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- import type { Nullable } from "../types";
- import { MaterialPluginManager } from "./materialPluginManager";
- import type { SmartArray } from "../Misc/smartArray";
- import type { AbstractEngine } from "../Engines/abstractEngine";
- import type { Scene } from "../scene";
- import type { AbstractMesh } from "../Meshes/abstractMesh";
- import type { SubMesh } from "../Meshes/subMesh";
- import type { IAnimatable } from "../Animations/animatable.interface";
- import type { UniformBuffer } from "./uniformBuffer";
- import type { EffectFallbacks } from "./effectFallbacks";
- import type { MaterialDefines } from "./materialDefines";
- import type { Material } from "./material";
- import type { BaseTexture } from "./Textures/baseTexture";
- import type { RenderTargetTexture } from "./Textures/renderTargetTexture";
- /**
- * Base class for material plugins.
- * @since 5.0
- */
- export declare class MaterialPluginBase {
- /**
- * Defines the name of the plugin
- */
- name: string;
- /**
- * Defines the priority of the plugin. Lower numbers run first.
- */
- priority: number;
- /**
- * Indicates that any #include directive in the plugin code must be replaced by the corresponding code.
- */
- resolveIncludes: boolean;
- /**
- * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)
- */
- registerForExtraEvents: boolean;
- protected _material: Material;
- protected _pluginManager: MaterialPluginManager;
- protected _pluginDefineNames?: {
- [name: string]: any;
- };
- protected _enable(enable: boolean): void;
- /**
- * Helper function to mark defines as being dirty.
- */
- readonly markAllDefinesAsDirty: () => void;
- /**
- * Creates a new material plugin
- * @param material parent material of the plugin
- * @param name name of the plugin
- * @param priority priority of the plugin
- * @param defines list of defines used by the plugin. The value of the property is the default value for this property
- * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)
- * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)
- * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)
- */
- constructor(material: Material, name: string, priority: number, defines?: {
- [key: string]: any;
- }, addToPluginList?: boolean, enable?: boolean, resolveIncludes?: boolean);
- /**
- * Gets the current class name useful for serialization or dynamic coding.
- * @returns The class name.
- */
- getClassName(): string;
- /**
- * Specifies that the submesh is ready to be used.
- * @param defines the list of "defines" to update.
- * @param scene defines the scene the material belongs to.
- * @param engine the engine this scene belongs to.
- * @param subMesh the submesh to check for readiness
- * @returns - boolean indicating that the submesh is ready or not.
- */
- isReadyForSubMesh(defines: MaterialDefines, scene: Scene, engine: AbstractEngine, subMesh: SubMesh): boolean;
- /**
- * Binds the material data (this function is called even if mustRebind() returns false)
- * @param uniformBuffer defines the Uniform buffer to fill in.
- * @param scene defines the scene the material belongs to.
- * @param engine defines the engine the material belongs to.
- * @param subMesh the submesh to bind data for
- */
- hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: AbstractEngine, subMesh: SubMesh): void;
- /**
- * Binds the material data.
- * @param uniformBuffer defines the Uniform buffer to fill in.
- * @param scene defines the scene the material belongs to.
- * @param engine the engine this scene belongs to.
- * @param subMesh the submesh to bind data for
- */
- bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: AbstractEngine, subMesh: SubMesh): void;
- /**
- * Disposes the resources of the material.
- * @param forceDisposeTextures - Forces the disposal of all textures.
- */
- dispose(forceDisposeTextures?: boolean): void;
- /**
- * Returns a list of custom shader code fragments to customize the shader.
- * @param shaderType "vertex" or "fragment"
- * @returns null if no code to be added, or a list of pointName =\> code.
- * Note that `pointName` can also be a regular expression if it starts with a `!`.
- * In that case, the string found by the regular expression (if any) will be
- * replaced by the code provided.
- */
- getCustomCode(shaderType: string): Nullable<{
- [pointName: string]: string;
- }>;
- /**
- * Collects all defines.
- * @param defines The object to append to.
- */
- collectDefines(defines: {
- [name: string]: {
- type: string;
- default: any;
- };
- }): void;
- /**
- * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.
- * @param defines the list of "defines" to update.
- * @param scene defines the scene to the material belongs to.
- * @param mesh the mesh being rendered
- */
- prepareDefinesBeforeAttributes(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void;
- /**
- * Sets the defines for the next rendering
- * @param defines the list of "defines" to update.
- * @param scene defines the scene to the material belongs to.
- * @param mesh the mesh being rendered
- */
- prepareDefines(defines: MaterialDefines, scene: Scene, mesh: AbstractMesh): void;
- /**
- * Checks to see if a texture is used in the material.
- * @param texture - Base texture to use.
- * @returns - Boolean specifying if a texture is used in the material.
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Gets a boolean indicating that current material needs to register RTT
- * @returns true if this uses a render target otherwise false.
- */
- hasRenderTargetTextures(): boolean;
- /**
- * Fills the list of render target textures.
- * @param renderTargets the list of render targets to update
- */
- fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
- /**
- * Returns an array of the actively used textures.
- * @param activeTextures Array of BaseTextures
- */
- getActiveTextures(activeTextures: BaseTexture[]): void;
- /**
- * Returns the animatable textures.
- * @param animatables Array of animatable textures.
- */
- getAnimatables(animatables: IAnimatable[]): void;
- /**
- * Add fallbacks to the effect fallbacks list.
- * @param defines defines the Base texture to use.
- * @param fallbacks defines the current fallback list.
- * @param currentRank defines the current fallback rank.
- * @returns the new fallback rank.
- */
- addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number;
- /**
- * Gets the samplers used by the plugin.
- * @param samplers list that the sampler names should be added to.
- */
- getSamplers(samplers: string[]): void;
- /**
- * Gets the attributes used by the plugin.
- * @param attributes list that the attribute names should be added to.
- * @param scene the scene that the material belongs to.
- * @param mesh the mesh being rendered.
- */
- getAttributes(attributes: string[], scene: Scene, mesh: AbstractMesh): void;
- /**
- * Gets the uniform buffers names added by the plugin.
- * @param ubos list that the ubo names should be added to.
- */
- getUniformBuffersNames(ubos: string[]): void;
- /**
- * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)
- * @returns the description of the uniforms
- */
- getUniforms(): {
- ubo?: Array<{
- name: string;
- size?: number;
- type?: string;
- arraySize?: number;
- }>;
- vertex?: string;
- fragment?: string;
- };
- /**
- * Makes a duplicate of the current configuration into another one.
- * @param plugin define the config where to copy the info
- */
- copyTo(plugin: MaterialPluginBase): void;
- /**
- * Serializes this plugin configuration.
- * @returns - An object with the serialized config.
- */
- serialize(): any;
- /**
- * Parses a plugin configuration from a serialized object.
- * @param source - Serialized object.
- * @param scene Defines the scene we are parsing for
- * @param rootUrl Defines the rootUrl to load from
- */
- parse(source: any, scene: Scene, rootUrl: string): void;
- }
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