import type { Scene } from "../scene"; import type { Effect, IEffectCreationOptions } from "./effect"; import type { AbstractMesh } from "../Meshes/abstractMesh"; import type { UniformBuffer } from "./uniformBuffer"; import type { BaseTexture } from "./Textures/baseTexture"; import type { PrePassConfiguration } from "./prePassConfiguration"; import type { Light } from "../Lights/light"; import type { MaterialDefines } from "./materialDefines"; import type { EffectFallbacks } from "./effectFallbacks"; import type { AbstractEngine } from "../Engines/abstractEngine"; import type { Material } from "./material"; import type { Nullable } from "../types"; /** * Binds the logarithmic depth information from the scene to the effect for the given defines. * @param defines The generated defines used in the effect * @param effect The effect we are binding the data to * @param scene The scene we are willing to render with logarithmic scale for */ export declare function BindLogDepth(defines: any, effect: Effect, scene: Scene): void; /** * Binds the fog information from the scene to the effect for the given mesh. * @param scene The scene the lights belongs to * @param mesh The mesh we are binding the information to render * @param effect The effect we are binding the data to * @param linearSpace Defines if the fog effect is applied in linear space */ export declare function BindFogParameters(scene: Scene, mesh?: AbstractMesh, effect?: Effect, linearSpace?: boolean): void; /** * Prepares the list of attributes required for morph targets according to the effect defines. * @param attribs The current list of supported attribs * @param mesh The mesh to prepare the morph targets attributes for * @param influencers The number of influencers */ export declare function PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void; /** * Prepares the list of attributes required for morph targets according to the effect defines. * @param attribs The current list of supported attribs * @param mesh The mesh to prepare the morph targets attributes for * @param defines The current Defines of the effect */ export declare function PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void; /** * Add the list of attributes required for instances to the attribs array. * @param attribs The current list of supported attribs * @param needsPreviousMatrices If the shader needs previous matrices */ export declare function PushAttributesForInstances(attribs: string[], needsPreviousMatrices?: boolean): void; /** * Binds the morph targets information from the mesh to the effect. * @param abstractMesh The mesh we are binding the information to render * @param effect The effect we are binding the data to */ export declare function BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void; /** * Binds the scene's uniform buffer to the effect. * @param effect defines the effect to bind to the scene uniform buffer * @param sceneUbo defines the uniform buffer storing scene data */ export declare function BindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void; /** * Helps preparing the defines values about the UVs in used in the effect. * UVs are shared as much as we can across channels in the shaders. * @param texture The texture we are preparing the UVs for * @param defines The defines to update * @param key The channel key "diffuse", "specular"... used in the shader */ export declare function PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void; /** * Binds a texture matrix value to its corresponding uniform * @param texture The texture to bind the matrix for * @param uniformBuffer The uniform buffer receiving the data * @param key The channel key "diffuse", "specular"... used in the shader */ export declare function BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void; /** * Prepares the list of attributes required for baked vertex animations according to the effect defines. * @param attribs The current list of supported attribs * @param mesh The mesh to prepare for baked vertex animations * @param defines The current Defines of the effect */ export declare function PrepareAttributesForBakedVertexAnimation(attribs: string[], mesh: AbstractMesh, defines: any): void; /** * Binds the bones information from the mesh to the effect. * @param mesh The mesh we are binding the information to render * @param effect The effect we are binding the data to * @param prePassConfiguration Configuration for the prepass, in case prepass is activated */ export declare function BindBonesParameters(mesh?: AbstractMesh, effect?: Effect, prePassConfiguration?: PrePassConfiguration): void; /** * Binds the light information to the effect. * @param light The light containing the generator * @param effect The effect we are binding the data to * @param lightIndex The light index in the effect used to render */ export declare function BindLightProperties(light: Light, effect: Effect, lightIndex: number): void; /** * Binds the lights information from the scene to the effect for the given mesh. * @param light Light to bind * @param lightIndex Light index * @param scene The scene where the light belongs to * @param effect The effect we are binding the data to * @param useSpecular Defines if specular is supported * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows */ export declare function BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, receiveShadows?: boolean): void; /** * Binds the lights information from the scene to the effect for the given mesh. * @param scene The scene the lights belongs to * @param mesh The mesh we are binding the information to render * @param effect The effect we are binding the data to * @param defines The generated defines for the effect * @param maxSimultaneousLights The maximum number of light that can be bound to the effect */ export declare function BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number): void; /** * Prepares the list of attributes required for bones according to the effect defines. * @param attribs The current list of supported attribs * @param mesh The mesh to prepare the bones attributes for * @param defines The current Defines of the effect * @param fallbacks The current effect fallback strategy */ export declare function PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void; /** * Check and prepare the list of attributes required for instances according to the effect defines. * @param attribs The current list of supported attribs * @param defines The current MaterialDefines of the effect */ export declare function PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void; /** * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality) * @param defines The defines to update while falling back * @param fallbacks The authorized effect fallbacks * @param maxSimultaneousLights The maximum number of lights allowed * @param rank the current rank of the Effect * @returns The newly affected rank */ export declare function HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number; /** * Gets the current status of the fog (should it be enabled?) * @param mesh defines the mesh to evaluate for fog support * @param scene defines the hosting scene * @returns true if fog must be enabled */ export declare function GetFogState(mesh: AbstractMesh, scene: Scene): boolean; /** * Helper used to prepare the list of defines associated with misc. values for shader compilation * @param mesh defines the current mesh * @param scene defines the current scene * @param useLogarithmicDepth defines if logarithmic depth has to be turned on * @param pointsCloud defines if point cloud rendering has to be turned on * @param fogEnabled defines if fog has to be turned on * @param alphaTest defines if alpha testing has to be turned on * @param defines defines the current list of defines * @param applyDecalAfterDetail Defines if the decal is applied after or before the detail */ export declare function PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any, applyDecalAfterDetail?: boolean): void; /** * Prepares the defines related to the light information passed in parameter * @param scene The scene we are intending to draw * @param mesh The mesh the effect is compiling for * @param defines The defines to update * @param specularSupported Specifies whether specular is supported or not (override lights data) * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max * @param disableLighting Specifies whether the lighting is disabled (override scene and light) * @returns true if normals will be required for the rest of the effect */ export declare function PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean; /** * Prepares the defines related to the light information passed in parameter * @param scene The scene we are intending to draw * @param mesh The mesh the effect is compiling for * @param light The light the effect is compiling for * @param lightIndex The index of the light * @param defines The defines to update * @param specularSupported Specifies whether specular is supported or not (override lights data) * @param state Defines the current state regarding what is needed (normals, etc...) * @param state.needNormals * @param state.needRebuild * @param state.shadowEnabled * @param state.specularEnabled * @param state.lightmapMode */ export declare function PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: { needNormals: boolean; needRebuild: boolean; shadowEnabled: boolean; specularEnabled: boolean; lightmapMode: boolean; }): void; /** * Helper used to prepare the list of defines associated with frame values for shader compilation * @param scene defines the current scene * @param engine defines the current engine * @param material defines the material we are compiling the shader for * @param defines specifies the list of active defines * @param useInstances defines if instances have to be turned on * @param useClipPlane defines if clip plane have to be turned on * @param useThinInstances defines if thin instances have to be turned on */ export declare function PrepareDefinesForFrameBoundValues(scene: Scene, engine: AbstractEngine, material: Material, defines: any, useInstances: boolean, useClipPlane?: Nullable, useThinInstances?: boolean): void; /** * Prepares the defines for bones * @param mesh The mesh containing the geometry data we will draw * @param defines The defines to update */ export declare function PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void; /** * Prepares the defines for morph targets * @param mesh The mesh containing the geometry data we will draw * @param defines The defines to update */ export declare function PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void; /** * Prepares the defines for baked vertex animation * @param mesh The mesh containing the geometry data we will draw * @param defines The defines to update */ export declare function PrepareDefinesForBakedVertexAnimation(mesh: AbstractMesh, defines: any): void; /** * Prepares the defines used in the shader depending on the attributes data available in the mesh * @param mesh The mesh containing the geometry data we will draw * @param defines The defines to update * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info) * @param useBones Precise whether bones should be used or not (override mesh info) * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info) * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info) * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info) * @returns false if defines are considered not dirty and have not been checked */ export declare function PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean, useBakedVertexAnimation?: boolean): boolean; /** * Prepares the defines related to multiview * @param scene The scene we are intending to draw * @param defines The defines to update */ export declare function PrepareDefinesForMultiview(scene: Scene, defines: any): void; /** * Prepares the defines related to order independant transparency * @param scene The scene we are intending to draw * @param defines The defines to update * @param needAlphaBlending Determines if the material needs alpha blending */ export declare function PrepareDefinesForOIT(scene: Scene, defines: any, needAlphaBlending: boolean): void; /** * Prepares the defines related to the prepass * @param scene The scene we are intending to draw * @param defines The defines to update * @param canRenderToMRT Indicates if this material renders to several textures in the prepass */ export declare function PrepareDefinesForPrePass(scene: Scene, defines: any, canRenderToMRT: boolean): void; /** * Helper used to prepare the defines relative to the active camera * @param scene defines the current scene * @param defines specifies the list of active defines * @returns true if the defines have been updated, else false */ export declare function PrepareDefinesForCamera(scene: Scene, defines: any): boolean; /** * Prepares the uniforms and samplers list to be used in the effect (for a specific light) * @param lightIndex defines the light index * @param uniformsList The uniform list * @param samplersList The sampler list * @param projectedLightTexture defines if projected texture must be used * @param uniformBuffersList defines an optional list of uniform buffers * @param updateOnlyBuffersList True to only update the uniformBuffersList array */ export declare function PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable, updateOnlyBuffersList?: boolean): void; /** * Prepares the uniforms and samplers list to be used in the effect * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information * @param samplersList The sampler list * @param defines The defines helping in the list generation * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect */ export declare function PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;