@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.
- package/Actions/action.js +5 -5
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.js +11 -11
- package/Actions/actionManager.js.map +1 -1
- package/Actions/condition.js +5 -5
- package/Actions/condition.js.map +1 -1
- package/Actions/directActions.js +13 -13
- package/Actions/directActions.js.map +1 -1
- package/Actions/directAudioActions.js +4 -4
- package/Actions/directAudioActions.js.map +1 -1
- package/Actions/index.js +8 -8
- package/Actions/interpolateValueAction.js +8 -8
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.js +12 -7
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +11 -11
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +4 -14
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/easing.js +1 -1
- package/Animations/index.js +12 -12
- package/Animations/pathCursor.js +1 -1
- package/Animations/runtimeAnimation.js +12 -7
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +2 -2
- package/Audio/audioEngine.js +5 -5
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +9 -9
- package/Audio/index.js +8 -8
- package/Audio/sound.js +7 -7
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.js +1 -1
- package/Audio/weightedsound.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +2 -2
- package/Behaviors/Cameras/bouncingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js +5 -5
- package/Behaviors/Cameras/index.js +3 -3
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +119 -62
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +3 -3
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/index.js +9 -9
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +2 -2
- package/Behaviors/Meshes/pointerDragBehavior.js +10 -9
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -0
- package/Behaviors/Meshes/sixDofDragBehavior.js +24 -13
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +2 -2
- package/Behaviors/index.js +3 -3
- package/Bones/bone.js +4 -4
- package/Bones/boneIKController.js +2 -2
- package/Bones/boneLookController.js +3 -3
- package/Bones/index.js +4 -4
- package/Bones/skeleton.js +9 -9
- package/Buffers/buffer.js +2 -5
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/index.js +3 -3
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +5 -5
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +4 -4
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +9 -9
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +3 -3
- package/Cameras/Inputs/flyCameraKeyboardInput.js +5 -5
- package/Cameras/Inputs/flyCameraMouseInput.js +6 -6
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +4 -4
- package/Cameras/Inputs/followCameraMouseWheelInput.js +4 -4
- package/Cameras/Inputs/followCameraPointersInput.js +3 -3
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +5 -5
- package/Cameras/Inputs/freeCameraGamepadInput.js +4 -4
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +5 -5
- package/Cameras/Inputs/freeCameraMouseInput.js +5 -5
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -5
- package/Cameras/Inputs/freeCameraTouchInput.js +5 -5
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +4 -4
- package/Cameras/Inputs/index.js +19 -19
- package/Cameras/RigModes/index.js +4 -4
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicRigMode.js +4 -4
- package/Cameras/RigModes/vrRigMode.js +6 -6
- package/Cameras/RigModes/webVRRigMode.js +2 -2
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +5 -5
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +5 -5
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +5 -5
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/index.js +9 -9
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +29 -16
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +5 -5
- package/Cameras/VR/index.js +6 -6
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +7 -7
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +6 -6
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +6 -6
- package/Cameras/VR/vrExperienceHelper.d.ts +0 -3
- package/Cameras/VR/vrExperienceHelper.js +52 -39
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.js +13 -13
- package/Cameras/arcRotateCamera.d.ts +10 -0
- package/Cameras/arcRotateCamera.js +40 -13
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +4 -4
- package/Cameras/camera.js +15 -15
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.js +3 -3
- package/Cameras/deviceOrientationCamera.js +5 -5
- package/Cameras/flyCamera.js +6 -6
- package/Cameras/flyCameraInputsManager.js +3 -3
- package/Cameras/followCamera.js +6 -6
- package/Cameras/followCameraInputsManager.js +4 -4
- package/Cameras/freeCamera.js +6 -6
- package/Cameras/freeCameraInputsManager.js +5 -5
- package/Cameras/gamepadCamera.js +3 -3
- package/Cameras/index.js +20 -20
- package/Cameras/targetCamera.js +5 -5
- package/Cameras/touchCamera.js +3 -3
- package/Cameras/universalCamera.js +5 -5
- package/Cameras/virtualJoysticksCamera.js +4 -4
- package/Collisions/collider.js +2 -2
- package/Collisions/collisionCoordinator.js +4 -4
- package/Collisions/index.js +5 -5
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/pickingInfo.d.ts +12 -2
- package/Collisions/pickingInfo.js +13 -4
- package/Collisions/pickingInfo.js.map +1 -1
- package/Compute/computeEffect.js +8 -8
- package/Compute/computeEffect.js.map +1 -1
- package/Compute/computeShader.js +8 -8
- package/Compute/computeShader.js.map +1 -1
- package/Compute/index.js +2 -2
- package/Culling/Octrees/index.js +3 -3
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octreeBlock.js +2 -2
- package/Culling/Octrees/octreeSceneComponent.js +6 -6
- package/Culling/boundingBox.js +3 -3
- package/Culling/boundingInfo.js +4 -4
- package/Culling/boundingSphere.js +2 -2
- package/Culling/index.js +5 -5
- package/Culling/ray.js +6 -6
- package/Debug/axesViewer.js +4 -4
- package/Debug/boneAxesViewer.js +3 -3
- package/Debug/debugLayer.js +4 -4
- package/Debug/directionalLightFrustumViewer.js +19 -19
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/index.js +8 -8
- package/Debug/physicsViewer.js +15 -15
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/rayHelper.js +5 -5
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +17 -17
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.js +2 -2
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +3 -3
- package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -5
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
- package/DeviceInput/deviceInputSystem.js +2 -2
- package/DeviceInput/index.js +8 -8
- package/Engines/Extensions/engine.alpha.js +1 -1
- package/Engines/Extensions/engine.computeShader.js +1 -1
- package/Engines/Extensions/engine.cubeTexture.js +7 -7
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.debugging.js +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.js +1 -1
- package/Engines/Extensions/engine.dynamicTexture.js +2 -2
- package/Engines/Extensions/engine.externalTexture.js +1 -1
- package/Engines/Extensions/engine.multiRender.js +3 -3
- package/Engines/Extensions/engine.multiview.js +8 -8
- package/Engines/Extensions/engine.query.js +4 -4
- package/Engines/Extensions/engine.rawTexture.js +4 -4
- package/Engines/Extensions/engine.readTexture.js +1 -1
- package/Engines/Extensions/engine.renderTarget.js +5 -5
- package/Engines/Extensions/engine.renderTargetCube.js +3 -3
- package/Engines/Extensions/engine.storageBuffer.js +1 -1
- package/Engines/Extensions/engine.textureSampler.js +1 -1
- package/Engines/Extensions/engine.textureSelector.js +1 -1
- package/Engines/Extensions/engine.transformFeedback.js +1 -1
- package/Engines/Extensions/engine.uniformBuffer.js +2 -2
- package/Engines/Extensions/engine.videoTexture.js +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.webVR.js +7 -7
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Extensions/index.js +23 -23
- package/Engines/Processors/Expressions/Operators/index.js +4 -4
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
- package/Engines/Processors/Expressions/index.js +2 -2
- package/Engines/Processors/index.js +9 -9
- package/Engines/Processors/shaderCodeConditionNode.js +1 -1
- package/Engines/Processors/shaderCodeInliner.js +13 -13
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.js +4 -4
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.js +1 -1
- package/Engines/Processors/shaderProcessor.js +12 -12
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLShaderProcessors.js +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.js +2 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.js +4 -4
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.debugging.js +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.externalTexture.js +3 -3
- package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -3
- package/Engines/WebGPU/Extensions/engine.query.js +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
- package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -4
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
- package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -2
- package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +2 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
- package/Engines/WebGPU/Extensions/index.js +17 -17
- package/Engines/WebGPU/webgpuBufferManager.js +5 -5
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -3
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +2 -2
- package/Engines/WebGPU/webgpuClearQuad.js +4 -4
- package/Engines/WebGPU/webgpuComputeContext.js +3 -3
- package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
- package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +2 -2
- package/Engines/WebGPU/webgpuOcclusionQuery.js +2 -2
- package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
- package/Engines/WebGPU/webgpuQuerySet.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +5 -5
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +17 -17
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
- package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
- package/Engines/WebGPU/webgpuTintWASM.js +3 -3
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/engine.js +21 -20
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFactory.js +3 -3
- package/Engines/index.js +30 -30
- package/Engines/nativeEngine.d.ts +4 -12
- package/Engines/nativeEngine.js +32 -42
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +25 -0
- package/Engines/nullEngine.js +62 -8
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +2 -2
- package/Engines/shaderStore.js +1 -1
- package/Engines/thinEngine.js +40 -37
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +37 -37
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/index.js +4 -4
- package/Events/pointerEvents.js +1 -1
- package/Gamepads/Controllers/daydreamController.js +4 -4
- package/Gamepads/Controllers/gearVRController.js +5 -5
- package/Gamepads/Controllers/genericController.js +3 -3
- package/Gamepads/Controllers/index.js +8 -8
- package/Gamepads/Controllers/oculusTouchController.js +5 -5
- package/Gamepads/Controllers/poseEnabledController.js +5 -5
- package/Gamepads/Controllers/viveController.js +3 -3
- package/Gamepads/Controllers/webVRController.js +2 -2
- package/Gamepads/Controllers/windowsMotionController.js +9 -9
- package/Gamepads/dualShockGamepad.js +2 -2
- package/Gamepads/gamepad.js +1 -1
- package/Gamepads/gamepadManager.js +9 -9
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.js +7 -7
- package/Gamepads/index.js +6 -6
- package/Gamepads/xboxGamepad.js +2 -2
- package/Gizmos/axisDragGizmo.js +36 -22
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +12 -12
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +31 -32
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.js +19 -19
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +5 -5
- package/Gizmos/gizmoManager.js +11 -11
- package/Gizmos/index.js +12 -12
- package/Gizmos/lightGizmo.js +45 -23
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +10 -10
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +24 -14
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +8 -8
- package/Gizmos/rotationGizmo.js +7 -7
- package/Gizmos/scaleGizmo.js +11 -11
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +17 -15
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/index.js +4 -4
- package/Helpers/photoDome.js +2 -2
- package/Helpers/sceneHelpers.js +18 -18
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Helpers/textureDome.js +11 -11
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.js +3 -3
- package/Inputs/scene.inputManager.js +8 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.js +1 -1
- package/Instrumentation/index.js +3 -3
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Layers/effectLayer.js +17 -17
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js +4 -4
- package/Layers/glowLayer.js +19 -16
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +20 -20
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.js +6 -6
- package/Layers/layer.js +12 -12
- package/Layers/layerSceneComponent.js +1 -1
- package/Legacy/legacy.js +3 -3
- package/LensFlares/index.js +3 -3
- package/LensFlares/lensFlare.js +2 -2
- package/LensFlares/lensFlareSystem.js +14 -14
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
- package/Lights/Shadows/cascadedShadowGenerator.js +12 -12
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/index.js +3 -3
- package/Lights/Shadows/shadowGenerator.js +19 -19
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.js +4 -4
- package/Lights/directionalLight.js +5 -5
- package/Lights/hemisphericLight.js +5 -5
- package/Lights/index.js +7 -7
- package/Lights/light.js +8 -8
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +5 -5
- package/Lights/shadowLight.js +4 -4
- package/Lights/spotLight.js +6 -6
- package/Loading/Plugins/babylonFileLoader.js +30 -30
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/Plugins/index.js +1 -1
- package/Loading/index.js +4 -4
- package/Loading/loadingScreen.js +1 -1
- package/Loading/sceneLoader.js +11 -11
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +17 -17
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Background/index.js +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +9 -9
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/index.js +7 -7
- package/Materials/Node/Blocks/Dual/lightBlock.js +17 -17
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +10 -10
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +7 -7
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +14 -14
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +6 -6
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +9 -9
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.js +8 -8
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +10 -10
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/index.js +2 -2
- package/Materials/Node/Blocks/Input/inputBlock.js +12 -12
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +7 -7
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
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- package/Sprites/spriteManager.js +11 -11
- package/Sprites/spriteMap.js +11 -11
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- package/Sprites/spritePackedManager.js +2 -2
- package/Sprites/spriteRenderer.js +6 -6
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- package/XR/features/WebXRBackgroundRemover.js +3 -3
- package/XR/features/WebXRControllerMovement.js +5 -5
- package/XR/features/WebXRControllerPhysics.js +8 -8
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- package/XR/features/WebXRControllerPointerSelection.js +19 -15
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- package/XR/features/WebXRControllerTeleportation.js +24 -24
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- package/license.md +12 -13
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import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';
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import { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from './nodeMaterialBlockConnectionPoint';
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import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';
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import { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator';
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import {
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import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes.js';
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import { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from './nodeMaterialBlockConnectionPoint.js';
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import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets.js';
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import { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator.js';
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import { GetClass } from '../../Misc/typeStore.js';
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/**
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* Defines a block that can be used inside a node based material
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*/
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NodeMaterialBlock.prototype.clone = function (scene, rootUrl) {
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if (rootUrl === void 0) { rootUrl = ""; }
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var serializationObject = this.serialize();
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var blockType =
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var blockType = GetClass(serializationObject.customType);
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if (blockType) {
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var block = new blockType();
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block._deserialize(serializationObject, scene, rootUrl);
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-
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{ NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from './nodeMaterialBuildState';\r\nimport { Nullable } from '../../types';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from './nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { Effect } from '../effect';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { SubMesh } from '../../Meshes/subMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from './nodeMaterial';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator';\r\nimport { Scene } from '../../scene';\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * Defines a block that can be used inside a node based material\r\n */\r\nexport class NodeMaterialBlock {\r\n private _buildId: number;\r\n private _buildTarget: NodeMaterialBlockTargets;\r\n private _target: NodeMaterialBlockTargets;\r\n private _isFinalMerger = false;\r\n private _isInput = false;\r\n private _name = \"\";\r\n protected _isUnique = false;\r\n\r\n /** Gets or sets a boolean indicating that only one input can be connected at a time */\r\n public inputsAreExclusive = false;\r\n\r\n /** @hidden */\r\n public _codeVariableName = \"\";\r\n\r\n /** @hidden */\r\n public _inputs = new Array<NodeMaterialConnectionPoint>();\r\n /** @hidden */\r\n public _outputs = new Array<NodeMaterialConnectionPoint>();\r\n\r\n /** @hidden */\r\n public _preparationId: number;\r\n\r\n /** @hidden */\r\n public readonly _originalTargetIsNeutral: boolean;\r\n\r\n /**\r\n * Gets the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Sets the name of the block. Will check if the name is valid.\r\n */\r\n public set name(newName: string) {\r\n if (!this.validateBlockName(newName)) {\r\n return;\r\n }\r\n\r\n this._name = newName;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets the comments associated with this block\r\n */\r\n public comments: string = \"\";\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeMaterial\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)\r\n */\r\n public get isFinalMerger(): boolean {\r\n return this._isFinalMerger;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets or sets the build Id\r\n */\r\n public get buildId(): number {\r\n return this._buildId;\r\n }\r\n\r\n public set buildId(value: number) {\r\n this._buildId = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the target of the block\r\n */\r\n public get target() {\r\n return this._target;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n if ((this._target & value) !== 0) {\r\n return;\r\n }\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeMaterialConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeMaterialConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n let filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n let filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */\r\n public visibleInInspector = false;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Creates a new NodeMaterialBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false\r\n * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false, isInput = false) {\r\n\r\n this._target = target;\r\n this._originalTargetIsNeutral = target === NodeMaterialBlockTargets.Neutral;\r\n this._isFinalMerger = isFinalMerger;\r\n this._isInput = isInput;\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Bind data to effect. Will only be called for blocks with isBindable === true\r\n * @param effect defines the effect to bind data to\r\n * @param nodeMaterial defines the hosting NodeMaterial\r\n * @param mesh defines the mesh that will be rendered\r\n * @param subMesh defines the submesh that will be rendered\r\n */\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string {\r\n return `${state._getGLType(output.type)} ${output.associatedVariableName}`;\r\n }\r\n\r\n protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {\r\n let connectionPoint = currentPoint.connectedPoint;\r\n\r\n if (connectionPoint) {\r\n return `${currentPoint.associatedVariableName}`;\r\n }\r\n\r\n return `0.`;\r\n }\r\n\r\n protected _writeFloat(value: number) {\r\n let stringVersion = value.toString();\r\n\r\n if (stringVersion.indexOf(\".\") === -1) {\r\n stringVersion += \".0\";\r\n }\r\n return `${stringVersion}`;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeMaterialBlock\";\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional: boolean = false, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Output);\r\n point.type = type;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Will return the first available input e.g. the first one which is not an uniform or an attribute\r\n * @param forOutput defines an optional connection point to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableInput(forOutput: Nullable<NodeMaterialConnectionPoint> = null) {\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!forOutput || (forOutput.type === input.type) || (input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect)) {\r\n return input;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Will return the first available output e.g. the first one which is not yet connected and not a varying\r\n * @param forBlock defines an optional block to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableOutput(forBlock: Nullable<NodeMaterialBlock> = null) {\r\n for (var output of this._outputs) {\r\n if (!forBlock || !forBlock.target || forBlock.target === NodeMaterialBlockTargets.Neutral || (forBlock.target & output.target) !== 0) {\r\n return output;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the sibling of the given output\r\n * @param current defines the current output\r\n * @returns the next output in the list or null\r\n */\r\n public getSiblingOutput(current: NodeMaterialConnectionPoint) {\r\n let index = this._outputs.indexOf(current);\r\n\r\n if (index === -1 || index >= this._outputs.length) {\r\n return null;\r\n }\r\n\r\n return this._outputs[index + 1];\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeMaterialBlock): boolean {\r\n for (var output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Connect current block with another block\r\n * @param other defines the block to connect with\r\n * @param options define the various options to help pick the right connections\r\n * @returns the current block\r\n */\r\n public connectTo(other: NodeMaterialBlock, options?: {\r\n input?: string,\r\n output?: string,\r\n outputSwizzle?: string\r\n }) {\r\n if (this._outputs.length === 0) {\r\n return;\r\n }\r\n\r\n let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);\r\n\r\n let notFound = true;\r\n while (notFound) {\r\n let input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);\r\n\r\n if (output && input && output.canConnectTo(input)) {\r\n output.connectTo(input);\r\n notFound = false;\r\n } else if (!output) {\r\n throw \"Unable to find a compatible match\";\r\n } else {\r\n output = this.getSiblingOutput(output);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n /**\r\n * Add uniforms, samplers and uniform buffers at compilation time\r\n * @param state defines the state to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param uniformBuffers defines the list of uniform buffer names\r\n */\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Add potential fallbacks if shader compilation fails\r\n * @param mesh defines the mesh to be rendered\r\n * @param fallbacks defines the current prioritized list of fallbacks\r\n */\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Initialize defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n */\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n }\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param material defines the hosting NodeMaterial\r\n */\r\n public autoConfigure(material: NodeMaterial) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Function called when a block is declared as repeatable content generator\r\n * @param vertexShaderState defines the current compilation state for the vertex shader\r\n * @param fragmentShaderState defines the current compilation state for the fragment shader\r\n * @param mesh defines the mesh to be rendered\r\n * @param defines defines the material defines to update\r\n */\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n // Do nothing\r\n }\r\n\r\n /** Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output */\r\n public get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean {\r\n if (this.isInput || this.isFinalMerger) {\r\n return false;\r\n }\r\n\r\n if (this._outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.VertexAndFragment || this.target === NodeMaterialBlockTargets.Neutral) {\r\n if (this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @returns true if the block is ready\r\n */\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n return true;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n private _processBuild(block: NodeMaterialBlock, state: NodeMaterialBuildState, input: NodeMaterialConnectionPoint, activeBlocks: NodeMaterialBlock[]) {\r\n block.build(state, activeBlocks);\r\n\r\n const localBlockIsFragment = (state._vertexState != null);\r\n const otherBlockWasGeneratedInVertexShader = block._buildTarget === NodeMaterialBlockTargets.Vertex && block.target !== NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n if (localBlockIsFragment && (\r\n ((block.target & block._buildTarget) === 0) ||\r\n ((block.target & input.target) === 0) ||\r\n (this.target !== NodeMaterialBlockTargets.VertexAndFragment && otherBlockWasGeneratedInVertexShader)\r\n )) { // context switch! We need a varying\r\n if ((!block.isInput && state.target !== block._buildTarget) // block was already emitted by vertex shader\r\n || (block.isInput && (block as InputBlock).isAttribute && !(block as InputBlock)._noContextSwitch) // block is an attribute\r\n ) {\r\n let connectedPoint = input.connectedPoint!;\r\n if (state._vertexState._emitVaryingFromString(\"v_\" + connectedPoint.associatedVariableName, state._getGLType(connectedPoint.type))) {\r\n state._vertexState.compilationString += `${\"v_\" + connectedPoint.associatedVariableName} = ${connectedPoint.associatedVariableName};\\r\\n`;\r\n }\r\n input.associatedVariableName = \"v_\" + connectedPoint.associatedVariableName;\r\n input._enforceAssociatedVariableName = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the new name for the block node.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n let reservedNames: Array<string> = [\r\n \"position\",\r\n \"normal\",\r\n \"tangent\",\r\n \"particle_positionw\",\r\n \"uv\",\r\n \"uv2\",\r\n \"uv3\",\r\n \"uv4\",\r\n \"uv5\",\r\n \"uv6\",\r\n \"position2d\",\r\n \"particle_uv\",\r\n \"matricesIndices\",\r\n \"matricesWeights\",\r\n \"world0\",\r\n \"world1\",\r\n \"world2\",\r\n \"world3\",\r\n \"particle_color\",\r\n \"particle_texturemask\"];\r\n for (var reservedName of reservedNames) {\r\n if (newName === reservedName) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Compile the current node and generate the shader code\r\n * @param state defines the current compilation state (uniforms, samplers, current string)\r\n * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)\r\n * @returns true if already built\r\n */\r\n public build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean {\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true;\r\n }\r\n\r\n if (!this.isInput) {\r\n /** Prepare outputs */\r\n for (var output of this._outputs) {\r\n if (!output.associatedVariableName) {\r\n output.associatedVariableName = state._getFreeVariableName(output.name);\r\n }\r\n }\r\n }\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) { // Emit a warning\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n if (this.target !== NodeMaterialBlockTargets.Neutral) {\r\n if ((input.target & this.target!) === 0) {\r\n continue;\r\n }\r\n\r\n if ((input.target & state.target!) === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n let block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n this._processBuild(block, state, input, activeBlocks);\r\n }\r\n }\r\n\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true; // Need to check again as inputs can be connected multiple time to this endpoint\r\n }\r\n\r\n // Logs\r\n if (state.sharedData.verbose) {\r\n console.log(`${state.target === NodeMaterialBlockTargets.Vertex ? \"Vertex shader\" : \"Fragment shader\"}: Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n // Checks final outputs\r\n if (this.isFinalMerger) {\r\n switch (state.target) {\r\n case NodeMaterialBlockTargets.Vertex:\r\n state.sharedData.checks.emitVertex = true;\r\n break;\r\n case NodeMaterialBlockTargets.Fragment:\r\n state.sharedData.checks.emitFragment = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!this.isInput && state.sharedData.emitComments) {\r\n state.compilationString += `\\r\\n//${this.name}\\r\\n`;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n this._buildId = state.sharedData.buildId;\r\n this._buildTarget = state.target;\r\n\r\n // Compile connected blocks\r\n for (var output of this._outputs) {\r\n if ((output.target & state.target) === 0) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n let block = endpoint.ownerBlock;\r\n\r\n if (block && (block.target & state.target) !== 0 && activeBlocks.indexOf(block) !== -1) {\r\n this._processBuild(block, state, endpoint, activeBlocks);\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let variableName = this._codeVariableName;\r\n return `${variableName}.visibleInInspector = ${this.visibleInInspector};\\r\\n${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\r\\n${variableName}.target = ${this.target};\\r\\n`;\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n let codeString: string;\r\n\r\n // Get unique name\r\n let nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n }\r\n while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n codeString = `\\r\\n// ${this.getClassName()}\\r\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\r\\n`;\r\n }\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${this.getClassName()}(\"${this.name}\");\\r\\n`;\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (var output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n var connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(input.name)});\\r\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a copy of the current block\r\n */\r\n public clone(scene: Scene, rootUrl: string = \"\") {\r\n let serializationObject = this.serialize();\r\n\r\n let blockType = _TypeStore.GetClass(serializationObject.customType);\r\n if (blockType) {\r\n let block: NodeMaterialBlock = new blockType();\r\n block._deserialize(serializationObject, scene, rootUrl);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n let serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleInInspector = this.visibleInInspector;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.target = this.target;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (var input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (var output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @hidden */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this.name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleInInspector = !!serializationObject.visibleInInspector;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._target = serializationObject.target ?? this.target;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.inputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.inputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.inputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (var input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (var output of this.outputs) {\r\n output.dispose();\r\n }\r\n }\r\n}"]}
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1
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+
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{ NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBuildState } from './nodeMaterialBuildState';\r\nimport { Nullable } from '../../types';\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from './nodeMaterialBlockConnectionPoint';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { Effect } from '../effect';\r\nimport { AbstractMesh } from '../../Meshes/abstractMesh';\r\nimport { Mesh } from '../../Meshes/mesh';\r\nimport { SubMesh } from '../../Meshes/subMesh';\r\nimport { NodeMaterial, NodeMaterialDefines } from './nodeMaterial';\r\nimport { InputBlock } from './Blocks/Input/inputBlock';\r\nimport { UniqueIdGenerator } from '../../Misc/uniqueIdGenerator';\r\nimport { Scene } from '../../scene';\r\nimport { GetClass } from '../../Misc/typeStore';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * Defines a block that can be used inside a node based material\r\n */\r\nexport class NodeMaterialBlock {\r\n private _buildId: number;\r\n private _buildTarget: NodeMaterialBlockTargets;\r\n private _target: NodeMaterialBlockTargets;\r\n private _isFinalMerger = false;\r\n private _isInput = false;\r\n private _name = \"\";\r\n protected _isUnique = false;\r\n\r\n /** Gets or sets a boolean indicating that only one input can be connected at a time */\r\n public inputsAreExclusive = false;\r\n\r\n /** @hidden */\r\n public _codeVariableName = \"\";\r\n\r\n /** @hidden */\r\n public _inputs = new Array<NodeMaterialConnectionPoint>();\r\n /** @hidden */\r\n public _outputs = new Array<NodeMaterialConnectionPoint>();\r\n\r\n /** @hidden */\r\n public _preparationId: number;\r\n\r\n /** @hidden */\r\n public readonly _originalTargetIsNeutral: boolean;\r\n\r\n /**\r\n * Gets the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Sets the name of the block. Will check if the name is valid.\r\n */\r\n public set name(newName: string) {\r\n if (!this.validateBlockName(newName)) {\r\n return;\r\n }\r\n\r\n this._name = newName;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets the comments associated with this block\r\n */\r\n public comments: string = \"\";\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeMaterial\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)\r\n */\r\n public get isFinalMerger(): boolean {\r\n return this._isFinalMerger;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets or sets the build Id\r\n */\r\n public get buildId(): number {\r\n return this._buildId;\r\n }\r\n\r\n public set buildId(value: number) {\r\n this._buildId = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the target of the block\r\n */\r\n public get target() {\r\n return this._target;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n if ((this._target & value) !== 0) {\r\n return;\r\n }\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeMaterialConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeMaterialConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n let filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n let filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */\r\n public visibleInInspector = false;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Creates a new NodeMaterialBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false\r\n * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false, isInput = false) {\r\n\r\n this._target = target;\r\n this._originalTargetIsNeutral = target === NodeMaterialBlockTargets.Neutral;\r\n this._isFinalMerger = isFinalMerger;\r\n this._isInput = isInput;\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Bind data to effect. Will only be called for blocks with isBindable === true\r\n * @param effect defines the effect to bind data to\r\n * @param nodeMaterial defines the hosting NodeMaterial\r\n * @param mesh defines the mesh that will be rendered\r\n * @param subMesh defines the submesh that will be rendered\r\n */\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string {\r\n return `${state._getGLType(output.type)} ${output.associatedVariableName}`;\r\n }\r\n\r\n protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {\r\n let connectionPoint = currentPoint.connectedPoint;\r\n\r\n if (connectionPoint) {\r\n return `${currentPoint.associatedVariableName}`;\r\n }\r\n\r\n return `0.`;\r\n }\r\n\r\n protected _writeFloat(value: number) {\r\n let stringVersion = value.toString();\r\n\r\n if (stringVersion.indexOf(\".\") === -1) {\r\n stringVersion += \".0\";\r\n }\r\n return `${stringVersion}`;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeMaterialBlock\";\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional: boolean = false, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Output);\r\n point.type = type;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Will return the first available input e.g. the first one which is not an uniform or an attribute\r\n * @param forOutput defines an optional connection point to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableInput(forOutput: Nullable<NodeMaterialConnectionPoint> = null) {\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!forOutput || (forOutput.type === input.type) || (input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect)) {\r\n return input;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Will return the first available output e.g. the first one which is not yet connected and not a varying\r\n * @param forBlock defines an optional block to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableOutput(forBlock: Nullable<NodeMaterialBlock> = null) {\r\n for (var output of this._outputs) {\r\n if (!forBlock || !forBlock.target || forBlock.target === NodeMaterialBlockTargets.Neutral || (forBlock.target & output.target) !== 0) {\r\n return output;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the sibling of the given output\r\n * @param current defines the current output\r\n * @returns the next output in the list or null\r\n */\r\n public getSiblingOutput(current: NodeMaterialConnectionPoint) {\r\n let index = this._outputs.indexOf(current);\r\n\r\n if (index === -1 || index >= this._outputs.length) {\r\n return null;\r\n }\r\n\r\n return this._outputs[index + 1];\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeMaterialBlock): boolean {\r\n for (var output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Connect current block with another block\r\n * @param other defines the block to connect with\r\n * @param options define the various options to help pick the right connections\r\n * @returns the current block\r\n */\r\n public connectTo(other: NodeMaterialBlock, options?: {\r\n input?: string,\r\n output?: string,\r\n outputSwizzle?: string\r\n }) {\r\n if (this._outputs.length === 0) {\r\n return;\r\n }\r\n\r\n let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);\r\n\r\n let notFound = true;\r\n while (notFound) {\r\n let input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);\r\n\r\n if (output && input && output.canConnectTo(input)) {\r\n output.connectTo(input);\r\n notFound = false;\r\n } else if (!output) {\r\n throw \"Unable to find a compatible match\";\r\n } else {\r\n output = this.getSiblingOutput(output);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n /**\r\n * Add uniforms, samplers and uniform buffers at compilation time\r\n * @param state defines the state to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param uniformBuffers defines the list of uniform buffer names\r\n */\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Add potential fallbacks if shader compilation fails\r\n * @param mesh defines the mesh to be rendered\r\n * @param fallbacks defines the current prioritized list of fallbacks\r\n */\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Initialize defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n */\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n }\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param material defines the hosting NodeMaterial\r\n */\r\n public autoConfigure(material: NodeMaterial) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Function called when a block is declared as repeatable content generator\r\n * @param vertexShaderState defines the current compilation state for the vertex shader\r\n * @param fragmentShaderState defines the current compilation state for the fragment shader\r\n * @param mesh defines the mesh to be rendered\r\n * @param defines defines the material defines to update\r\n */\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n // Do nothing\r\n }\r\n\r\n /** Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output */\r\n public get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean {\r\n if (this.isInput || this.isFinalMerger) {\r\n return false;\r\n }\r\n\r\n if (this._outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.VertexAndFragment || this.target === NodeMaterialBlockTargets.Neutral) {\r\n if (this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @returns true if the block is ready\r\n */\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n return true;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n private _processBuild(block: NodeMaterialBlock, state: NodeMaterialBuildState, input: NodeMaterialConnectionPoint, activeBlocks: NodeMaterialBlock[]) {\r\n block.build(state, activeBlocks);\r\n\r\n const localBlockIsFragment = (state._vertexState != null);\r\n const otherBlockWasGeneratedInVertexShader = block._buildTarget === NodeMaterialBlockTargets.Vertex && block.target !== NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n if (localBlockIsFragment && (\r\n ((block.target & block._buildTarget) === 0) ||\r\n ((block.target & input.target) === 0) ||\r\n (this.target !== NodeMaterialBlockTargets.VertexAndFragment && otherBlockWasGeneratedInVertexShader)\r\n )) { // context switch! We need a varying\r\n if ((!block.isInput && state.target !== block._buildTarget) // block was already emitted by vertex shader\r\n || (block.isInput && (block as InputBlock).isAttribute && !(block as InputBlock)._noContextSwitch) // block is an attribute\r\n ) {\r\n let connectedPoint = input.connectedPoint!;\r\n if (state._vertexState._emitVaryingFromString(\"v_\" + connectedPoint.associatedVariableName, state._getGLType(connectedPoint.type))) {\r\n state._vertexState.compilationString += `${\"v_\" + connectedPoint.associatedVariableName} = ${connectedPoint.associatedVariableName};\\r\\n`;\r\n }\r\n input.associatedVariableName = \"v_\" + connectedPoint.associatedVariableName;\r\n input._enforceAssociatedVariableName = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the new name for the block node.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n let reservedNames: Array<string> = [\r\n \"position\",\r\n \"normal\",\r\n \"tangent\",\r\n \"particle_positionw\",\r\n \"uv\",\r\n \"uv2\",\r\n \"uv3\",\r\n \"uv4\",\r\n \"uv5\",\r\n \"uv6\",\r\n \"position2d\",\r\n \"particle_uv\",\r\n \"matricesIndices\",\r\n \"matricesWeights\",\r\n \"world0\",\r\n \"world1\",\r\n \"world2\",\r\n \"world3\",\r\n \"particle_color\",\r\n \"particle_texturemask\"];\r\n for (var reservedName of reservedNames) {\r\n if (newName === reservedName) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Compile the current node and generate the shader code\r\n * @param state defines the current compilation state (uniforms, samplers, current string)\r\n * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)\r\n * @returns true if already built\r\n */\r\n public build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean {\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true;\r\n }\r\n\r\n if (!this.isInput) {\r\n /** Prepare outputs */\r\n for (var output of this._outputs) {\r\n if (!output.associatedVariableName) {\r\n output.associatedVariableName = state._getFreeVariableName(output.name);\r\n }\r\n }\r\n }\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (var input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) { // Emit a warning\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n if (this.target !== NodeMaterialBlockTargets.Neutral) {\r\n if ((input.target & this.target!) === 0) {\r\n continue;\r\n }\r\n\r\n if ((input.target & state.target!) === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n let block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n this._processBuild(block, state, input, activeBlocks);\r\n }\r\n }\r\n\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true; // Need to check again as inputs can be connected multiple time to this endpoint\r\n }\r\n\r\n // Logs\r\n if (state.sharedData.verbose) {\r\n console.log(`${state.target === NodeMaterialBlockTargets.Vertex ? \"Vertex shader\" : \"Fragment shader\"}: Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n // Checks final outputs\r\n if (this.isFinalMerger) {\r\n switch (state.target) {\r\n case NodeMaterialBlockTargets.Vertex:\r\n state.sharedData.checks.emitVertex = true;\r\n break;\r\n case NodeMaterialBlockTargets.Fragment:\r\n state.sharedData.checks.emitFragment = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!this.isInput && state.sharedData.emitComments) {\r\n state.compilationString += `\\r\\n//${this.name}\\r\\n`;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n this._buildId = state.sharedData.buildId;\r\n this._buildTarget = state.target;\r\n\r\n // Compile connected blocks\r\n for (var output of this._outputs) {\r\n if ((output.target & state.target) === 0) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n let block = endpoint.ownerBlock;\r\n\r\n if (block && (block.target & state.target) !== 0 && activeBlocks.indexOf(block) !== -1) {\r\n this._processBuild(block, state, endpoint, activeBlocks);\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let variableName = this._codeVariableName;\r\n return `${variableName}.visibleInInspector = ${this.visibleInInspector};\\r\\n${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\r\\n${variableName}.target = ${this.target};\\r\\n`;\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n let codeString: string;\r\n\r\n // Get unique name\r\n let nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n }\r\n while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n codeString = `\\r\\n// ${this.getClassName()}\\r\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\r\\n`;\r\n }\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${this.getClassName()}(\"${this.name}\");\\r\\n`;\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (var output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (var endpoint of output.endpoints) {\r\n var connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /** @hidden */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (var input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n var connectedOutput = input.connectedPoint!;\r\n var connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(input.name)});\\r\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a copy of the current block\r\n */\r\n public clone(scene: Scene, rootUrl: string = \"\") {\r\n let serializationObject = this.serialize();\r\n\r\n let blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n let block: NodeMaterialBlock = new blockType();\r\n block._deserialize(serializationObject, scene, rootUrl);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n let serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleInInspector = this.visibleInInspector;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.target = this.target;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (var input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (var output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /** @hidden */\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this.name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleInInspector = !!serializationObject.visibleInInspector;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._target = serializationObject.target ?? this.target;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.inputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.inputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.inputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (var input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (var output of this.outputs) {\r\n output.dispose();\r\n }\r\n }\r\n}"]}
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@@ -1,6 +1,6 @@
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1
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-
import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';
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-
import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';
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-
import { Observable } from '../../Misc/observable';
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+
import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes.js';
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+
import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets.js';
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+
import { Observable } from '../../Misc/observable.js';
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/**
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* Enum used to define the compatibility state between two connection points
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*/
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@@ -1,7 +1,7 @@
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1
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-
import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';
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-
import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';
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-
import { Effect } from '../effect';
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import {
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+
import { NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes.js';
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import { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets.js';
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import { Effect } from '../effect.js';
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import { StartsWith } from '../../Misc/stringTools.js';
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/**
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6
6
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* Class used to store node based material build state
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7
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*/
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@@ -267,7 +267,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
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}
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this.sharedData.varyings.push(name);
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if (define) {
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if (
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if (StartsWith(define, "defined(")) {
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this.sharedData.varyingDeclaration += "#if " + define + "\r\n";
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else {
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@@ -289,7 +289,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
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}
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this.uniforms.push(name);
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if (define) {
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-
if (
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+
if (StartsWith(define, "defined(")) {
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this._uniformDeclaration += "#if " + define + "\r\n";
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-
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{ NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBuildStateSharedData } from './nodeMaterialBuildStateSharedData';\r\nimport { Effect } from '../effect';\r\nimport { StringTools } from '../../Misc/stringTools';\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes = new Array<string>();\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms = new Array<string>();\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants = new Array<string>();\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers = new Array<string>();\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @hidden */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @hidden */\r\n public _attributeDeclaration = \"\";\r\n /** @hidden */\r\n public _uniformDeclaration = \"\";\r\n /** @hidden */\r\n public _constantDeclaration = \"\";\r\n /** @hidden */\r\n public _samplerDeclaration = \"\";\r\n /** @hidden */\r\n public _varyingTransfer = \"\";\r\n /** @hidden */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @hidden */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n let emitComments = state.sharedData.emitComments;\r\n let isFragmentMode = (this.target === NodeMaterialBlockTargets.Fragment);\r\n\r\n this.compilationString = `\\r\\n${emitComments ? \"//Entry point\\r\\n\" : \"\"}void main(void) {\\r\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Constants\\r\\n\" : \"\"}${this._constantDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (var functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\r\\n`;\r\n }\r\n this.compilationString = `\\r\\n${functionCode}\\r\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\r\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Varyings\\r\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Samplers\\r\\n\" : \"\"}${this._samplerDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Uniforms\\r\\n\" : \"\"}${this._uniformDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Attributes\\r\\n\" : \"\"}${this._attributeDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\r\\n\" + this.compilationString;\r\n\r\n for (var extensionName in this.extensions) {\r\n let extension = this.extensions[extensionName];\r\n this.compilationString = `\\r\\n${extension}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @hidden */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /** @hidden */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @hidden */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\r\\n${extension}\\r\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitCodeFromInclude(includeName: string, comments: string, options?: {\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n repeatKey?: string\r\n }) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\r\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunctionFromInclude(includeName: string, comments: string, options?: {\r\n repeatKey?: string,\r\n removeAttributes?: boolean,\r\n removeUniforms?: boolean,\r\n removeVaryings?: boolean,\r\n removeIfDef?: boolean,\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n }, storeKey: string = \"\") {\r\n let key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>\\r\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?attribute.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?uniform.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?varying.+$/gm, \"\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (StringTools.StartsWith(define, \"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (StringTools.StartsWith(define, \"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}"]}
|
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1
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+
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{ NodeMaterialBlockConnectionPointTypes } from './Enums/nodeMaterialBlockConnectionPointTypes';\r\nimport { NodeMaterialBlockTargets } from './Enums/nodeMaterialBlockTargets';\r\nimport { NodeMaterialBuildStateSharedData } from './nodeMaterialBuildStateSharedData';\r\nimport { Effect } from '../effect';\r\nimport { StartsWith } from '../../Misc/stringTools';\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes = new Array<string>();\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms = new Array<string>();\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants = new Array<string>();\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers = new Array<string>();\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @hidden */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @hidden */\r\n public _attributeDeclaration = \"\";\r\n /** @hidden */\r\n public _uniformDeclaration = \"\";\r\n /** @hidden */\r\n public _constantDeclaration = \"\";\r\n /** @hidden */\r\n public _samplerDeclaration = \"\";\r\n /** @hidden */\r\n public _varyingTransfer = \"\";\r\n /** @hidden */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @hidden */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n let emitComments = state.sharedData.emitComments;\r\n let isFragmentMode = (this.target === NodeMaterialBlockTargets.Fragment);\r\n\r\n this.compilationString = `\\r\\n${emitComments ? \"//Entry point\\r\\n\" : \"\"}void main(void) {\\r\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Constants\\r\\n\" : \"\"}${this._constantDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (var functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\r\\n`;\r\n }\r\n this.compilationString = `\\r\\n${functionCode}\\r\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\r\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Varyings\\r\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Samplers\\r\\n\" : \"\"}${this._samplerDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Uniforms\\r\\n\" : \"\"}${this._uniformDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Attributes\\r\\n\" : \"\"}${this._attributeDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\r\\n\" + this.compilationString;\r\n\r\n for (var extensionName in this.extensions) {\r\n let extension = this.extensions[extensionName];\r\n this.compilationString = `\\r\\n${extension}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @hidden */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /** @hidden */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /** @hidden */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @hidden */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\r\\n${extension}\\r\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitCodeFromInclude(includeName: string, comments: string, options?: {\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n repeatKey?: string\r\n }) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\r\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /** @hidden */\r\n public _emitFunctionFromInclude(includeName: string, comments: string, options?: {\r\n repeatKey?: string,\r\n removeAttributes?: boolean,\r\n removeUniforms?: boolean,\r\n removeVaryings?: boolean,\r\n removeIfDef?: boolean,\r\n replaceStrings?: { search: RegExp, replace: string }[],\r\n }, storeKey: string = \"\") {\r\n let key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>[0..${options.repeatKey}]\\r\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>\\r\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?attribute.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?uniform.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?varying.+$/gm, \"\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (var index = 0; index < options.replaceStrings.length; index++) {\r\n let replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (StartsWith(define, \"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (StartsWith(define, \"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}"]}
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { __extends } from "tslib";
|
|
2
|
-
import { NodeMaterialConnectionPoint, NodeMaterialConnectionPointCompatibilityStates } from './nodeMaterialBlockConnectionPoint';
|
|
2
|
+
import { NodeMaterialConnectionPoint, NodeMaterialConnectionPointCompatibilityStates } from './nodeMaterialBlockConnectionPoint.js';
|
|
3
3
|
/**
|
|
4
4
|
* Defines a connection point to be used for points with a custom object type
|
|
5
5
|
*/
|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
export * from './occlusionMaterial';
|
|
1
|
+
export * from './occlusionMaterial.js';
|
|
2
2
|
//# sourceMappingURL=index.js.map
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
import { __extends } from "tslib";
|
|
2
|
-
import { Color4 } from '../../Maths/math.color';
|
|
3
|
-
import { ShaderMaterial } from '../shaderMaterial';
|
|
4
|
-
import "../../Shaders/color.fragment";
|
|
5
|
-
import "../../Shaders/color.vertex";
|
|
2
|
+
import { Color4 } from '../../Maths/math.color.js';
|
|
3
|
+
import { ShaderMaterial } from '../shaderMaterial.js';
|
|
4
|
+
import "../../Shaders/color.fragment.js";
|
|
5
|
+
import "../../Shaders/color.vertex.js";
|
|
6
6
|
/**
|
|
7
7
|
* A material to use for fast depth-only rendering.
|
|
8
8
|
* @since 5.0.0
|
package/Materials/PBR/index.js
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
export * from "./pbrBaseMaterial";
|
|
2
|
-
export * from "./pbrBaseSimpleMaterial";
|
|
3
|
-
export * from "./pbrMaterial";
|
|
4
|
-
export * from "./pbrMetallicRoughnessMaterial";
|
|
5
|
-
export * from "./pbrSpecularGlossinessMaterial";
|
|
1
|
+
export * from "./pbrBaseMaterial.js";
|
|
2
|
+
export * from "./pbrBaseSimpleMaterial.js";
|
|
3
|
+
export * from "./pbrMaterial.js";
|
|
4
|
+
export * from "./pbrMetallicRoughnessMaterial.js";
|
|
5
|
+
export * from "./pbrSpecularGlossinessMaterial.js";
|
|
6
6
|
//# sourceMappingURL=index.js.map
|
|
@@ -1,9 +1,9 @@
|
|
|
1
1
|
import { __decorate } from "tslib";
|
|
2
|
-
import { SerializationHelper, serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from "../../Misc/decorators";
|
|
3
|
-
import { VertexBuffer } from "../../Buffers/buffer";
|
|
4
|
-
import { Vector2 } from "../../Maths/math.vector";
|
|
5
|
-
import { MaterialFlags } from "../../Materials/materialFlags";
|
|
6
|
-
import { MaterialHelper } from "../../Materials/materialHelper";
|
|
2
|
+
import { SerializationHelper, serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from "../../Misc/decorators.js";
|
|
3
|
+
import { VertexBuffer } from "../../Buffers/buffer.js";
|
|
4
|
+
import { Vector2 } from "../../Maths/math.vector.js";
|
|
5
|
+
import { MaterialFlags } from "../../Materials/materialFlags.js";
|
|
6
|
+
import { MaterialHelper } from "../../Materials/materialHelper.js";
|
|
7
7
|
/**
|
|
8
8
|
* Define the code related to the anisotropic parameters of the pbr material.
|
|
9
9
|
*/
|
|
@@ -47,6 +47,9 @@ var PBRAnisotropicConfiguration = /** @class */ (function () {
|
|
|
47
47
|
* @returns - boolean indicating that the submesh is ready or not.
|
|
48
48
|
*/
|
|
49
49
|
PBRAnisotropicConfiguration.prototype.isReadyForSubMesh = function (defines, scene) {
|
|
50
|
+
if (!this._isEnabled) {
|
|
51
|
+
return true;
|
|
52
|
+
}
|
|
50
53
|
if (defines._areTexturesDirty) {
|
|
51
54
|
if (scene.texturesEnabled) {
|
|
52
55
|
if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {
|
|
@@ -94,6 +97,9 @@ var PBRAnisotropicConfiguration = /** @class */ (function () {
|
|
|
94
97
|
* @param isFrozen defines whether the material is frozen or not.
|
|
95
98
|
*/
|
|
96
99
|
PBRAnisotropicConfiguration.prototype.bindForSubMesh = function (uniformBuffer, scene, isFrozen) {
|
|
100
|
+
if (!this._isEnabled) {
|
|
101
|
+
return;
|
|
102
|
+
}
|
|
97
103
|
if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {
|
|
98
104
|
if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {
|
|
99
105
|
uniformBuffer.updateFloat2("vAnisotropyInfos", this._texture.coordinatesIndex, this._texture.level);
|
|
@@ -1 +1 @@
|
|
|
1
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-
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{ SerializationHelper, serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { Scene } from \"../../scene\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialAnisotropicDefines {\r\n ANISOTROPIC: boolean;\r\n ANISOTROPIC_TEXTURE: boolean;\r\n ANISOTROPIC_TEXTUREDIRECTUV: number;\r\n MAINUV1: boolean;\r\n\r\n _areTexturesDirty: boolean;\r\n _needUVs: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the anisotropic parameters of the pbr material.\r\n */\r\nexport class PBRAnisotropicConfiguration {\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new instance of anisotropy configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param mesh the mesh we are preparing the defines for.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines whether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRAnisotropicConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vAnisotropy\", \"vAnisotropyInfos\", \"anisotropyMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vAnisotropy\", 3);\r\n uniformBuffer.addUniform(\"vAnisotropyInfos\", 2);\r\n uniformBuffer.addUniform(\"anisotropyMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param anisotropicConfiguration define the config where to copy the info\r\n */\r\n public copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void {\r\n SerializationHelper.Clone(() => anisotropicConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this anisotropy configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}"]}
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{ SerializationHelper, serialize, expandToProperty, serializeAsVector2, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\nimport { Scene } from \"../../scene\";\r\nimport { MaterialFlags } from \"../../Materials/materialFlags\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Nullable } from \"../../types\";\r\nimport { IAnimatable } from '../../Animations/animatable.interface';\r\nimport { EffectFallbacks } from '../effectFallbacks';\r\n\r\n/**\r\n * @hidden\r\n */\r\nexport interface IMaterialAnisotropicDefines {\r\n ANISOTROPIC: boolean;\r\n ANISOTROPIC_TEXTURE: boolean;\r\n ANISOTROPIC_TEXTUREDIRECTUV: number;\r\n MAINUV1: boolean;\r\n\r\n _areTexturesDirty: boolean;\r\n _needUVs: boolean;\r\n}\r\n\r\n/**\r\n * Define the code related to the anisotropic parameters of the pbr material.\r\n */\r\nexport class PBRAnisotropicConfiguration {\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the anisotropy is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n /**\r\n * Defines the anisotropy strength (between 0 and 1) it defaults to 1.\r\n */\r\n @serialize()\r\n public intensity: number = 1;\r\n\r\n /**\r\n * Defines if the effect is along the tangents, bitangents or in between.\r\n * By default, the effect is \"stretching\" the highlights along the tangents.\r\n */\r\n @serializeAsVector2()\r\n public direction = new Vector2(1, 0);\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the anisotropy values in a texture.\r\n * rg is direction (like normal from -1 to 1)\r\n * b is a intensity\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public texture: Nullable<BaseTexture> = null;\r\n\r\n /** @hidden */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /** @hidden */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Instantiate a new instance of anisotropy configuration.\r\n * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty\r\n */\r\n constructor(markAllSubMeshesAsTexturesDirty: () => void) {\r\n this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshesAsTexturesDirty;\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param defines the list of \"defines\" to update.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean {\r\n if (!this._isEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n if (!this._texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param defines the list of \"defines\" to update.\r\n * @param mesh the mesh we are preparing the defines for.\r\n * @param scene defines the scene the material belongs to.\r\n */\r\n public prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void {\r\n if (this._isEnabled) {\r\n defines.ANISOTROPIC = this._isEnabled;\r\n if (this._isEnabled && !mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines._needUVs = true;\r\n defines.MAINUV1 = true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._texture, defines, \"ANISOTROPIC_TEXTURE\");\r\n } else {\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n defines.ANISOTROPIC = false;\r\n defines.ANISOTROPIC_TEXTURE = false;\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data.\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param isFrozen defines whether the material is frozen or not.\r\n */\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vAnisotropyInfos\", this._texture.coordinatesIndex, this._texture.level);\r\n MaterialHelper.BindTextureMatrix(this._texture, uniformBuffer, \"anisotropy\");\r\n }\r\n\r\n // Anisotropy\r\n uniformBuffer.updateFloat3(\"vAnisotropy\", this.direction.x, this.direction.y, this.intensity);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._texture && MaterialFlags.AnisotropicTextureEnabled) {\r\n uniformBuffer.setTexture(\"anisotropySampler\", this._texture);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._texture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._texture) {\r\n activeTextures.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param animatables Array of animatable textures.\r\n */\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._texture && this._texture.animations && this._texture.animations.length > 0) {\r\n animatables.push(this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"PBRAnisotropicConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"PBRAnisotropicConfiguration\";\r\n }\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.ANISOTROPIC) {\r\n fallbacks.addFallback(currentRank++, \"ANISOTROPIC\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current list.\r\n * @param uniforms defines the current uniform list.\r\n */\r\n public static AddUniforms(uniforms: string[]): void {\r\n uniforms.push(\"vAnisotropy\", \"vAnisotropyInfos\", \"anisotropyMatrix\");\r\n }\r\n\r\n /**\r\n * Add the required uniforms to the current buffer.\r\n * @param uniformBuffer defines the current uniform buffer.\r\n */\r\n public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {\r\n uniformBuffer.addUniform(\"vAnisotropy\", 3);\r\n uniformBuffer.addUniform(\"vAnisotropyInfos\", 2);\r\n uniformBuffer.addUniform(\"anisotropyMatrix\", 16);\r\n }\r\n\r\n /**\r\n * Add the required samplers to the current list.\r\n * @param samplers defines the current sampler list.\r\n */\r\n public static AddSamplers(samplers: string[]): void {\r\n samplers.push(\"anisotropySampler\");\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param anisotropicConfiguration define the config where to copy the info\r\n */\r\n public copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void {\r\n SerializationHelper.Clone(() => anisotropicConfiguration, this);\r\n }\r\n\r\n /**\r\n * Serializes this anisotropy configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a anisotropy Configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}"]}
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@@ -1,5 +1,5 @@
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import { __decorate } from "tslib";
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-
import { SerializationHelper, serialize, expandToProperty } from "../../Misc/decorators";
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+
import { SerializationHelper, serialize, expandToProperty } from "../../Misc/decorators.js";
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/**
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* Define the code related to the BRDF parameters of the pbr material.
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*/
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