@babylonjs/core 5.0.0-alpha.48 → 5.0.0-alpha.51

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.
Files changed (1305) hide show
  1. package/Actions/action.js +5 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +11 -11
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Actions/condition.js +5 -5
  6. package/Actions/condition.js.map +1 -1
  7. package/Actions/directActions.js +13 -13
  8. package/Actions/directActions.js.map +1 -1
  9. package/Actions/directAudioActions.js +4 -4
  10. package/Actions/directAudioActions.js.map +1 -1
  11. package/Actions/index.js +8 -8
  12. package/Actions/interpolateValueAction.js +8 -8
  13. package/Actions/interpolateValueAction.js.map +1 -1
  14. package/Animations/animatable.js +12 -7
  15. package/Animations/animatable.js.map +1 -1
  16. package/Animations/animation.js +11 -11
  17. package/Animations/animation.js.map +1 -1
  18. package/Animations/animationGroup.js +4 -14
  19. package/Animations/animationGroup.js.map +1 -1
  20. package/Animations/animationPropertiesOverride.js +1 -1
  21. package/Animations/easing.js +1 -1
  22. package/Animations/index.js +12 -12
  23. package/Animations/pathCursor.js +1 -1
  24. package/Animations/runtimeAnimation.js +12 -7
  25. package/Animations/runtimeAnimation.js.map +1 -1
  26. package/Audio/analyser.js +2 -2
  27. package/Audio/audioEngine.js +5 -5
  28. package/Audio/audioEngine.js.map +1 -1
  29. package/Audio/audioSceneComponent.js +9 -9
  30. package/Audio/index.js +8 -8
  31. package/Audio/sound.js +7 -7
  32. package/Audio/sound.js.map +1 -1
  33. package/Audio/soundTrack.js +1 -1
  34. package/Audio/weightedsound.js +1 -1
  35. package/Behaviors/Cameras/autoRotationBehavior.js +2 -2
  36. package/Behaviors/Cameras/bouncingBehavior.js +2 -2
  37. package/Behaviors/Cameras/framingBehavior.js +5 -5
  38. package/Behaviors/Cameras/index.js +3 -3
  39. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  40. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -1
  41. package/Behaviors/Meshes/baseSixDofDragBehavior.js +119 -62
  42. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  43. package/Behaviors/Meshes/followBehavior.js +3 -3
  44. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  45. package/Behaviors/Meshes/index.js +9 -9
  46. package/Behaviors/Meshes/multiPointerScaleBehavior.js +2 -2
  47. package/Behaviors/Meshes/pointerDragBehavior.js +10 -9
  48. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -0
  50. package/Behaviors/Meshes/sixDofDragBehavior.js +24 -13
  51. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +2 -2
  53. package/Behaviors/index.js +3 -3
  54. package/Bones/bone.js +4 -4
  55. package/Bones/boneIKController.js +2 -2
  56. package/Bones/boneLookController.js +3 -3
  57. package/Bones/index.js +4 -4
  58. package/Bones/skeleton.js +9 -9
  59. package/Buffers/buffer.js +2 -5
  60. package/Buffers/buffer.js.map +1 -1
  61. package/Buffers/index.js +3 -3
  62. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +5 -5
  63. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  64. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +3 -3
  65. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +4 -4
  66. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +9 -9
  67. package/Cameras/Inputs/arcRotateCameraPointersInput.js +3 -3
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +3 -3
  69. package/Cameras/Inputs/flyCameraKeyboardInput.js +5 -5
  70. package/Cameras/Inputs/flyCameraMouseInput.js +6 -6
  71. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +4 -4
  72. package/Cameras/Inputs/followCameraMouseWheelInput.js +4 -4
  73. package/Cameras/Inputs/followCameraPointersInput.js +3 -3
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +5 -5
  75. package/Cameras/Inputs/freeCameraGamepadInput.js +4 -4
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +5 -5
  77. package/Cameras/Inputs/freeCameraMouseInput.js +5 -5
  78. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -5
  79. package/Cameras/Inputs/freeCameraTouchInput.js +5 -5
  80. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +4 -4
  81. package/Cameras/Inputs/index.js +19 -19
  82. package/Cameras/RigModes/index.js +4 -4
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  84. package/Cameras/RigModes/stereoscopicRigMode.js +4 -4
  85. package/Cameras/RigModes/vrRigMode.js +6 -6
  86. package/Cameras/RigModes/webVRRigMode.js +2 -2
  87. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +5 -5
  88. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +5 -5
  89. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +5 -5
  90. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +5 -5
  91. package/Cameras/Stereoscopic/index.js +9 -9
  92. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +5 -5
  93. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +5 -5
  94. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +5 -5
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +29 -16
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  98. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +5 -5
  99. package/Cameras/VR/index.js +6 -6
  100. package/Cameras/VR/vrCameraMetrics.js +1 -1
  101. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +7 -7
  102. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +6 -6
  103. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +6 -6
  104. package/Cameras/VR/vrExperienceHelper.d.ts +0 -3
  105. package/Cameras/VR/vrExperienceHelper.js +52 -39
  106. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  107. package/Cameras/VR/webVRCamera.js +13 -13
  108. package/Cameras/arcRotateCamera.d.ts +10 -0
  109. package/Cameras/arcRotateCamera.js +40 -13
  110. package/Cameras/arcRotateCamera.js.map +1 -1
  111. package/Cameras/arcRotateCameraInputsManager.js +4 -4
  112. package/Cameras/camera.js +15 -15
  113. package/Cameras/camera.js.map +1 -1
  114. package/Cameras/cameraInputsManager.js +3 -3
  115. package/Cameras/deviceOrientationCamera.js +5 -5
  116. package/Cameras/flyCamera.js +6 -6
  117. package/Cameras/flyCameraInputsManager.js +3 -3
  118. package/Cameras/followCamera.js +6 -6
  119. package/Cameras/followCameraInputsManager.js +4 -4
  120. package/Cameras/freeCamera.js +6 -6
  121. package/Cameras/freeCameraInputsManager.js +5 -5
  122. package/Cameras/gamepadCamera.js +3 -3
  123. package/Cameras/index.js +20 -20
  124. package/Cameras/targetCamera.js +5 -5
  125. package/Cameras/touchCamera.js +3 -3
  126. package/Cameras/universalCamera.js +5 -5
  127. package/Cameras/virtualJoysticksCamera.js +4 -4
  128. package/Collisions/collider.js +2 -2
  129. package/Collisions/collisionCoordinator.js +4 -4
  130. package/Collisions/index.js +5 -5
  131. package/Collisions/meshCollisionData.js +1 -1
  132. package/Collisions/pickingInfo.d.ts +12 -2
  133. package/Collisions/pickingInfo.js +13 -4
  134. package/Collisions/pickingInfo.js.map +1 -1
  135. package/Compute/computeEffect.js +8 -8
  136. package/Compute/computeEffect.js.map +1 -1
  137. package/Compute/computeShader.js +8 -8
  138. package/Compute/computeShader.js.map +1 -1
  139. package/Compute/index.js +2 -2
  140. package/Culling/Octrees/index.js +3 -3
  141. package/Culling/Octrees/octree.js +2 -2
  142. package/Culling/Octrees/octreeBlock.js +2 -2
  143. package/Culling/Octrees/octreeSceneComponent.js +6 -6
  144. package/Culling/boundingBox.js +3 -3
  145. package/Culling/boundingInfo.js +4 -4
  146. package/Culling/boundingSphere.js +2 -2
  147. package/Culling/index.js +5 -5
  148. package/Culling/ray.js +6 -6
  149. package/Debug/axesViewer.js +4 -4
  150. package/Debug/boneAxesViewer.js +3 -3
  151. package/Debug/debugLayer.js +4 -4
  152. package/Debug/directionalLightFrustumViewer.js +19 -19
  153. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  154. package/Debug/index.js +8 -8
  155. package/Debug/physicsViewer.js +15 -15
  156. package/Debug/physicsViewer.js.map +1 -1
  157. package/Debug/rayHelper.js +5 -5
  158. package/Debug/rayHelper.js.map +1 -1
  159. package/Debug/skeletonViewer.js +17 -17
  160. package/Debug/skeletonViewer.js.map +1 -1
  161. package/DeviceInput/Helpers/eventFactory.js +2 -2
  162. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +3 -3
  163. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -5
  164. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  165. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  166. package/DeviceInput/deviceInputSystem.js +2 -2
  167. package/DeviceInput/index.js +8 -8
  168. package/Engines/Extensions/engine.alpha.js +1 -1
  169. package/Engines/Extensions/engine.computeShader.js +1 -1
  170. package/Engines/Extensions/engine.cubeTexture.js +7 -7
  171. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/Extensions/engine.debugging.js +1 -1
  173. package/Engines/Extensions/engine.dynamicBuffer.js +1 -1
  174. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  175. package/Engines/Extensions/engine.externalTexture.js +1 -1
  176. package/Engines/Extensions/engine.multiRender.js +3 -3
  177. package/Engines/Extensions/engine.multiview.js +8 -8
  178. package/Engines/Extensions/engine.query.js +4 -4
  179. package/Engines/Extensions/engine.rawTexture.js +4 -4
  180. package/Engines/Extensions/engine.readTexture.js +1 -1
  181. package/Engines/Extensions/engine.renderTarget.js +5 -5
  182. package/Engines/Extensions/engine.renderTargetCube.js +3 -3
  183. package/Engines/Extensions/engine.storageBuffer.js +1 -1
  184. package/Engines/Extensions/engine.textureSampler.js +1 -1
  185. package/Engines/Extensions/engine.textureSelector.js +1 -1
  186. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  187. package/Engines/Extensions/engine.uniformBuffer.js +2 -2
  188. package/Engines/Extensions/engine.videoTexture.js +1 -1
  189. package/Engines/Extensions/engine.views.js +1 -1
  190. package/Engines/Extensions/engine.webVR.js +7 -7
  191. package/Engines/Extensions/engine.webVR.js.map +1 -1
  192. package/Engines/Extensions/index.js +23 -23
  193. package/Engines/Processors/Expressions/Operators/index.js +4 -4
  194. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  195. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  196. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  197. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  198. package/Engines/Processors/Expressions/index.js +2 -2
  199. package/Engines/Processors/index.js +9 -9
  200. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  201. package/Engines/Processors/shaderCodeInliner.js +13 -13
  202. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  203. package/Engines/Processors/shaderCodeNode.js +4 -4
  204. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  205. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  206. package/Engines/Processors/shaderProcessor.js +12 -12
  207. package/Engines/Processors/shaderProcessor.js.map +1 -1
  208. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  209. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  210. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  211. package/Engines/WebGPU/Extensions/engine.alpha.js +2 -2
  212. package/Engines/WebGPU/Extensions/engine.computeShader.js +4 -4
  213. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  214. package/Engines/WebGPU/Extensions/engine.debugging.js +1 -1
  215. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +1 -1
  216. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  217. package/Engines/WebGPU/Extensions/engine.externalTexture.js +3 -3
  218. package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -3
  219. package/Engines/WebGPU/Extensions/engine.query.js +1 -1
  220. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
  221. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -1
  222. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -4
  223. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  224. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
  225. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -2
  226. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +2 -2
  227. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
  228. package/Engines/WebGPU/Extensions/index.js +17 -17
  229. package/Engines/WebGPU/webgpuBufferManager.js +5 -5
  230. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  231. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  232. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -3
  233. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  234. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +1 -1
  235. package/Engines/WebGPU/webgpuCacheSampler.js +2 -2
  236. package/Engines/WebGPU/webgpuClearQuad.js +4 -4
  237. package/Engines/WebGPU/webgpuComputeContext.js +3 -3
  238. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  239. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  240. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -3
  241. package/Engines/WebGPU/webgpuMaterialContext.js +2 -2
  242. package/Engines/WebGPU/webgpuOcclusionQuery.js +2 -2
  243. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  244. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  245. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
  246. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +5 -5
  247. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +17 -17
  248. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  249. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
  250. package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
  251. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  252. package/Engines/WebGPU/webgpuTintWASM.js +3 -3
  253. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  254. package/Engines/engine.js +21 -20
  255. package/Engines/engine.js.map +1 -1
  256. package/Engines/engineFactory.js +3 -3
  257. package/Engines/index.js +30 -30
  258. package/Engines/nativeEngine.d.ts +4 -12
  259. package/Engines/nativeEngine.js +32 -42
  260. package/Engines/nativeEngine.js.map +1 -1
  261. package/Engines/nullEngine.d.ts +25 -0
  262. package/Engines/nullEngine.js +62 -8
  263. package/Engines/nullEngine.js.map +1 -1
  264. package/Engines/renderTargetWrapper.js +2 -2
  265. package/Engines/shaderStore.js +1 -1
  266. package/Engines/thinEngine.js +40 -37
  267. package/Engines/thinEngine.js.map +1 -1
  268. package/Engines/webgpuEngine.js +37 -37
  269. package/Engines/webgpuEngine.js.map +1 -1
  270. package/Events/index.js +4 -4
  271. package/Events/pointerEvents.js +1 -1
  272. package/Gamepads/Controllers/daydreamController.js +4 -4
  273. package/Gamepads/Controllers/gearVRController.js +5 -5
  274. package/Gamepads/Controllers/genericController.js +3 -3
  275. package/Gamepads/Controllers/index.js +8 -8
  276. package/Gamepads/Controllers/oculusTouchController.js +5 -5
  277. package/Gamepads/Controllers/poseEnabledController.js +5 -5
  278. package/Gamepads/Controllers/viveController.js +3 -3
  279. package/Gamepads/Controllers/webVRController.js +2 -2
  280. package/Gamepads/Controllers/windowsMotionController.js +9 -9
  281. package/Gamepads/dualShockGamepad.js +2 -2
  282. package/Gamepads/gamepad.js +1 -1
  283. package/Gamepads/gamepadManager.js +9 -9
  284. package/Gamepads/gamepadManager.js.map +1 -1
  285. package/Gamepads/gamepadSceneComponent.js +7 -7
  286. package/Gamepads/index.js +6 -6
  287. package/Gamepads/xboxGamepad.js +2 -2
  288. package/Gizmos/axisDragGizmo.js +36 -22
  289. package/Gizmos/axisDragGizmo.js.map +1 -1
  290. package/Gizmos/axisScaleGizmo.js +12 -12
  291. package/Gizmos/axisScaleGizmo.js.map +1 -1
  292. package/Gizmos/boundingBoxGizmo.js +31 -32
  293. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  294. package/Gizmos/cameraGizmo.js +19 -19
  295. package/Gizmos/cameraGizmo.js.map +1 -1
  296. package/Gizmos/gizmo.js +5 -5
  297. package/Gizmos/gizmoManager.js +11 -11
  298. package/Gizmos/index.js +12 -12
  299. package/Gizmos/lightGizmo.js +45 -23
  300. package/Gizmos/lightGizmo.js.map +1 -1
  301. package/Gizmos/planeDragGizmo.js +10 -10
  302. package/Gizmos/planeDragGizmo.js.map +1 -1
  303. package/Gizmos/planeRotationGizmo.js +24 -14
  304. package/Gizmos/planeRotationGizmo.js.map +1 -1
  305. package/Gizmos/positionGizmo.js +8 -8
  306. package/Gizmos/rotationGizmo.js +7 -7
  307. package/Gizmos/scaleGizmo.js +11 -11
  308. package/Gizmos/scaleGizmo.js.map +1 -1
  309. package/Helpers/environmentHelper.js +17 -15
  310. package/Helpers/environmentHelper.js.map +1 -1
  311. package/Helpers/index.js +4 -4
  312. package/Helpers/photoDome.js +2 -2
  313. package/Helpers/sceneHelpers.js +18 -18
  314. package/Helpers/sceneHelpers.js.map +1 -1
  315. package/Helpers/textureDome.js +11 -11
  316. package/Helpers/textureDome.js.map +1 -1
  317. package/Helpers/videoDome.js +3 -3
  318. package/Inputs/scene.inputManager.js +8 -8
  319. package/Inputs/scene.inputManager.js.map +1 -1
  320. package/Instrumentation/engineInstrumentation.js +1 -1
  321. package/Instrumentation/index.js +3 -3
  322. package/Instrumentation/sceneInstrumentation.js +2 -2
  323. package/Layers/effectLayer.js +17 -17
  324. package/Layers/effectLayer.js.map +1 -1
  325. package/Layers/effectLayerSceneComponent.js +4 -4
  326. package/Layers/glowLayer.js +19 -16
  327. package/Layers/glowLayer.js.map +1 -1
  328. package/Layers/highlightLayer.js +20 -20
  329. package/Layers/highlightLayer.js.map +1 -1
  330. package/Layers/index.js +6 -6
  331. package/Layers/layer.js +12 -12
  332. package/Layers/layerSceneComponent.js +1 -1
  333. package/Legacy/legacy.js +3 -3
  334. package/LensFlares/index.js +3 -3
  335. package/LensFlares/lensFlare.js +2 -2
  336. package/LensFlares/lensFlareSystem.js +14 -14
  337. package/LensFlares/lensFlareSystem.js.map +1 -1
  338. package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
  339. package/Lights/Shadows/cascadedShadowGenerator.js +12 -12
  340. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  341. package/Lights/Shadows/index.js +3 -3
  342. package/Lights/Shadows/shadowGenerator.js +19 -19
  343. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  344. package/Lights/Shadows/shadowGeneratorSceneComponent.js +4 -4
  345. package/Lights/directionalLight.js +5 -5
  346. package/Lights/hemisphericLight.js +5 -5
  347. package/Lights/index.js +7 -7
  348. package/Lights/light.js +8 -8
  349. package/Lights/light.js.map +1 -1
  350. package/Lights/pointLight.js +5 -5
  351. package/Lights/shadowLight.js +4 -4
  352. package/Lights/spotLight.js +6 -6
  353. package/Loading/Plugins/babylonFileLoader.js +30 -30
  354. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  355. package/Loading/Plugins/index.js +1 -1
  356. package/Loading/index.js +4 -4
  357. package/Loading/loadingScreen.js +1 -1
  358. package/Loading/sceneLoader.js +11 -11
  359. package/Loading/sceneLoader.js.map +1 -1
  360. package/Materials/Background/backgroundMaterial.js +17 -17
  361. package/Materials/Background/backgroundMaterial.js.map +1 -1
  362. package/Materials/Background/index.js +1 -1
  363. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +6 -6
  364. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  365. package/Materials/Node/Blocks/Dual/fogBlock.js +9 -9
  366. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  367. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -10
  368. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  369. package/Materials/Node/Blocks/Dual/index.js +7 -7
  370. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -17
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@@ -1,13 +1,13 @@
1
1
  import { __extends } from "tslib";
2
- import { NodeMaterialBlock } from '../../nodeMaterialBlock';
3
- import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
4
- import { NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';
5
- import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
6
- import { _TypeStore } from '../../../../Misc/typeStore';
7
- import { Texture } from '../../../Textures/texture';
8
- import { Engine } from '../../../../Engines/engine';
9
- import { NodeMaterial } from '../../nodeMaterial';
10
- import { NodeMaterialConnectionPointCustomObject } from '../../nodeMaterialConnectionPointCustomObject';
2
+ import { NodeMaterialBlock } from '../../nodeMaterialBlock.js';
3
+ import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes.js';
4
+ import { NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint.js';
5
+ import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets.js';
6
+ import { RegisterClass } from '../../../../Misc/typeStore.js';
7
+ import { Texture } from '../../../Textures/texture.js';
8
+ import { Engine } from '../../../../Engines/engine.js';
9
+ import { NodeMaterial } from '../../nodeMaterial.js';
10
+ import { NodeMaterialConnectionPointCustomObject } from '../../nodeMaterialConnectionPointCustomObject.js';
11
11
  /**
12
12
  * Block used to provide an image for a TextureBlock
13
13
  */
@@ -137,5 +137,5 @@ var ImageSourceBlock = /** @class */ (function (_super) {
137
137
  return ImageSourceBlock;
138
138
  }(NodeMaterialBlock));
139
139
  export { ImageSourceBlock };
140
- _TypeStore.RegisteredTypes["BABYLON.ImageSourceBlock"] = ImageSourceBlock;
140
+ RegisterClass("BABYLON.ImageSourceBlock", ImageSourceBlock);
141
141
  //# sourceMappingURL=imageSourceBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Nullable } from '../../../../types';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Engine } from '../../../../Engines/engine';\r\n\r\nimport { Effect } from '../../../effect';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Scene } from '../../../../scene';\r\nimport { NodeMaterialConnectionPointCustomObject } from '../../nodeMaterialConnectionPointCustomObject';\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? Engine.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"source\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\"));\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ImageSourceBlock\"] = ImageSourceBlock;"]}
1
+ 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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { RegisterClass } from '../../../../Misc/typeStore';\r\nimport { Nullable } from '../../../../types';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Engine } from '../../../../Engines/engine';\r\n\r\nimport { Effect } from '../../../effect';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Scene } from '../../../../scene';\r\nimport { NodeMaterialConnectionPointCustomObject } from '../../nodeMaterialConnectionPointCustomObject';\r\n/**\r\n * Block used to provide an image for a TextureBlock\r\n */\r\nexport class ImageSourceBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? Engine.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this image source\r\n */\r\n public get samplerName(): string {\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Creates a new ImageSourceBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"source\", NodeMaterialBlockConnectionPointTypes.Object, NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Output, ImageSourceBlock, \"ImageSourceBlock\"));\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ImageSourceBlock\";\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageSourceBlock\", ImageSourceBlock);"]}
@@ -1,8 +1,8 @@
1
- export * from "./fogBlock";
2
- export * from "./lightBlock";
3
- export * from "./textureBlock";
4
- export * from "./reflectionTextureBlock";
5
- export * from "./currentScreenBlock";
6
- export * from "./sceneDepthBlock";
7
- export * from "./imageSourceBlock";
1
+ export * from "./fogBlock.js";
2
+ export * from "./lightBlock.js";
3
+ export * from "./textureBlock.js";
4
+ export * from "./reflectionTextureBlock.js";
5
+ export * from "./currentScreenBlock.js";
6
+ export * from "./sceneDepthBlock.js";
7
+ export * from "./imageSourceBlock.js";
8
8
  //# sourceMappingURL=index.js.map
@@ -1,20 +1,20 @@
1
1
  import { __extends } from "tslib";
2
- import { NodeMaterialBlock } from '../../nodeMaterialBlock';
3
- import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
4
- import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
5
- import { MaterialHelper } from '../../../materialHelper';
6
- import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';
7
- import { InputBlock } from '../Input/inputBlock';
8
- import { _TypeStore } from '../../../../Misc/typeStore';
9
- import "../../../../Shaders/ShadersInclude/lightFragmentDeclaration";
10
- import "../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration";
11
- import "../../../../Shaders/ShadersInclude/lightUboDeclaration";
12
- import "../../../../Shaders/ShadersInclude/lightVxUboDeclaration";
13
- import "../../../../Shaders/ShadersInclude/lightFragment";
14
- import "../../../../Shaders/ShadersInclude/helperFunctions";
15
- import "../../../../Shaders/ShadersInclude/lightsFragmentFunctions";
16
- import "../../../../Shaders/ShadersInclude/shadowsFragmentFunctions";
17
- import "../../../../Shaders/ShadersInclude/shadowsVertex";
2
+ import { NodeMaterialBlock } from '../../nodeMaterialBlock.js';
3
+ import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets.js';
4
+ import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes.js';
5
+ import { MaterialHelper } from '../../../materialHelper.js';
6
+ import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues.js';
7
+ import { InputBlock } from '../Input/inputBlock.js';
8
+ import { RegisterClass } from '../../../../Misc/typeStore.js';
9
+ import "../../../../Shaders/ShadersInclude/lightFragmentDeclaration.js";
10
+ import "../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration.js";
11
+ import "../../../../Shaders/ShadersInclude/lightUboDeclaration.js";
12
+ import "../../../../Shaders/ShadersInclude/lightVxUboDeclaration.js";
13
+ import "../../../../Shaders/ShadersInclude/lightFragment.js";
14
+ import "../../../../Shaders/ShadersInclude/helperFunctions.js";
15
+ import "../../../../Shaders/ShadersInclude/lightsFragmentFunctions.js";
16
+ import "../../../../Shaders/ShadersInclude/shadowsFragmentFunctions.js";
17
+ import "../../../../Shaders/ShadersInclude/shadowsVertex.js";
18
18
  /**
19
19
  * Block used to add light in the fragment shader
20
20
  */
@@ -335,5 +335,5 @@ var LightBlock = /** @class */ (function (_super) {
335
335
  return LightBlock;
336
336
  }(NodeMaterialBlock));
337
337
  export { LightBlock };
338
- _TypeStore.RegisteredTypes["BABYLON.LightBlock"] = LightBlock;
338
+ RegisterClass("BABYLON.LightBlock", LightBlock);
339
339
  //# sourceMappingURL=lightBlock.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"lightBlock.js","sourceRoot":"","sources":["../../../../../../sourceES6/core/Materials/Node/Blocks/Dual/lightBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,cAAc,EAAE,MAAM,yBAAyB,CAAC;AAKzD,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAGjD,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AAGxD,OAAO,6DAA6D,CAAC;AACrE,OAAO,+DAA+D,CAAC;AACvE,OAAO,wDAAwD,CAAC;AAChE,OAAO,0DAA0D,CAAC;AAClE,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,4DAA4D,CAAC;AACpE,OAAO,6DAA6D,CAAC;AACrE,OAAO,kDAAkD,CAAC;AAE1D;;GAEG;AACH;IAAgC,8BAAiB;IAQ7C;;;OAGG;IACH,oBAAmB,IAAY;QAA/B,YACI,kBAAM,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,SAgB1D;QAdG,KAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,KAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,KAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,KAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC9H,KAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,KAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,KAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC1H,KAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,KAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAE/E,KAAI,CAAC,cAAc,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACtH,KAAI,CAAC,cAAc,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,KAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;;IAClH,CAAC;IAED;;;OAGG;IACI,iCAAY,GAAnB;QACI,OAAO,YAAY,CAAC;IACxB,CAAC;IAKD,sBAAW,qCAAa;QAHxB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,mCAAW;QAHtB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,sCAAc;QAHzB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,kCAAU;QAHrB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,kCAAU;QAHrB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,oCAAY;QAHvB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,qCAAa;QAHxB;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,4BAAI;QAHf;;UAEE;aACF;YACI,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC3B,CAAC;;;OAAA;IAKD,sBAAW,qCAAa;QAHxB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAKD,sBAAW,sCAAc;QAHzB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAKD,sBAAW,8BAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;;;OAAA;IAEM,kCAAa,GAApB,UAAqB,QAAsB;QACvC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE;YAClC,IAAI,mBAAmB,GAAG,QAAQ,CAAC,wBAAwB,CAAC,UAAC,CAAC,IAAK,OAAA,CAAC,CAAC,WAAW,KAAK,wBAAwB,CAAC,cAAc,EAAzD,CAAyD,CAAC,CAAC;YAE9H,IAAI,CAAC,mBAAmB,EAAE;gBACtB,mBAAmB,GAAG,IAAI,UAAU,CAAC,gBAAgB,CAAC,CAAC;gBACvD,mBAAmB,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;aACjF;YACD,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SAC7D;IACL,CAAC;IAEM,mCAAc,GAArB,UAAsB,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QAC9F,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YAC1B,OAAO;SACV;QAED,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YACb,cAAc,CAAC,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;SAC1G;aAAM;YACH,IAAI,KAAK,GAAG;gBACR,WAAW,EAAE,KAAK;gBAClB,WAAW,EAAE,KAAK;gBAClB,YAAY,EAAE,KAAK;gBACnB,aAAa,EAAE,KAAK;gBACpB,eAAe,EAAE,KAAK;aACzB,CAAC;YAEF,cAAc,CAAC,sBAAsB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAEpG,IAAI,KAAK,CAAC,WAAW,EAAE;gBACnB,OAAO,CAAC,OAAO,EAAE,CAAC;aACrB;SACJ;IACL,CAAC;IAEM,6CAAwB,GAA/B,UAAgC,KAA6B,EAAE,YAA0B,EAAE,OAA4B,EAAE,cAAwB;QAC7I,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,CAAC,qBAAqB,EAAE,UAAU,EAAE,EAAE;YACpF,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE;gBAChC,MAAM;aACT;YACD,IAAM,qBAAqB,GAAG,KAAK,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;YACrF,cAAc,CAAC,kCAAkC,CAAC,UAAU,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,EAAE,cAAc,EAAE,qBAAqB,CAAC,CAAC;SACvL;IACL,CAAC;IAEM,yBAAI,GAAX,UAAY,MAAc,EAAE,YAA0B,EAAE,IAAW;QAC/D,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YACb,cAAc,CAAC,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;SAC5F;aAAM;YACH,cAAc,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;SAC5E;IACL,CAAC;IAEO,sCAAiB,GAAzB,UAA0B,KAA6B;QACnD,IAAI,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC;QAClC,IAAI,QAAQ,GAAG,OAAK,IAAI,CAAC,IAAM,CAAC;QAEhC,cAAc;QAC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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Light } from '../../../../Lights/light';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (var lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers, onlyUpdateBuffersList);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let worldPos = this.worldPosition;\r\n let comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Inject code in vertex\r\n let worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\r\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n let worldPos = this.worldPosition;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${\"v_\" + worldPos.associatedVariableName}.xyz);\\r\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\r\\n`;\r\n state.compilationString += `float shadow = 1.;\\r\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"};\\r\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n\r\n let diffuseOutput = this.diffuseOutput;\r\n let specularOutput = this.specularOutput;\r\n\r\n state.compilationString += this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\r\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\r\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = shadow;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.LightBlock\"] = LightBlock;"]}
1
+ 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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { MaterialHelper } from '../../../materialHelper';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { Light } from '../../../../Lights/light';\r\nimport { Nullable } from '../../../../types';\r\nimport { RegisterClass } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n let state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (var lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers, onlyUpdateBuffersList);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n let worldPos = this.worldPosition;\r\n let comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Inject code in vertex\r\n let worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\r\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.bindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n let worldPos = this.worldPosition;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [\r\n { search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }\r\n ]\r\n });\r\n\r\n if (!this.light) { // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }]\r\n }, this._lightId.toString());\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${\"v_\" + worldPos.associatedVariableName}.xyz);\\r\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\r\\n`;\r\n state.compilationString += `float shadow = 1.;\\r\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"};\\r\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() }\r\n ]\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\"\r\n });\r\n }\r\n\r\n let diffuseOutput = this.diffuseOutput;\r\n let specularOutput = this.specularOutput;\r\n\r\n state.compilationString += this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\r\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString += this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\r\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = shadow;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);"]}
@@ -1,13 +1,13 @@
1
1
  import { __extends } from "tslib";
2
- import { NodeMaterialBlock } from '../../nodeMaterialBlock';
3
- import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
4
- import { _TypeStore } from '../../../../Misc/typeStore';
5
- import { InputBlock } from '../Input/inputBlock';
6
- import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';
7
- import "../../../../Shaders/ShadersInclude/reflectionFunction";
8
- import { CubeTexture } from '../../../Textures/cubeTexture';
9
- import { Texture } from '../../../Textures/texture';
10
- import { Engine } from "../../../../Engines/engine";
2
+ import { NodeMaterialBlock } from '../../nodeMaterialBlock.js';
3
+ import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets.js';
4
+ import { RegisterClass } from '../../../../Misc/typeStore.js';
5
+ import { InputBlock } from '../Input/inputBlock.js';
6
+ import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues.js';
7
+ import "../../../../Shaders/ShadersInclude/reflectionFunction.js";
8
+ import { CubeTexture } from '../../../Textures/cubeTexture.js';
9
+ import { Texture } from '../../../Textures/texture.js';
10
+ import { Engine } from "../../../../Engines/engine.js";
11
11
  /**
12
12
  * Base block used to read a reflection texture from a sampler
13
13
  */
@@ -315,5 +315,5 @@ var ReflectionTextureBaseBlock = /** @class */ (function (_super) {
315
315
  return ReflectionTextureBaseBlock;
316
316
  }(NodeMaterialBlock));
317
317
  export { ReflectionTextureBaseBlock };
318
- _TypeStore.RegisteredTypes["BABYLON.ReflectionTextureBaseBlock"] = ReflectionTextureBaseBlock;
318
+ RegisterClass("BABYLON.ReflectionTextureBaseBlock", ReflectionTextureBaseBlock);
319
319
  //# sourceMappingURL=reflectionTextureBaseBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\n\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from '../../../Textures/cubeTexture';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Engine } from \"../../../../Engines/engine\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @hidden */\r\n public _define3DName: string;\r\n /** @hidden */\r\n public _defineCubicName: string;\r\n /** @hidden */\r\n public _defineExplicitName: string;\r\n /** @hidden */\r\n public _defineProjectionName: string;\r\n /** @hidden */\r\n public _defineLocalCubicName: string;\r\n /** @hidden */\r\n public _defineSphericalName: string;\r\n /** @hidden */\r\n public _definePlanarName: string;\r\n /** @hidden */\r\n public _defineEquirectangularName: string;\r\n /** @hidden */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineSkyboxName: string;\r\n /** @hidden */\r\n public _defineOppositeZ: string;\r\n /** @hidden */\r\n public _cubeSamplerName: string;\r\n /** @hidden */\r\n public _2DSamplerName: string;\r\n /** @hidden */\r\n public _reflectionPositionName: string;\r\n /** @hidden */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @hidden */\r\n public _reflectionCoordsName: string;\r\n /** @hidden */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? Engine.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === 0, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === 5, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === 3 || texture.coordinatesMode === 6, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === 6, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === 1, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === 2, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === 4, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === 7, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === 8, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === 9, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n let cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n let worldPosVaryingName = \"v_\" + this.worldPosition.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (state._emitVaryingFromString(this._directionWName, \"vec3\", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [\r\n { search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }\r\n ]\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false): string {\r\n if (!worldPos) {\r\n worldPos = `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n let reflectionMatrix = this._reflectionMatrixName;\r\n let direction = `normalize(${this._directionWName})`;\r\n let positionUVW = `${this._positionUVWName}`;\r\n let vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n let view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\r\n\r\n #ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : (swizzleLookupTexture.length - 1));\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${this.texture.noMipmap}, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? \"\\\"\" + forcedExtension + \"\\\"\" : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectionTextureBaseBlock\"] = ReflectionTextureBaseBlock;"]}
1
+ 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{ NodeMaterialBlock } from '../../nodeMaterialBlock';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { BaseTexture } from '../../../Textures/baseTexture';\r\nimport { AbstractMesh } from '../../../../Meshes/abstractMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from '../../nodeMaterial';\r\nimport { Effect } from '../../../effect';\r\nimport { Mesh } from '../../../../Meshes/mesh';\r\nimport { Nullable } from '../../../../types';\r\nimport { RegisterClass } from '../../../../Misc/typeStore';\r\nimport { Scene } from '../../../../scene';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\n\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from '../../../Textures/cubeTexture';\r\nimport { Texture } from '../../../Textures/texture';\r\nimport { Engine } from \"../../../../Engines/engine\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @hidden */\r\n public _define3DName: string;\r\n /** @hidden */\r\n public _defineCubicName: string;\r\n /** @hidden */\r\n public _defineExplicitName: string;\r\n /** @hidden */\r\n public _defineProjectionName: string;\r\n /** @hidden */\r\n public _defineLocalCubicName: string;\r\n /** @hidden */\r\n public _defineSphericalName: string;\r\n /** @hidden */\r\n public _definePlanarName: string;\r\n /** @hidden */\r\n public _defineEquirectangularName: string;\r\n /** @hidden */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineEquirectangularFixedName: string;\r\n /** @hidden */\r\n public _defineSkyboxName: string;\r\n /** @hidden */\r\n public _defineOppositeZ: string;\r\n /** @hidden */\r\n public _cubeSamplerName: string;\r\n /** @hidden */\r\n public _2DSamplerName: string;\r\n /** @hidden */\r\n public _reflectionPositionName: string;\r\n /** @hidden */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @hidden */\r\n public _reflectionCoordsName: string;\r\n /** @hidden */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? Engine.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(1, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === 0, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === 5, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === 3 || texture.coordinatesMode === 6, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === 6, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === 1, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === 2, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === 4, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === 7, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === 8, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === 9, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n let cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n let worldPosVaryingName = \"v_\" + this.worldPosition.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (state._emitVaryingFromString(this._directionWName, \"vec3\", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n let comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [\r\n { search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }\r\n ]\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false): string {\r\n if (!worldPos) {\r\n worldPos = `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n let reflectionMatrix = this._reflectionMatrixName;\r\n let direction = `normalize(${this._directionWName})`;\r\n let positionUVW = `${this._positionUVWName}`;\r\n let vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n let view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\r\n\r\n #ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : (swizzleLookupTexture.length - 1));\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (var output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${this.texture.noMipmap}, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? \"\\\"\" + forcedExtension + \"\\\"\" : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n let serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);"]}
@@ -1,10 +1,10 @@
1
1
  import { __extends } from "tslib";
2
- import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
3
- import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
4
- import { _TypeStore } from '../../../../Misc/typeStore';
5
- import { InputBlock } from '../Input/inputBlock';
6
- import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';
7
- import { ReflectionTextureBaseBlock } from './reflectionTextureBaseBlock';
2
+ import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes.js';
3
+ import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets.js';
4
+ import { RegisterClass } from '../../../../Misc/typeStore.js';
5
+ import { InputBlock } from '../Input/inputBlock.js';
6
+ import { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues.js';
7
+ import { ReflectionTextureBaseBlock } from './reflectionTextureBaseBlock.js';
8
8
  /**
9
9
  * Block used to read a reflection texture from a sampler
10
10
  */
@@ -190,5 +190,5 @@ var ReflectionTextureBlock = /** @class */ (function (_super) {
190
190
  return ReflectionTextureBlock;
191
191
  }(ReflectionTextureBaseBlock));
192
192
  export { ReflectionTextureBlock };
193
- _TypeStore.RegisteredTypes["BABYLON.ReflectionTextureBlock"] = ReflectionTextureBlock;
193
+ RegisterClass("BABYLON.ReflectionTextureBlock", ReflectionTextureBlock);
194
194
  //# sourceMappingURL=reflectionTextureBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { _TypeStore } from '../../../../Misc/typeStore';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { ReflectionTextureBaseBlock } from './reflectionTextureBaseBlock';\r\n\r\n/**\r\n * Block used to read a reflection texture from a sampler\r\n */\r\nexport class ReflectionTextureBlock extends ReflectionTextureBaseBlock {\r\n /**\r\n * Create a new ReflectionTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment); // Flagging as fragment as the normal can be changed by fragment code\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n super.autoConfigure(material);\r\n\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.texture) {\r\n state.compilationString += this.writeOutputs(state, \"vec3(0.)\");\r\n return this;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += this.handleVertexSide(state);\r\n return this;\r\n }\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n const normalWUnit = state._getFreeVariableName(\"normalWUnit\");\r\n\r\n state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, \"\");\r\n\r\n state.compilationString += this.writeOutputs(state, this._reflectionColorName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\n_TypeStore.RegisteredTypes[\"BABYLON.ReflectionTextureBlock\"] = ReflectionTextureBlock;"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from '../../nodeMaterialBuildState';\r\nimport { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialConnectionPoint } from '../../nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterial } from '../../nodeMaterial';\r\nimport { RegisterClass } from '../../../../Misc/typeStore';\r\nimport { InputBlock } from '../Input/inputBlock';\r\nimport { NodeMaterialSystemValues } from '../../Enums/nodeMaterialSystemValues';\r\nimport { ReflectionTextureBaseBlock } from './reflectionTextureBaseBlock';\r\n\r\n/**\r\n * Block used to read a reflection texture from a sampler\r\n */\r\nexport class ReflectionTextureBlock extends ReflectionTextureBaseBlock {\r\n /**\r\n * Create a new ReflectionTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment); // Flagging as fragment as the normal can be changed by fragment code\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n super.autoConfigure(material);\r\n\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.texture) {\r\n state.compilationString += this.writeOutputs(state, \"vec3(0.)\");\r\n return this;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += this.handleVertexSide(state);\r\n return this;\r\n }\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n const normalWUnit = state._getFreeVariableName(\"normalWUnit\");\r\n\r\n state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, \"\");\r\n\r\n state.compilationString += this.writeOutputs(state, this._reflectionColorName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBlock\", ReflectionTextureBlock);"]}
@@ -1,9 +1,9 @@
1
1
  import { __decorate, __extends } from "tslib";
2
- import { NodeMaterialBlock } from '../../nodeMaterialBlock';
3
- import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes';
4
- import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets';
5
- import { _TypeStore } from '../../../../Misc/typeStore';
6
- import { editableInPropertyPage, PropertyTypeForEdition } from "../../nodeMaterialDecorator";
2
+ import { NodeMaterialBlock } from '../../nodeMaterialBlock.js';
3
+ import { NodeMaterialBlockConnectionPointTypes } from '../../Enums/nodeMaterialBlockConnectionPointTypes.js';
4
+ import { NodeMaterialBlockTargets } from '../../Enums/nodeMaterialBlockTargets.js';
5
+ import { RegisterClass } from '../../../../Misc/typeStore.js';
6
+ import { editableInPropertyPage, PropertyTypeForEdition } from "../../nodeMaterialDecorator.js";
7
7
  /**
8
8
  * Block used to retrieve the depth (zbuffer) of the scene
9
9
  * @since 5.0.0
@@ -187,5 +187,5 @@ var SceneDepthBlock = /** @class */ (function (_super) {
187
187
  return SceneDepthBlock;
188
188
  }(NodeMaterialBlock));
189
189
  export { SceneDepthBlock };
190
- _TypeStore.RegisteredTypes["BABYLON.SceneDepthBlock"] = SceneDepthBlock;
190
+ RegisterClass("BABYLON.SceneDepthBlock", SceneDepthBlock);
191
191
  //# sourceMappingURL=sceneDepthBlock.js.map