef CLIPPLANE2
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else if (fClipDistance2>0.0)
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#ifdef CLIPPLANE3
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else if (fClipDistance3>0.0)
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#ifdef CLIPPLANE4
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else if (fClipDistance4>0.0)
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#ifdef CLIPPLANE5
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else if (fClipDistance5>0.0)
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#ifdef CLIPPLANE6
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else if (fClipDistance6>0.0)
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStore[name$c] = shader$c;
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// Do not edit.
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const name$b = "bonesDeclaration";
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const shader$b = `#if NUM_BONE_INFLUENCERS>0
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attribute vec4 matricesIndices;
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attribute vec4 matricesIndicesExtra;
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#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
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#ifdef BONETEXTURE
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uniform sampler2D boneSampler;
|
|
49
|
+
uniform mat4 mBones[BonesPerMesh];
|
|
50
|
+
uniform mat4 mPreviousBones[BonesPerMesh];
|
|
51
|
+
#endif
|
|
52
|
+
#ifdef BONETEXTURE
|
|
53
|
+
#define inline
|
|
54
|
+
mat4 readMatrixFromRawSampler(sampler2D smp,float index)
|
|
55
|
+
#endif
|
|
56
|
+
#endif
|
|
57
|
+
`;
|
|
58
|
+
// Sideeffect
|
|
59
|
+
ShaderStore.IncludesShadersStore[name$b] = shader$b;
|
|
60
|
+
|
|
61
|
+
// Do not edit.
|
|
62
|
+
const name$a = "bakedVertexAnimationDeclaration";
|
|
63
|
+
const shader$a = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
|
|
64
|
+
uniform float bakedVertexAnimationTime;
|
|
65
|
+
attribute vec4 bakedVertexAnimationSettingsInstanced;
|
|
66
|
+
#define inline
|
|
67
|
+
mat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)
|
|
68
|
+
`;
|
|
69
|
+
// Sideeffect
|
|
70
|
+
ShaderStore.IncludesShadersStore[name$a] = shader$a;
|
|
71
|
+
|
|
72
|
+
// Do not edit.
|
|
73
|
+
const name$9 = "morphTargetsVertexGlobalDeclaration";
|
|
74
|
+
const shader$9 = `#ifdef MORPHTARGETS
|
|
75
|
+
uniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];
|
|
76
|
+
precision mediump sampler2DArray;
|
|
77
|
+
#endif
|
|
78
|
+
`;
|
|
79
|
+
// Sideeffect
|
|
80
|
+
ShaderStore.IncludesShadersStore[name$9] = shader$9;
|
|
81
|
+
|
|
82
|
+
// Do not edit.
|
|
83
|
+
const name$8 = "morphTargetsVertexDeclaration";
|
|
84
|
+
const shader$8 = `#ifdef MORPHTARGETS
|
|
85
|
+
#ifndef MORPHTARGETS_TEXTURE
|
|
86
|
+
attribute vec3 position{X};
|
|
87
|
+
attribute vec3 normal{X};
|
|
88
|
+
#ifdef MORPHTARGETS_TANGENT
|
|
89
|
+
attribute vec3 tangent{X};
|
|
90
|
+
#ifdef MORPHTARGETS_UV
|
|
91
|
+
attribute vec2 uv_{X};
|
|
92
|
+
#endif
|
|
93
|
+
#endif
|
|
94
|
+
`;
|
|
95
|
+
// Sideeffect
|
|
96
|
+
ShaderStore.IncludesShadersStore[name$8] = shader$8;
|
|
97
|
+
|
|
98
|
+
// Do not edit.
|
|
99
|
+
const name$7 = "clipPlaneVertexDeclaration";
|
|
100
|
+
const shader$7 = `#ifdef CLIPPLANE
|
|
101
|
+
uniform vec4 vClipPlane;
|
|
102
|
+
#ifdef CLIPPLANE2
|
|
103
|
+
uniform vec4 vClipPlane2;
|
|
104
|
+
#ifdef CLIPPLANE3
|
|
105
|
+
uniform vec4 vClipPlane3;
|
|
106
|
+
#ifdef CLIPPLANE4
|
|
107
|
+
uniform vec4 vClipPlane4;
|
|
108
|
+
#ifdef CLIPPLANE5
|
|
109
|
+
uniform vec4 vClipPlane5;
|
|
110
|
+
#ifdef CLIPPLANE6
|
|
111
|
+
uniform vec4 vClipPlane6;
|
|
112
|
+
`;
|
|
113
|
+
// Sideeffect
|
|
114
|
+
ShaderStore.IncludesShadersStore[name$7] = shader$7;
|
|
115
|
+
|
|
116
|
+
// Do not edit.
|
|
117
|
+
const name$6 = "instancesDeclaration";
|
|
118
|
+
const shader$6 = `#ifdef INSTANCES
|
|
119
|
+
attribute vec4 world0;
|
|
120
|
+
attribute vec4 instanceColor;
|
|
121
|
+
#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)
|
|
122
|
+
uniform mat4 world;
|
|
123
|
+
#if defined(VELOCITY) || defined(PREPASS_VELOCITY)
|
|
124
|
+
attribute vec4 previousWorld0;
|
|
125
|
+
uniform mat4 previousWorld;
|
|
126
|
+
#endif
|
|
127
|
+
#else
|
|
128
|
+
#if !defined(WORLD_UBO)
|
|
129
|
+
uniform mat4 world;
|
|
130
|
+
#if defined(VELOCITY) || defined(PREPASS_VELOCITY)
|
|
131
|
+
uniform mat4 previousWorld;
|
|
132
|
+
#endif
|
|
133
|
+
`;
|
|
134
|
+
// Sideeffect
|
|
135
|
+
ShaderStore.IncludesShadersStore[name$6] = shader$6;
|
|
136
|
+
|
|
137
|
+
// Do not edit.
|
|
138
|
+
const name$5 = "morphTargetsVertexGlobal";
|
|
139
|
+
const shader$5 = `#ifdef MORPHTARGETS
|
|
140
|
+
#ifdef MORPHTARGETS_TEXTURE
|
|
141
|
+
float vertexID;
|
|
142
|
+
#endif
|
|
143
|
+
`;
|
|
144
|
+
// Sideeffect
|
|
145
|
+
ShaderStore.IncludesShadersStore[name$5] = shader$5;
|
|
146
|
+
|
|
147
|
+
// Do not edit.
|
|
148
|
+
const name$4 = "morphTargetsVertex";
|
|
149
|
+
const shader$4 = `#ifdef MORPHTARGETS
|
|
150
|
+
#ifdef MORPHTARGETS_TEXTURE
|
|
151
|
+
vertexID=float(gl_VertexID)*morphTargetTextureInfo.x;
|
|
152
|
+
normalUpdated+=(readVector3FromRawSampler({X},vertexID) -normal)*morphTargetInfluences[{X}];
|
|
153
|
+
#ifdef MORPHTARGETS_UV
|
|
154
|
+
uvUpdated+=(readVector3FromRawSampler({X},vertexID).xy-uv)*morphTargetInfluences[{X}];
|
|
155
|
+
#ifdef MORPHTARGETS_TANGENT
|
|
156
|
+
tangentUpdated.xyz+=(readVector3FromRawSampler({X},vertexID) -tangent.xyz)*morphTargetInfluences[{X}];
|
|
157
|
+
#else
|
|
158
|
+
positionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];
|
|
159
|
+
normalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];
|
|
160
|
+
#ifdef MORPHTARGETS_TANGENT
|
|
161
|
+
tangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];
|
|
162
|
+
#ifdef MORPHTARGETS_UV
|
|
163
|
+
uvUpdated+=(uv_{X}-uv)*morphTargetInfluences[{X}];
|
|
164
|
+
#endif
|
|
165
|
+
#endif
|
|
166
|
+
`;
|
|
167
|
+
// Sideeffect
|
|
168
|
+
ShaderStore.IncludesShadersStore[name$4] = shader$4;
|
|
169
|
+
|
|
170
|
+
// Do not edit.
|
|
171
|
+
const name$3 = "instancesVertex";
|
|
172
|
+
const shader$3 = `#ifdef INSTANCES
|
|
173
|
+
mat4 finalWorld=mat4(world0,world1,world2,world3);
|
|
174
|
+
mat4 finalPreviousWorld=mat4(previousWorld0,previousWorld1,previousWorld2,previousWorld3);
|
|
175
|
+
#ifdef THIN_INSTANCES
|
|
176
|
+
finalWorld=world*finalWorld;
|
|
177
|
+
finalPreviousWorld=previousWorld*finalPreviousWorld;
|
|
178
|
+
#endif
|
|
179
|
+
#else
|
|
180
|
+
mat4 finalWorld=world;
|
|
181
|
+
mat4 finalPreviousWorld=previousWorld;
|
|
182
|
+
#endif
|
|
183
|
+
`;
|
|
184
|
+
// Sideeffect
|
|
185
|
+
ShaderStore.IncludesShadersStore[name$3] = shader$3;
|
|
186
|
+
|
|
187
|
+
// Do not edit.
|
|
188
|
+
const name$2 = "bonesVertex";
|
|
189
|
+
const shader$2 = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE
|
|
190
|
+
#if NUM_BONE_INFLUENCERS>0
|
|
191
|
+
mat4 influence;
|
|
192
|
+
influence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];
|
|
193
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];
|
|
194
|
+
#if NUM_BONE_INFLUENCERS>2
|
|
195
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];
|
|
196
|
+
#if NUM_BONE_INFLUENCERS>3
|
|
197
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];
|
|
198
|
+
#if NUM_BONE_INFLUENCERS>4
|
|
199
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];
|
|
200
|
+
#if NUM_BONE_INFLUENCERS>5
|
|
201
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];
|
|
202
|
+
#if NUM_BONE_INFLUENCERS>6
|
|
203
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];
|
|
204
|
+
#if NUM_BONE_INFLUENCERS>7
|
|
205
|
+
influence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];
|
|
206
|
+
#else
|
|
207
|
+
influence=mBones[int(matricesIndices[0])]*matricesWeights[0];
|
|
208
|
+
influence+=mBones[int(matricesIndices[1])]*matricesWeights[1];
|
|
209
|
+
#if NUM_BONE_INFLUENCERS>2
|
|
210
|
+
influence+=mBones[int(matricesIndices[2])]*matricesWeights[2];
|
|
211
|
+
#if NUM_BONE_INFLUENCERS>3
|
|
212
|
+
influence+=mBones[int(matricesIndices[3])]*matricesWeights[3];
|
|
213
|
+
#if NUM_BONE_INFLUENCERS>4
|
|
214
|
+
influence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
|
|
215
|
+
#if NUM_BONE_INFLUENCERS>5
|
|
216
|
+
influence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
|
|
217
|
+
#if NUM_BONE_INFLUENCERS>6
|
|
218
|
+
influence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
|
|
219
|
+
#if NUM_BONE_INFLUENCERS>7
|
|
220
|
+
influence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
|
|
221
|
+
#endif
|
|
222
|
+
finalWorld=finalWorld*influence;
|
|
223
|
+
#endif
|
|
224
|
+
`;
|
|
225
|
+
// Sideeffect
|
|
226
|
+
ShaderStore.IncludesShadersStore[name$2] = shader$2;
|
|
227
|
+
|
|
228
|
+
// Do not edit.
|
|
229
|
+
const name$1 = "bakedVertexAnimation";
|
|
230
|
+
const shader$1 = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE
|
|
231
|
+
{
|
|
232
|
+
#define BVASNAME bakedVertexAnimationSettingsInstanced
|
|
233
|
+
#else
|
|
234
|
+
#define BVASNAME bakedVertexAnimationSettings
|
|
235
|
+
#endif
|
|
236
|
+
float VATStartFrame=BVASNAME.x;
|
|
237
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];
|
|
238
|
+
#if NUM_BONE_INFLUENCERS>2
|
|
239
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];
|
|
240
|
+
#if NUM_BONE_INFLUENCERS>3
|
|
241
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];
|
|
242
|
+
#if NUM_BONE_INFLUENCERS>4
|
|
243
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];
|
|
244
|
+
#if NUM_BONE_INFLUENCERS>5
|
|
245
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];
|
|
246
|
+
#if NUM_BONE_INFLUENCERS>6
|
|
247
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];
|
|
248
|
+
#if NUM_BONE_INFLUENCERS>7
|
|
249
|
+
VATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];
|
|
250
|
+
finalWorld=finalWorld*VATInfluence;
|
|
251
|
+
`;
|
|
252
|
+
// Sideeffect
|
|
253
|
+
ShaderStore.IncludesShadersStore[name$1] = shader$1;
|
|
254
|
+
|
|
255
|
+
// Do not edit.
|
|
256
|
+
const name = "clipPlaneVertex";
|
|
257
|
+
const shader = `#ifdef CLIPPLANE
|
|
258
|
+
fClipDistance=dot(worldPos,vClipPlane);
|
|
259
|
+
#ifdef CLIPPLANE2
|
|
260
|
+
fClipDistance2=dot(worldPos,vClipPlane2);
|
|
261
|
+
#ifdef CLIPPLANE3
|
|
262
|
+
fClipDistance3=dot(worldPos,vClipPlane3);
|
|
263
|
+
#ifdef CLIPPLANE4
|
|
264
|
+
fClipDistance4=dot(worldPos,vClipPlane4);
|
|
265
|
+
#ifdef CLIPPLANE5
|
|
266
|
+
fClipDistance5=dot(worldPos,vClipPlane5);
|
|
267
|
+
#ifdef CLIPPLANE6
|
|
268
|
+
fClipDistance6=dot(worldPos,vClipPlane6);
|
|
269
|
+
`;
|
|
270
|
+
// Sideeffect
|
|
271
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
272
|
+
|
|
273
|
+
/**
|
|
274
|
+
* EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
|
|
275
|
+
* (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
|
|
276
|
+
*/
|
|
277
|
+
class EffectFallbacks {
|
|
278
|
+
constructor() {
|
|
279
|
+
this._defines = {};
|
|
280
|
+
this._currentRank = 32;
|
|
281
|
+
this._maxRank = -1;
|
|
282
|
+
this._mesh = null;
|
|
283
|
+
}
|
|
284
|
+
/**
|
|
285
|
+
* Removes the fallback from the bound mesh.
|
|
286
|
+
*/
|
|
287
|
+
unBindMesh() {
|
|
288
|
+
this._mesh = null;
|
|
289
|
+
}
|
|
290
|
+
/**
|
|
291
|
+
* Adds a fallback on the specified property.
|
|
292
|
+
* @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
|
|
293
|
+
* @param define The name of the define in the shader
|
|
294
|
+
*/
|
|
295
|
+
addFallback(rank, define) {
|
|
296
|
+
if (!this._defines[rank]) {
|
|
297
|
+
if (rank < this._currentRank) {
|
|
298
|
+
this._currentRank = rank;
|
|
299
|
+
}
|
|
300
|
+
if (rank > this._maxRank) {
|
|
301
|
+
this._maxRank = rank;
|
|
302
|
+
}
|
|
303
|
+
this._defines[rank] = new Array();
|
|
304
|
+
}
|
|
305
|
+
this._defines[rank].push(define);
|
|
306
|
+
}
|
|
307
|
+
/**
|
|
308
|
+
* Sets the mesh to use CPU skinning when needing to fallback.
|
|
309
|
+
* @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
|
|
310
|
+
* @param mesh The mesh to use the fallbacks.
|
|
311
|
+
*/
|
|
312
|
+
addCPUSkinningFallback(rank, mesh) {
|
|
313
|
+
this._mesh = mesh;
|
|
314
|
+
if (rank < this._currentRank) {
|
|
315
|
+
this._currentRank = rank;
|
|
316
|
+
}
|
|
317
|
+
if (rank > this._maxRank) {
|
|
318
|
+
this._maxRank = rank;
|
|
319
|
+
}
|
|
320
|
+
}
|
|
321
|
+
/**
|
|
322
|
+
* Checks to see if more fallbacks are still available.
|
|
323
|
+
*/
|
|
324
|
+
get hasMoreFallbacks() {
|
|
325
|
+
return this._currentRank <= this._maxRank;
|
|
326
|
+
}
|
|
327
|
+
/**
|
|
328
|
+
* Removes the defines that should be removed when falling back.
|
|
329
|
+
* @param currentDefines defines the current define statements for the shader.
|
|
330
|
+
* @param effect defines the current effect we try to compile
|
|
331
|
+
* @returns The resulting defines with defines of the current rank removed.
|
|
332
|
+
*/
|
|
333
|
+
reduce(currentDefines, effect) {
|
|
334
|
+
// First we try to switch to CPU skinning
|
|
335
|
+
if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0) {
|
|
336
|
+
this._mesh.computeBonesUsingShaders = false;
|
|
337
|
+
currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
|
|
338
|
+
effect._bonesComputationForcedToCPU = true;
|
|
339
|
+
const scene = this._mesh.getScene();
|
|
340
|
+
for (let index = 0; index < scene.meshes.length; index++) {
|
|
341
|
+
const otherMesh = scene.meshes[index];
|
|
342
|
+
if (!otherMesh.material) {
|
|
343
|
+
if (!this._mesh.material && otherMesh.computeBonesUsingShaders && otherMesh.numBoneInfluencers > 0) {
|
|
344
|
+
otherMesh.computeBonesUsingShaders = false;
|
|
345
|
+
}
|
|
346
|
+
continue;
|
|
347
|
+
}
|
|
348
|
+
if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
|
|
349
|
+
continue;
|
|
350
|
+
}
|
|
351
|
+
if (otherMesh.material.getEffect() === effect) {
|
|
352
|
+
otherMesh.computeBonesUsingShaders = false;
|
|
353
|
+
}
|
|
354
|
+
else if (otherMesh.subMeshes) {
|
|
355
|
+
for (const subMesh of otherMesh.subMeshes) {
|
|
356
|
+
const subMeshEffect = subMesh.effect;
|
|
357
|
+
if (subMeshEffect === effect) {
|
|
358
|
+
otherMesh.computeBonesUsingShaders = false;
|
|
359
|
+
break;
|
|
360
|
+
}
|
|
361
|
+
}
|
|
362
|
+
}
|
|
363
|
+
}
|
|
364
|
+
}
|
|
365
|
+
else {
|
|
366
|
+
const currentFallbacks = this._defines[this._currentRank];
|
|
367
|
+
if (currentFallbacks) {
|
|
368
|
+
for (let index = 0; index < currentFallbacks.length; index++) {
|
|
369
|
+
currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
|
|
370
|
+
}
|
|
371
|
+
}
|
|
372
|
+
this._currentRank++;
|
|
373
|
+
}
|
|
374
|
+
return currentDefines;
|
|
375
|
+
}
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
export { EffectFallbacks as E };
|