babylon.normalMaterial.js 25 KB

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  1. (function webpackUniversalModuleDefinition(root, factory) {
  2. if(typeof exports === 'object' && typeof module === 'object')
  3. module.exports = factory(require("babylonjs"));
  4. else if(typeof define === 'function' && define.amd)
  5. define("babylonjs-materials", ["babylonjs"], factory);
  6. else if(typeof exports === 'object')
  7. exports["babylonjs-materials"] = factory(require("babylonjs"));
  8. else
  9. root["MATLIB"] = factory(root["BABYLON"]);
  10. })(window, function(__WEBPACK_EXTERNAL_MODULE_babylonjs__) {
  11. return /******/ (function(modules) { // webpackBootstrap
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  36. /******/ return module.exports;
  37. /******/ }
  38. /******/
  39. /******/
  40. /******/ // expose the modules object (__webpack_modules__)
  41. /******/ __webpack_require__.m = modules;
  42. /******/
  43. /******/ // expose the module cache
  44. /******/ __webpack_require__.c = installedModules;
  45. /******/
  46. /******/ // define getter function for harmony exports
  47. /******/ __webpack_require__.d = function(exports, name, getter) {
  48. /******/ if(!__webpack_require__.o(exports, name)) {
  49. /******/ Object.defineProperty(exports, name, { enumerable: true, get: getter });
  50. /******/ }
  51. /******/ };
  52. /******/
  53. /******/ // define __esModule on exports
  54. /******/ __webpack_require__.r = function(exports) {
  55. /******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
  56. /******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
  57. /******/ }
  58. /******/ Object.defineProperty(exports, '__esModule', { value: true });
  59. /******/ };
  60. /******/
  61. /******/ // create a fake namespace object
  62. /******/ // mode & 1: value is a module id, require it
  63. /******/ // mode & 2: merge all properties of value into the ns
  64. /******/ // mode & 4: return value when already ns object
  65. /******/ // mode & 8|1: behave like require
  66. /******/ __webpack_require__.t = function(value, mode) {
  67. /******/ if(mode & 1) value = __webpack_require__(value);
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  70. /******/ var ns = Object.create(null);
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  73. /******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
  74. /******/ return ns;
  75. /******/ };
  76. /******/
  77. /******/ // getDefaultExport function for compatibility with non-harmony modules
  78. /******/ __webpack_require__.n = function(module) {
  79. /******/ var getter = module && module.__esModule ?
  80. /******/ function getDefault() { return module['default']; } :
  81. /******/ function getModuleExports() { return module; };
  82. /******/ __webpack_require__.d(getter, 'a', getter);
  83. /******/ return getter;
  84. /******/ };
  85. /******/
  86. /******/ // Object.prototype.hasOwnProperty.call
  87. /******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
  88. /******/
  89. /******/ // __webpack_public_path__
  90. /******/ __webpack_require__.p = "";
  91. /******/
  92. /******/
  93. /******/ // Load entry module and return exports
  94. /******/ return __webpack_require__(__webpack_require__.s = "./legacy-normal.ts");
  95. /******/ })
  96. /************************************************************************/
  97. /******/ ({
  98. /***/ "../../Tools/Gulp/node_modules/webpack/buildin/global.js":
  99. /*!***********************************!*\
  100. !*** (webpack)/buildin/global.js ***!
  101. \***********************************/
  102. /*! no static exports found */
  103. /***/ (function(module, exports) {
  104. var g;
  105. // This works in non-strict mode
  106. g = (function() {
  107. return this;
  108. })();
  109. try {
  110. // This works if eval is allowed (see CSP)
  111. g = g || Function("return this")() || (1, eval)("this");
  112. } catch (e) {
  113. // This works if the window reference is available
  114. if (typeof window === "object") g = window;
  115. }
  116. // g can still be undefined, but nothing to do about it...
  117. // We return undefined, instead of nothing here, so it's
  118. // easier to handle this case. if(!global) { ...}
  119. module.exports = g;
  120. /***/ }),
  121. /***/ "../src/normal/index.ts":
  122. /*!******************************!*\
  123. !*** ../src/normal/index.ts ***!
  124. \******************************/
  125. /*! no static exports found */
  126. /***/ (function(module, exports, __webpack_require__) {
  127. "use strict";
  128. function __export(m) {
  129. for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
  130. }
  131. Object.defineProperty(exports, "__esModule", { value: true });
  132. __export(__webpack_require__(/*! ./normalMaterial */ "../src/normal/normalMaterial.ts"));
  133. /***/ }),
  134. /***/ "../src/normal/normal.fragment.fx":
  135. /*!****************************************!*\
  136. !*** ../src/normal/normal.fragment.fx ***!
  137. \****************************************/
  138. /*! no static exports found */
  139. /***/ (function(module, exports) {
  140. module.exports = "precision highp float;\n\nuniform vec3 vEyePosition;\nuniform vec4 vDiffuseColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0]\n#include<__decl__lightFragment>[1]\n#include<__decl__lightFragment>[2]\n#include<__decl__lightFragment>[3]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\n#include<depthPrePass>\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#ifdef NORMAL\nbaseColor=mix(baseColor,vec4(vNormalW,1.0),0.5);\n#endif\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(1.0,1.0,1.0);\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\nfloat shadow=1.;\nfloat glossiness=0.;\n#include<lightFragment>[0]\n#include<lightFragment>[1]\n#include<lightFragment>[2]\n#include<lightFragment>[3]\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor,0.0,1.0)*baseColor.rgb;\n\nvec4 color=vec4(finalDiffuse,alpha);\n#include<fogFragment>\ngl_FragColor=color;\n}"
  141. /***/ }),
  142. /***/ "../src/normal/normal.vertex.fx":
  143. /*!**************************************!*\
  144. !*** ../src/normal/normal.vertex.fx ***!
  145. \**************************************/
  146. /*! no static exports found */
  147. /***/ (function(module, exports) {
  148. module.exports = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n"
  149. /***/ }),
  150. /***/ "../src/normal/normalMaterial.ts":
  151. /*!***************************************!*\
  152. !*** ../src/normal/normalMaterial.ts ***!
  153. \***************************************/
  154. /*! no static exports found */
  155. /***/ (function(module, exports, __webpack_require__) {
  156. "use strict";
  157. var __extends = (this && this.__extends) || (function () {
  158. var extendStatics = function (d, b) {
  159. extendStatics = Object.setPrototypeOf ||
  160. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  161. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  162. return extendStatics(d, b);
  163. }
  164. return function (d, b) {
  165. extendStatics(d, b);
  166. function __() { this.constructor = d; }
  167. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  168. };
  169. })();
  170. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  171. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  172. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  173. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  174. return c > 3 && r && Object.defineProperty(target, key, r), r;
  175. };
  176. Object.defineProperty(exports, "__esModule", { value: true });
  177. var babylonjs_1 = __webpack_require__(/*! babylonjs */ "babylonjs");
  178. babylonjs_1.Effect.ShadersStore["normalPixelShader"] = __webpack_require__(/*! ./normal.fragment.fx */ "../src/normal/normal.fragment.fx");
  179. babylonjs_1.Effect.ShadersStore["normalVertexShader"] = __webpack_require__(/*! ./normal.vertex.fx */ "../src/normal/normal.vertex.fx");
  180. var NormalMaterialDefines = /** @class */ (function (_super) {
  181. __extends(NormalMaterialDefines, _super);
  182. function NormalMaterialDefines() {
  183. var _this = _super.call(this) || this;
  184. _this.DIFFUSE = false;
  185. _this.CLIPPLANE = false;
  186. _this.CLIPPLANE2 = false;
  187. _this.CLIPPLANE3 = false;
  188. _this.CLIPPLANE4 = false;
  189. _this.ALPHATEST = false;
  190. _this.DEPTHPREPASS = false;
  191. _this.POINTSIZE = false;
  192. _this.FOG = false;
  193. _this.LIGHT0 = false;
  194. _this.LIGHT1 = false;
  195. _this.LIGHT2 = false;
  196. _this.LIGHT3 = false;
  197. _this.SPOTLIGHT0 = false;
  198. _this.SPOTLIGHT1 = false;
  199. _this.SPOTLIGHT2 = false;
  200. _this.SPOTLIGHT3 = false;
  201. _this.HEMILIGHT0 = false;
  202. _this.HEMILIGHT1 = false;
  203. _this.HEMILIGHT2 = false;
  204. _this.HEMILIGHT3 = false;
  205. _this.DIRLIGHT0 = false;
  206. _this.DIRLIGHT1 = false;
  207. _this.DIRLIGHT2 = false;
  208. _this.DIRLIGHT3 = false;
  209. _this.POINTLIGHT0 = false;
  210. _this.POINTLIGHT1 = false;
  211. _this.POINTLIGHT2 = false;
  212. _this.POINTLIGHT3 = false;
  213. _this.SHADOW0 = false;
  214. _this.SHADOW1 = false;
  215. _this.SHADOW2 = false;
  216. _this.SHADOW3 = false;
  217. _this.SHADOWS = false;
  218. _this.SHADOWESM0 = false;
  219. _this.SHADOWESM1 = false;
  220. _this.SHADOWESM2 = false;
  221. _this.SHADOWESM3 = false;
  222. _this.SHADOWPOISSON0 = false;
  223. _this.SHADOWPOISSON1 = false;
  224. _this.SHADOWPOISSON2 = false;
  225. _this.SHADOWPOISSON3 = false;
  226. _this.SHADOWPCF0 = false;
  227. _this.SHADOWPCF1 = false;
  228. _this.SHADOWPCF2 = false;
  229. _this.SHADOWPCF3 = false;
  230. _this.SHADOWPCSS0 = false;
  231. _this.SHADOWPCSS1 = false;
  232. _this.SHADOWPCSS2 = false;
  233. _this.SHADOWPCSS3 = false;
  234. _this.NORMAL = false;
  235. _this.UV1 = false;
  236. _this.UV2 = false;
  237. _this.VERTEXCOLOR = false;
  238. _this.VERTEXALPHA = false;
  239. _this.NUM_BONE_INFLUENCERS = 0;
  240. _this.BonesPerMesh = 0;
  241. _this.INSTANCES = false;
  242. _this.rebuild();
  243. return _this;
  244. }
  245. return NormalMaterialDefines;
  246. }(babylonjs_1.MaterialDefines));
  247. var NormalMaterial = /** @class */ (function (_super) {
  248. __extends(NormalMaterial, _super);
  249. function NormalMaterial(name, scene) {
  250. var _this = _super.call(this, name, scene) || this;
  251. _this.diffuseColor = new babylonjs_1.Color3(1, 1, 1);
  252. _this._disableLighting = false;
  253. _this._maxSimultaneousLights = 4;
  254. return _this;
  255. }
  256. NormalMaterial.prototype.needAlphaBlending = function () {
  257. return (this.alpha < 1.0);
  258. };
  259. NormalMaterial.prototype.needAlphaTesting = function () {
  260. return false;
  261. };
  262. NormalMaterial.prototype.getAlphaTestTexture = function () {
  263. return null;
  264. };
  265. // Methods
  266. NormalMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  267. if (this.isFrozen) {
  268. if (this._wasPreviouslyReady && subMesh.effect) {
  269. return true;
  270. }
  271. }
  272. if (!subMesh._materialDefines) {
  273. subMesh._materialDefines = new NormalMaterialDefines();
  274. }
  275. var defines = subMesh._materialDefines;
  276. var scene = this.getScene();
  277. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  278. if (this._renderId === scene.getRenderId()) {
  279. return true;
  280. }
  281. }
  282. var engine = scene.getEngine();
  283. // Textures
  284. if (defines._areTexturesDirty) {
  285. defines._needUVs = false;
  286. if (scene.texturesEnabled) {
  287. if (this._diffuseTexture && babylonjs_1.StandardMaterial.DiffuseTextureEnabled) {
  288. if (!this._diffuseTexture.isReady()) {
  289. return false;
  290. }
  291. else {
  292. defines._needUVs = true;
  293. defines.DIFFUSE = true;
  294. }
  295. }
  296. }
  297. }
  298. // Misc.
  299. babylonjs_1.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  300. // Lights
  301. defines._needNormals = babylonjs_1.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights, this._disableLighting);
  302. // Values that need to be evaluated on every frame
  303. babylonjs_1.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false);
  304. // Attribs
  305. babylonjs_1.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true);
  306. // Get correct effect
  307. if (defines.isDirty) {
  308. defines.markAsProcessed();
  309. scene.resetCachedMaterial();
  310. // Fallbacks
  311. var fallbacks = new babylonjs_1.EffectFallbacks();
  312. if (defines.FOG) {
  313. fallbacks.addFallback(1, "FOG");
  314. }
  315. babylonjs_1.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
  316. if (defines.NUM_BONE_INFLUENCERS > 0) {
  317. fallbacks.addCPUSkinningFallback(0, mesh);
  318. }
  319. //Attributes
  320. var attribs = [babylonjs_1.VertexBuffer.PositionKind];
  321. if (defines.NORMAL) {
  322. attribs.push(babylonjs_1.VertexBuffer.NormalKind);
  323. }
  324. if (defines.UV1) {
  325. attribs.push(babylonjs_1.VertexBuffer.UVKind);
  326. }
  327. if (defines.UV2) {
  328. attribs.push(babylonjs_1.VertexBuffer.UV2Kind);
  329. }
  330. if (defines.VERTEXCOLOR) {
  331. attribs.push(babylonjs_1.VertexBuffer.ColorKind);
  332. }
  333. babylonjs_1.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  334. babylonjs_1.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  335. var shaderName = "normal";
  336. var join = defines.toString();
  337. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vDiffuseColor",
  338. "vFogInfos", "vFogColor", "pointSize",
  339. "vDiffuseInfos",
  340. "mBones",
  341. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix"
  342. ];
  343. var samplers = ["diffuseSampler"];
  344. var uniformBuffers = new Array();
  345. babylonjs_1.MaterialHelper.PrepareUniformsAndSamplersList({
  346. uniformsNames: uniforms,
  347. uniformBuffersNames: uniformBuffers,
  348. samplers: samplers,
  349. defines: defines,
  350. maxSimultaneousLights: 4
  351. });
  352. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  353. attributes: attribs,
  354. uniformsNames: uniforms,
  355. uniformBuffersNames: uniformBuffers,
  356. samplers: samplers,
  357. defines: join,
  358. fallbacks: fallbacks,
  359. onCompiled: this.onCompiled,
  360. onError: this.onError,
  361. indexParameters: { maxSimultaneousLights: 4 }
  362. }, engine), defines);
  363. }
  364. if (!subMesh.effect || !subMesh.effect.isReady()) {
  365. return false;
  366. }
  367. this._renderId = scene.getRenderId();
  368. this._wasPreviouslyReady = true;
  369. return true;
  370. };
  371. NormalMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  372. var scene = this.getScene();
  373. var defines = subMesh._materialDefines;
  374. if (!defines) {
  375. return;
  376. }
  377. var effect = subMesh.effect;
  378. if (!effect) {
  379. return;
  380. }
  381. this._activeEffect = effect;
  382. // Matrices
  383. this.bindOnlyWorldMatrix(world);
  384. this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  385. // Bones
  386. babylonjs_1.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  387. if (this._mustRebind(scene, effect)) {
  388. // Textures
  389. if (this.diffuseTexture && babylonjs_1.StandardMaterial.DiffuseTextureEnabled) {
  390. this._activeEffect.setTexture("diffuseSampler", this.diffuseTexture);
  391. this._activeEffect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  392. this._activeEffect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  393. }
  394. // Clip plane
  395. babylonjs_1.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  396. // Point size
  397. if (this.pointsCloud) {
  398. this._activeEffect.setFloat("pointSize", this.pointSize);
  399. }
  400. babylonjs_1.MaterialHelper.BindEyePosition(effect, scene);
  401. }
  402. this._activeEffect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  403. // Lights
  404. if (scene.lightsEnabled && !this.disableLighting) {
  405. babylonjs_1.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines);
  406. }
  407. // View
  408. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== babylonjs_1.Scene.FOGMODE_NONE) {
  409. this._activeEffect.setMatrix("view", scene.getViewMatrix());
  410. }
  411. // Fog
  412. babylonjs_1.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  413. this._afterBind(mesh, this._activeEffect);
  414. };
  415. NormalMaterial.prototype.getAnimatables = function () {
  416. var results = [];
  417. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  418. results.push(this.diffuseTexture);
  419. }
  420. return results;
  421. };
  422. NormalMaterial.prototype.getActiveTextures = function () {
  423. var activeTextures = _super.prototype.getActiveTextures.call(this);
  424. if (this._diffuseTexture) {
  425. activeTextures.push(this._diffuseTexture);
  426. }
  427. return activeTextures;
  428. };
  429. NormalMaterial.prototype.hasTexture = function (texture) {
  430. if (_super.prototype.hasTexture.call(this, texture)) {
  431. return true;
  432. }
  433. if (this.diffuseTexture === texture) {
  434. return true;
  435. }
  436. return false;
  437. };
  438. NormalMaterial.prototype.dispose = function (forceDisposeEffect) {
  439. if (this.diffuseTexture) {
  440. this.diffuseTexture.dispose();
  441. }
  442. _super.prototype.dispose.call(this, forceDisposeEffect);
  443. };
  444. NormalMaterial.prototype.clone = function (name) {
  445. var _this = this;
  446. return babylonjs_1.SerializationHelper.Clone(function () { return new NormalMaterial(name, _this.getScene()); }, this);
  447. };
  448. NormalMaterial.prototype.serialize = function () {
  449. var serializationObject = babylonjs_1.SerializationHelper.Serialize(this);
  450. serializationObject.customType = "BABYLON.NormalMaterial";
  451. return serializationObject;
  452. };
  453. NormalMaterial.prototype.getClassName = function () {
  454. return "NormalMaterial";
  455. };
  456. // Statics
  457. NormalMaterial.Parse = function (source, scene, rootUrl) {
  458. return babylonjs_1.SerializationHelper.Parse(function () { return new NormalMaterial(source.name, scene); }, source, scene, rootUrl);
  459. };
  460. __decorate([
  461. babylonjs_1.serializeAsTexture("diffuseTexture")
  462. ], NormalMaterial.prototype, "_diffuseTexture", void 0);
  463. __decorate([
  464. babylonjs_1.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  465. ], NormalMaterial.prototype, "diffuseTexture", void 0);
  466. __decorate([
  467. babylonjs_1.serializeAsColor3()
  468. ], NormalMaterial.prototype, "diffuseColor", void 0);
  469. __decorate([
  470. babylonjs_1.serialize("disableLighting")
  471. ], NormalMaterial.prototype, "_disableLighting", void 0);
  472. __decorate([
  473. babylonjs_1.expandToProperty("_markAllSubMeshesAsLightsDirty")
  474. ], NormalMaterial.prototype, "disableLighting", void 0);
  475. __decorate([
  476. babylonjs_1.serialize("maxSimultaneousLights")
  477. ], NormalMaterial.prototype, "_maxSimultaneousLights", void 0);
  478. __decorate([
  479. babylonjs_1.expandToProperty("_markAllSubMeshesAsLightsDirty")
  480. ], NormalMaterial.prototype, "maxSimultaneousLights", void 0);
  481. return NormalMaterial;
  482. }(babylonjs_1.PushMaterial));
  483. exports.NormalMaterial = NormalMaterial;
  484. /***/ }),
  485. /***/ "./legacy-normal.ts":
  486. /*!**************************!*\
  487. !*** ./legacy-normal.ts ***!
  488. \**************************/
  489. /*! no static exports found */
  490. /***/ (function(module, exports, __webpack_require__) {
  491. "use strict";
  492. /* WEBPACK VAR INJECTION */(function(global) {
  493. function __export(m) {
  494. for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
  495. }
  496. Object.defineProperty(exports, "__esModule", { value: true });
  497. var MatLib = __webpack_require__(/*! ../src/normal/index */ "../src/normal/index.ts");
  498. /**
  499. * This is the entry point for the UMD module.
  500. * The entry point for a future ESM package should be index.ts
  501. */
  502. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined);
  503. if (typeof globalObject !== "undefined") {
  504. for (var key in MatLib) {
  505. globalObject.BABYLON[key] = MatLib[key];
  506. }
  507. }
  508. __export(__webpack_require__(/*! ../src/normal/index */ "../src/normal/index.ts"));
  509. /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../Tools/Gulp/node_modules/webpack/buildin/global.js */ "../../Tools/Gulp/node_modules/webpack/buildin/global.js")))
  510. /***/ }),
  511. /***/ "babylonjs":
  512. /*!****************************************************************************************************!*\
  513. !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
  514. \****************************************************************************************************/
  515. /*! no static exports found */
  516. /***/ (function(module, exports) {
  517. module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs__;
  518. /***/ })
  519. /******/ });
  520. });
  521. //# sourceMappingURL=babylon.normalMaterial.js.map