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Remove useObjectSpaceNormalMap property (must be handled directly by nodeMaterial)

Popov72 5 years ago
parent
commit
5934877602

+ 0 - 10
src/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.ts

@@ -179,12 +179,6 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
     public invertNormalMapY: boolean = false;
 
     /**
-     * Allows using an object space normal map (instead of tangent space).
-     */
-    @editableInPropertyPage("Object space normal map", PropertyTypeForEdition.Boolean, "NORMAL MAP", { "notifiers": { "update": true }})
-    public useObjectSpaceNormalMap: boolean = false;
-
-    /**
      * Defines if the material uses energy conservation.
      */
     @editableInPropertyPage("Energy Conservation", PropertyTypeForEdition.Boolean, "ADVANCED", { "notifiers": { "update": true }})
@@ -568,7 +562,6 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
         defines.setValue("NORMALXYSCALE", true);
         defines.setValue("BUMP", this.perturbedNormal.isConnected);
         defines.setValue("LODBASEDMICROSFURACE", this._scene.getEngine().getCaps().textureLOD);
-        defines.setValue("OBJECTSPACE_NORMALMAP", this.useObjectSpaceNormalMap);
 
         // Albedo & Opacity
         defines.setValue("ALBEDO", this.baseTexture.isConnected);
@@ -1070,7 +1063,6 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
         codeString += `${this._codeVariableName}.enableSpecularAntiAliasing = ${this.enableSpecularAntiAliasing};\r\n`;
         codeString += `${this._codeVariableName}.invertNormalMapX = ${this.invertNormalMapX};\r\n`;
         codeString += `${this._codeVariableName}.invertNormalMapY = ${this.invertNormalMapY};\r\n`;
-        codeString += `${this._codeVariableName}.useObjectSpaceNormalMap = ${this.useObjectSpaceNormalMap};\r\n`;
         codeString += `${this._codeVariableName}.useEnergyConservation = ${this.useEnergyConservation};\r\n`;
         codeString += `${this._codeVariableName}.useRadianceOcclusion = ${this.useRadianceOcclusion};\r\n`;
         codeString += `${this._codeVariableName}.useHorizonOcclusion = ${this.useHorizonOcclusion};\r\n`;
@@ -1101,7 +1093,6 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
         serializationObject.enableSpecularAntiAliasing = this.enableSpecularAntiAliasing;
         serializationObject.invertNormalMapX = this.invertNormalMapX;
         serializationObject.invertNormalMapY = this.invertNormalMapY;
-        serializationObject.useObjectSpaceNormalMap = this.useObjectSpaceNormalMap;
         serializationObject.useEnergyConservation = this.useEnergyConservation;
         serializationObject.useRadianceOcclusion = this.useRadianceOcclusion;
         serializationObject.useHorizonOcclusion = this.useHorizonOcclusion;
@@ -1132,7 +1123,6 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
         this.enableSpecularAntiAliasing = serializationObject.enableSpecularAntiAliasing;
         this.invertNormalMapX = !!serializationObject.invertNormalMapX;
         this.invertNormalMapY = !!serializationObject.invertNormalMapY;
-        this.useObjectSpaceNormalMap = !!serializationObject.useObjectSpaceNormalMap;
         this.useEnergyConservation = serializationObject.useEnergyConservation;
         this.useRadianceOcclusion = serializationObject.useRadianceOcclusion;
         this.useHorizonOcclusion = serializationObject.useHorizonOcclusion;

+ 1 - 1
src/Materials/Node/nodeMaterial.ts

@@ -906,7 +906,7 @@ export class NodeMaterial extends PushMaterial {
             if (effect && scene.getCachedEffect() !== effect) {
                 // Bindable blocks
                 for (var block of sharedData.bindableBlocks) {
-                    block.bind(effect, this, mesh, subMesh, world);
+                    block.bind(effect, this, mesh, subMesh);
                 }
 
                 // Connection points

+ 1 - 3
src/Materials/Node/nodeMaterialBlock.ts

@@ -13,7 +13,6 @@ import { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator';
 import { Scene } from '../../scene';
 import { _TypeStore } from '../../Misc/typeStore';
 import { EffectFallbacks } from '../effectFallbacks';
-import { Matrix } from "../../Maths/math.vector";
 
 /**
  * Defines a block that can be used inside a node based material
@@ -174,9 +173,8 @@ export class NodeMaterialBlock {
      * @param nodeMaterial defines the hosting NodeMaterial
      * @param mesh defines the mesh that will be rendered
      * @param subMesh defines the submesh that will be rendered
-     * @param world defines the world transformation matrix
      */
-    public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh, world?: Matrix) {
+    public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {
         // Do nothing
     }