@babylonjs/core 5.0.0-beta.2 → 5.0.0-beta.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (692) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Audio/analyser.d.ts +2 -1
  5. package/Audio/analyser.js +5 -0
  6. package/Audio/analyser.js.map +1 -1
  7. package/Audio/audioSceneComponent.d.ts +1 -1
  8. package/Audio/audioSceneComponent.js +5 -0
  9. package/Audio/audioSceneComponent.js.map +1 -1
  10. package/Audio/sound.d.ts +1 -1
  11. package/Audio/sound.js +8 -1
  12. package/Audio/sound.js.map +1 -1
  13. package/Audio/soundTrack.d.ts +2 -1
  14. package/Audio/soundTrack.js +5 -0
  15. package/Audio/soundTrack.js.map +1 -1
  16. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  17. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  18. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  20. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  22. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  23. package/Bones/bone.d.ts +2 -1
  24. package/Bones/bone.js +28 -18
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/skeleton.js +3 -3
  27. package/Bones/skeleton.js.map +1 -1
  28. package/Buffers/buffer.d.ts +4 -0
  29. package/Buffers/buffer.js +13 -3
  30. package/Buffers/buffer.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  32. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  33. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  34. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  35. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  36. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  37. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  38. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  39. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  54. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  55. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  56. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  57. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  60. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  61. package/Cameras/VR/vrExperienceHelper.js +1 -0
  62. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  63. package/Cameras/VR/webVRCamera.d.ts +2 -1
  64. package/Cameras/VR/webVRCamera.js +3 -2
  65. package/Cameras/VR/webVRCamera.js.map +1 -1
  66. package/Cameras/arcRotateCamera.d.ts +1 -1
  67. package/Cameras/arcRotateCamera.js.map +1 -1
  68. package/Cameras/camera.d.ts +1 -1
  69. package/Cameras/camera.js +1 -1
  70. package/Cameras/camera.js.map +1 -1
  71. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  72. package/Cameras/deviceOrientationCamera.js.map +1 -1
  73. package/Cameras/flyCamera.d.ts +1 -1
  74. package/Cameras/flyCamera.js.map +1 -1
  75. package/Cameras/followCamera.d.ts +1 -1
  76. package/Cameras/followCamera.js.map +1 -1
  77. package/Cameras/freeCamera.d.ts +1 -1
  78. package/Cameras/freeCamera.js.map +1 -1
  79. package/Cameras/gamepadCamera.d.ts +1 -1
  80. package/Cameras/gamepadCamera.js.map +1 -1
  81. package/Cameras/targetCamera.d.ts +1 -1
  82. package/Cameras/targetCamera.js.map +1 -1
  83. package/Cameras/touchCamera.d.ts +1 -1
  84. package/Cameras/touchCamera.js.map +1 -1
  85. package/Cameras/universalCamera.d.ts +1 -1
  86. package/Cameras/universalCamera.js.map +1 -1
  87. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  88. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  89. package/Collisions/collider.d.ts +1 -1
  90. package/Collisions/collider.js +48 -2
  91. package/Collisions/collider.js.map +1 -1
  92. package/Compute/computeEffect.js +2 -2
  93. package/Compute/computeEffect.js.map +1 -1
  94. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  95. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  96. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  97. package/Culling/ray.d.ts +6 -4
  98. package/Culling/ray.js +33 -11
  99. package/Culling/ray.js.map +1 -1
  100. package/Debug/axesViewer.d.ts +2 -1
  101. package/Debug/axesViewer.js +6 -0
  102. package/Debug/axesViewer.js.map +1 -1
  103. package/Debug/debugLayer.d.ts +1 -1
  104. package/Debug/debugLayer.js +6 -2
  105. package/Debug/debugLayer.js.map +1 -1
  106. package/Debug/physicsViewer.d.ts +1 -1
  107. package/Debug/physicsViewer.js +3 -0
  108. package/Debug/physicsViewer.js.map +1 -1
  109. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  110. package/DeviceInput/Helpers/eventFactory.js +1 -1
  111. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  112. package/DeviceInput/InputDevices/deviceEnums.d.ts +52 -1
  113. package/DeviceInput/InputDevices/deviceEnums.js +52 -0
  114. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  115. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  116. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  117. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  118. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
  119. package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
  120. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  121. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  122. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  123. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  124. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  125. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  126. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
  127. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
  128. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  129. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  130. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +9 -15
  131. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  132. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
  133. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +116 -95
  134. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  135. package/DeviceInput/index.d.ts +1 -5
  136. package/DeviceInput/index.js +1 -5
  137. package/DeviceInput/index.js.map +1 -1
  138. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  139. package/Engines/Extensions/engine.cubeTexture.js +5 -2
  140. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  141. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  142. package/Engines/Extensions/engine.multiview.js +4 -1
  143. package/Engines/Extensions/engine.multiview.js.map +1 -1
  144. package/Engines/Native/nativeInterfaces.d.ts +3 -2
  145. package/Engines/Native/nativeInterfaces.js.map +1 -1
  146. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  147. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  148. package/Engines/Processors/shaderCodeInliner.js +13 -13
  149. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  150. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  151. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  152. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  153. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  154. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  155. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  156. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  157. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  158. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  159. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  160. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  161. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  162. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  163. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  164. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  165. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  166. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  167. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  168. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  169. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  170. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  171. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  172. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  173. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  174. package/Engines/WebGPU/webgpuTextureHelper.js +8 -30
  175. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  176. package/Engines/engine.d.ts +3 -7
  177. package/Engines/engine.js +2 -6
  178. package/Engines/engine.js.map +1 -1
  179. package/Engines/engineCapabilities.d.ts +4 -0
  180. package/Engines/engineCapabilities.js.map +1 -1
  181. package/Engines/nativeEngine.d.ts +1 -0
  182. package/Engines/nativeEngine.js +39 -12
  183. package/Engines/nativeEngine.js.map +1 -1
  184. package/Engines/nullEngine.js +3 -1
  185. package/Engines/nullEngine.js.map +1 -1
  186. package/Engines/thinEngine.d.ts +11 -2
  187. package/Engines/thinEngine.js +34 -21
  188. package/Engines/thinEngine.js.map +1 -1
  189. package/Engines/webgpuEngine.d.ts +3 -7
  190. package/Engines/webgpuEngine.js +12 -22
  191. package/Engines/webgpuEngine.js.map +1 -1
  192. package/Gamepads/Controllers/daydreamController.js +1 -1
  193. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  194. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  195. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  196. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  197. package/Gamepads/Controllers/webVRController.js +1 -0
  198. package/Gamepads/Controllers/webVRController.js.map +1 -1
  199. package/Gamepads/gamepadManager.js +1 -1
  200. package/Gamepads/gamepadManager.js.map +1 -1
  201. package/Gizmos/gizmoManager.d.ts +2 -0
  202. package/Gizmos/gizmoManager.js +28 -24
  203. package/Gizmos/gizmoManager.js.map +1 -1
  204. package/Helpers/sceneHelpers.d.ts +1 -0
  205. package/Helpers/sceneHelpers.js.map +1 -1
  206. package/Inputs/scene.inputManager.d.ts +2 -2
  207. package/Inputs/scene.inputManager.js +10 -9
  208. package/Inputs/scene.inputManager.js.map +1 -1
  209. package/Instrumentation/sceneInstrumentation.js +2 -2
  210. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  211. package/Layers/effectLayer.d.ts +1 -1
  212. package/Layers/effectLayer.js +1 -1
  213. package/Layers/effectLayer.js.map +1 -1
  214. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  215. package/Layers/effectLayerSceneComponent.js +7 -3
  216. package/Layers/effectLayerSceneComponent.js.map +1 -1
  217. package/Layers/glowLayer.d.ts +1 -1
  218. package/Layers/glowLayer.js.map +1 -1
  219. package/Layers/highlightLayer.d.ts +1 -1
  220. package/Layers/highlightLayer.js +2 -1
  221. package/Layers/highlightLayer.js.map +1 -1
  222. package/Layers/layer.d.ts +2 -2
  223. package/Layers/layer.js.map +1 -1
  224. package/Layers/layerSceneComponent.d.ts +1 -1
  225. package/Layers/layerSceneComponent.js +7 -3
  226. package/Layers/layerSceneComponent.js.map +1 -1
  227. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  228. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  229. package/Lights/Shadows/shadowGenerator.js +2 -2
  230. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  231. package/Loading/Plugins/babylonFileLoader.js +115 -29
  232. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  233. package/Loading/loadingScreen.js +8 -8
  234. package/Loading/loadingScreen.js.map +1 -1
  235. package/Loading/sceneLoader.js +3 -3
  236. package/Loading/sceneLoader.js.map +1 -1
  237. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  238. package/Materials/Background/backgroundMaterial.js.map +1 -1
  239. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  240. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  241. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  242. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  243. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  244. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  245. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  246. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  247. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  248. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  249. package/Materials/Node/Blocks/Dual/index.js +1 -0
  250. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  251. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  252. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  254. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  256. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  258. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  260. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  262. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  264. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  266. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  268. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  270. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  272. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  274. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  276. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  278. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  280. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  281. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  282. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  283. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  284. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  285. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  286. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  287. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  288. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  289. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  290. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  291. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  292. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  293. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  294. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  295. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  296. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  297. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  298. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  299. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  300. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  301. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  302. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  303. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  304. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  305. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  306. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  307. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  308. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  309. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  310. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  311. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  312. package/Materials/Node/Blocks/addBlock.js +1 -1
  313. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  314. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  315. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  316. package/Materials/Node/Blocks/clampBlock.js +3 -3
  317. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  318. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  319. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  320. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  321. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  322. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  323. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  324. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  325. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  326. package/Materials/Node/Blocks/crossBlock.js +1 -1
  327. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  328. package/Materials/Node/Blocks/customBlock.js +1 -1
  329. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  330. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  331. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  332. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  333. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  334. package/Materials/Node/Blocks/divideBlock.js +1 -1
  335. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/dotBlock.js +1 -1
  337. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  338. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  339. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  340. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  341. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  342. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  343. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  344. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  345. package/Materials/Node/Blocks/index.d.ts +1 -0
  346. package/Materials/Node/Blocks/index.js +1 -0
  347. package/Materials/Node/Blocks/index.js.map +1 -1
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  670. package/XR/webXRInputSource.js +3 -3
  671. package/XR/webXRInputSource.js.map +1 -1
  672. package/XR/webXRRenderTargetTextureProvider.d.ts +3 -2
  673. package/XR/webXRRenderTargetTextureProvider.js +37 -18
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  675. package/XR/webXRSessionManager.d.ts +1 -0
  676. package/XR/webXRSessionManager.js +6 -1
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  678. package/assetContainer.d.ts +1 -1
  679. package/assetContainer.js +4 -0
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  681. package/node.d.ts +1 -1
  682. package/node.js.map +1 -1
  683. package/package.json +22 -13
  684. package/scene.d.ts +5 -2
  685. package/scene.js +31 -5
  686. package/scene.js.map +1 -1
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  689. package/DeviceInput/Interfaces/inputInterfaces.js.map +0 -1
  690. package/DeviceInput/deviceInputSystem.d.ts +0 -60
  691. package/DeviceInput/deviceInputSystem.js +0 -84
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@@ -183,12 +183,12 @@ var NodeMaterialBlock = /** @class */ (function () {
183
183
  // Do nothing
184
184
  };
185
185
  NodeMaterialBlock.prototype._declareOutput = function (output, state) {
186
- return state._getGLType(output.type) + " " + output.associatedVariableName;
186
+ return "".concat(state._getGLType(output.type), " ").concat(output.associatedVariableName);
187
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  };
188
188
  NodeMaterialBlock.prototype._writeVariable = function (currentPoint) {
189
189
  var connectionPoint = currentPoint.connectedPoint;
190
190
  if (connectionPoint) {
191
- return "" + currentPoint.associatedVariableName;
191
+ return "".concat(currentPoint.associatedVariableName);
192
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  }
193
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  return "0.";
194
194
  };
@@ -197,7 +197,7 @@ var NodeMaterialBlock = /** @class */ (function () {
197
197
  if (stringVersion.indexOf(".") === -1) {
198
198
  stringVersion += ".0";
199
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  }
200
- return "" + stringVersion;
200
+ return "".concat(stringVersion);
201
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  };
202
202
  /**
203
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  * Gets the current class name e.g. "NodeMaterialBlock"
@@ -453,7 +453,7 @@ var NodeMaterialBlock = /** @class */ (function () {
453
453
  ) {
454
454
  var connectedPoint = input.connectedPoint;
455
455
  if (state._vertexState._emitVaryingFromString("v_" + connectedPoint.associatedVariableName, state._getGLType(connectedPoint.type))) {
456
- state._vertexState.compilationString += "v_" + connectedPoint.associatedVariableName + " = " + connectedPoint.associatedVariableName + ";\r\n";
456
+ state._vertexState.compilationString += "".concat("v_" + connectedPoint.associatedVariableName, " = ").concat(connectedPoint.associatedVariableName, ";\r\n");
457
457
  }
458
458
  input.associatedVariableName = "v_" + connectedPoint.associatedVariableName;
459
459
  input._enforceAssociatedVariableName = true;
@@ -542,7 +542,7 @@ var NodeMaterialBlock = /** @class */ (function () {
542
542
  }
543
543
  // Logs
544
544
  if (state.sharedData.verbose) {
545
- console.log((state.target === NodeMaterialBlockTargets.Vertex ? "Vertex shader" : "Fragment shader") + ": Building " + this.name + " [" + this.getClassName() + "]");
545
+ console.log("".concat(state.target === NodeMaterialBlockTargets.Vertex ? "Vertex shader" : "Fragment shader", ": Building ").concat(this.name, " [").concat(this.getClassName(), "]"));
546
546
  }
547
547
  // Checks final outputs
548
548
  if (this.isFinalMerger) {
@@ -556,7 +556,7 @@ var NodeMaterialBlock = /** @class */ (function () {
556
556
  }
557
557
  }
558
558
  if (!this.isInput && state.sharedData.emitComments) {
559
- state.compilationString += "\r\n//" + this.name + "\r\n";
559
+ state.compilationString += "\r\n//".concat(this.name, "\r\n");
560
560
  }
561
561
  this._buildBlock(state);
562
562
  this._buildId = state.sharedData.buildId;
@@ -585,7 +585,7 @@ var NodeMaterialBlock = /** @class */ (function () {
585
585
  };
586
586
  NodeMaterialBlock.prototype._dumpPropertiesCode = function () {
587
587
  var variableName = this._codeVariableName;
588
- return variableName + ".visibleInInspector = " + this.visibleInInspector + ";\r\n" + variableName + ".visibleOnFrame = " + this.visibleOnFrame + ";\r\n" + variableName + ".target = " + this.target + ";\r\n";
588
+ return "".concat(variableName, ".visibleInInspector = ").concat(this.visibleInInspector, ";\r\n").concat(variableName, ".visibleOnFrame = ").concat(this.visibleOnFrame, ";\r\n").concat(variableName, ".target = ").concat(this.target, ";\r\n");
589
589
  };
590
590
  /** @hidden */
591
591
  NodeMaterialBlock.prototype._dumpCode = function (uniqueNames, alreadyDumped) {
@@ -593,7 +593,7 @@ var NodeMaterialBlock = /** @class */ (function () {
593
593
  var codeString;
594
594
  // Get unique name
595
595
  var nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, "");
596
- this._codeVariableName = nameAsVariableName || this.getClassName() + "_" + this.uniqueId;
596
+ this._codeVariableName = nameAsVariableName || "".concat(this.getClassName(), "_").concat(this.uniqueId);
597
597
  if (uniqueNames.indexOf(this._codeVariableName) !== -1) {
598
598
  var index = 0;
599
599
  do {
@@ -603,11 +603,11 @@ var NodeMaterialBlock = /** @class */ (function () {
603
603
  }
604
604
  uniqueNames.push(this._codeVariableName);
605
605
  // Declaration
606
- codeString = "\r\n// " + this.getClassName() + "\r\n";
606
+ codeString = "\r\n// ".concat(this.getClassName(), "\r\n");
607
607
  if (this.comments) {
608
- codeString += "// " + this.comments + "\r\n";
608
+ codeString += "// ".concat(this.comments, "\r\n");
609
609
  }
610
- codeString += "var " + this._codeVariableName + " = new BABYLON." + this.getClassName() + "(\"" + this.name + "\");\r\n";
610
+ codeString += "var ".concat(this._codeVariableName, " = new BABYLON.").concat(this.getClassName(), "(\"").concat(this.name, "\");\r\n");
611
611
  // Properties
612
612
  codeString += this._dumpPropertiesCode();
613
613
  // Inputs
@@ -653,7 +653,7 @@ var NodeMaterialBlock = /** @class */ (function () {
653
653
  var connectedOutput = input.connectedPoint;
654
654
  var connectedBlock = connectedOutput.ownerBlock;
655
655
  codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);
656
- codeString += connectedBlock._codeVariableName + "." + connectedBlock._outputRename(connectedOutput.name) + ".connectTo(" + this._codeVariableName + "." + this._inputRename(input.name) + ");\r\n";
656
+ codeString += "".concat(connectedBlock._codeVariableName, ".").concat(connectedBlock._outputRename(connectedOutput.name), ".connectTo(").concat(this._codeVariableName, ".").concat(this._inputRename(input.name), ");\r\n");
657
657
  }
658
658
  return codeString;
659
659
  };
@@ -1 +1 @@
1
- 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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 false;\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}"]}
1
+ 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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 false;\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}"]}
@@ -64,45 +64,45 @@ var NodeMaterialBuildState = /** @class */ (function () {
64
64
  NodeMaterialBuildState.prototype.finalize = function (state) {
65
65
  var emitComments = state.sharedData.emitComments;
66
66
  var isFragmentMode = (this.target === NodeMaterialBlockTargets.Fragment);
67
- this.compilationString = "\r\n" + (emitComments ? "//Entry point\r\n" : "") + "void main(void) {\r\n" + this.compilationString;
67
+ this.compilationString = "\r\n".concat(emitComments ? "//Entry point\r\n" : "", "void main(void) {\r\n").concat(this.compilationString);
68
68
  if (this._constantDeclaration) {
69
- this.compilationString = "\r\n" + (emitComments ? "//Constants\r\n" : "") + this._constantDeclaration + "\r\n" + this.compilationString;
69
+ this.compilationString = "\r\n".concat(emitComments ? "//Constants\r\n" : "").concat(this._constantDeclaration, "\r\n").concat(this.compilationString);
70
70
  }
71
71
  var functionCode = "";
72
72
  for (var functionName in this.functions) {
73
73
  functionCode += this.functions[functionName] + "\r\n";
74
74
  }
75
- this.compilationString = "\r\n" + functionCode + "\r\n" + this.compilationString;
75
+ this.compilationString = "\r\n".concat(functionCode, "\r\n").concat(this.compilationString);
76
76
  if (!isFragmentMode && this._varyingTransfer) {
77
- this.compilationString = this.compilationString + "\r\n" + this._varyingTransfer;
77
+ this.compilationString = "".concat(this.compilationString, "\r\n").concat(this._varyingTransfer);
78
78
  }
79
79
  if (this._injectAtEnd) {
80
- this.compilationString = this.compilationString + "\r\n" + this._injectAtEnd;
80
+ this.compilationString = "".concat(this.compilationString, "\r\n").concat(this._injectAtEnd);
81
81
  }
82
- this.compilationString = this.compilationString + "\r\n}";
82
+ this.compilationString = "".concat(this.compilationString, "\r\n}");
83
83
  if (this.sharedData.varyingDeclaration) {
84
- this.compilationString = "\r\n" + (emitComments ? "//Varyings\r\n" : "") + this.sharedData.varyingDeclaration + "\r\n" + this.compilationString;
84
+ this.compilationString = "\r\n".concat(emitComments ? "//Varyings\r\n" : "").concat(this.sharedData.varyingDeclaration, "\r\n").concat(this.compilationString);
85
85
  }
86
86
  if (this._samplerDeclaration) {
87
- this.compilationString = "\r\n" + (emitComments ? "//Samplers\r\n" : "") + this._samplerDeclaration + "\r\n" + this.compilationString;
87
+ this.compilationString = "\r\n".concat(emitComments ? "//Samplers\r\n" : "").concat(this._samplerDeclaration, "\r\n").concat(this.compilationString);
88
88
  }
89
89
  if (this._uniformDeclaration) {
90
- this.compilationString = "\r\n" + (emitComments ? "//Uniforms\r\n" : "") + this._uniformDeclaration + "\r\n" + this.compilationString;
90
+ this.compilationString = "\r\n".concat(emitComments ? "//Uniforms\r\n" : "").concat(this._uniformDeclaration, "\r\n").concat(this.compilationString);
91
91
  }
92
92
  if (this._attributeDeclaration && !isFragmentMode) {
93
- this.compilationString = "\r\n" + (emitComments ? "//Attributes\r\n" : "") + this._attributeDeclaration + "\r\n" + this.compilationString;
93
+ this.compilationString = "\r\n".concat(emitComments ? "//Attributes\r\n" : "").concat(this._attributeDeclaration, "\r\n").concat(this.compilationString);
94
94
  }
95
95
  this.compilationString = "precision highp float;\r\n" + this.compilationString;
96
96
  for (var extensionName in this.extensions) {
97
97
  var extension = this.extensions[extensionName];
98
- this.compilationString = "\r\n" + extension + "\r\n" + this.compilationString;
98
+ this.compilationString = "\r\n".concat(extension, "\r\n").concat(this.compilationString);
99
99
  }
100
100
  this._builtCompilationString = this.compilationString;
101
101
  };
102
102
  Object.defineProperty(NodeMaterialBuildState.prototype, "_repeatableContentAnchor", {
103
103
  /** @hidden */
104
104
  get: function () {
105
- return "###___ANCHOR" + this._repeatableContentAnchorIndex++ + "___###";
105
+ return "###___ANCHOR".concat(this._repeatableContentAnchorIndex++, "___###");
106
106
  },
107
107
  enumerable: false,
108
108
  configurable: true
@@ -140,7 +140,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
140
140
  /** @hidden */
141
141
  NodeMaterialBuildState.prototype._emit2DSampler = function (name) {
142
142
  if (this.samplers.indexOf(name) < 0) {
143
- this._samplerDeclaration += "uniform sampler2D " + name + ";\r\n";
143
+ this._samplerDeclaration += "uniform sampler2D ".concat(name, ";\r\n");
144
144
  this.samplers.push(name);
145
145
  }
146
146
  };
@@ -171,7 +171,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
171
171
  return;
172
172
  }
173
173
  if (define) {
174
- extension = "#if " + define + "\r\n" + extension + "\r\n#endif";
174
+ extension = "#if ".concat(define, "\r\n").concat(extension, "\r\n#endif");
175
175
  }
176
176
  this.extensions[name] = extension;
177
177
  };
@@ -188,7 +188,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
188
188
  /** @hidden */
189
189
  NodeMaterialBuildState.prototype._emitCodeFromInclude = function (includeName, comments, options) {
190
190
  if (options && options.repeatKey) {
191
- return "#include<" + includeName + ">[0.." + options.repeatKey + "]\r\n";
191
+ return "#include<".concat(includeName, ">[0..").concat(options.repeatKey, "]\r\n");
192
192
  }
193
193
  var code = Effect.IncludesShadersStore[includeName] + "\r\n";
194
194
  if (this.sharedData.emitComments) {
@@ -214,10 +214,10 @@ var NodeMaterialBuildState = /** @class */ (function () {
214
214
  }
215
215
  if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {
216
216
  if (options && options.repeatKey) {
217
- this.functions[key] = "#include<" + includeName + ">[0.." + options.repeatKey + "]\r\n";
217
+ this.functions[key] = "#include<".concat(includeName, ">[0..").concat(options.repeatKey, "]\r\n");
218
218
  }
219
219
  else {
220
- this.functions[key] = "#include<" + includeName + ">\r\n";
220
+ this.functions[key] = "#include<".concat(includeName, ">\r\n");
221
221
  }
222
222
  if (this.sharedData.emitComments) {
223
223
  this.functions[key] = comments + "\r\n" + this.functions[key];
@@ -268,13 +268,13 @@ var NodeMaterialBuildState = /** @class */ (function () {
268
268
  this.sharedData.varyings.push(name);
269
269
  if (define) {
270
270
  if (StartsWith(define, "defined(")) {
271
- this.sharedData.varyingDeclaration += "#if " + define + "\r\n";
271
+ this.sharedData.varyingDeclaration += "#if ".concat(define, "\r\n");
272
272
  }
273
273
  else {
274
- this.sharedData.varyingDeclaration += (notDefine ? "#ifndef" : "#ifdef") + " " + define + "\r\n";
274
+ this.sharedData.varyingDeclaration += "".concat(notDefine ? "#ifndef" : "#ifdef", " ").concat(define, "\r\n");
275
275
  }
276
276
  }
277
- this.sharedData.varyingDeclaration += "varying " + type + " " + name + ";\r\n";
277
+ this.sharedData.varyingDeclaration += "varying ".concat(type, " ").concat(name, ";\r\n");
278
278
  if (define) {
279
279
  this.sharedData.varyingDeclaration += "#endif\r\n";
280
280
  }
@@ -290,13 +290,13 @@ var NodeMaterialBuildState = /** @class */ (function () {
290
290
  this.uniforms.push(name);
291
291
  if (define) {
292
292
  if (StartsWith(define, "defined(")) {
293
- this._uniformDeclaration += "#if " + define + "\r\n";
293
+ this._uniformDeclaration += "#if ".concat(define, "\r\n");
294
294
  }
295
295
  else {
296
- this._uniformDeclaration += (notDefine ? "#ifndef" : "#ifdef") + " " + define + "\r\n";
296
+ this._uniformDeclaration += "".concat(notDefine ? "#ifndef" : "#ifdef", " ").concat(define, "\r\n");
297
297
  }
298
298
  }
299
- this._uniformDeclaration += "uniform " + type + " " + name + ";\r\n";
299
+ this._uniformDeclaration += "uniform ".concat(type, " ").concat(name, ";\r\n");
300
300
  if (define) {
301
301
  this._uniformDeclaration += "#endif\r\n";
302
302
  }
@@ -304,7 +304,7 @@ var NodeMaterialBuildState = /** @class */ (function () {
304
304
  /** @hidden */
305
305
  NodeMaterialBuildState.prototype._emitFloat = function (value) {
306
306
  if (value.toString() === value.toFixed(0)) {
307
- return value + ".0";
307
+ return "".concat(value, ".0");
308
308
  }
309
309
  return value.toString();
310
310
  };
@@ -1 +1 @@
1
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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
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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}"]}