@babylonjs/core 5.33.2 → 5.34.0

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 (70) hide show
  1. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +4 -3
  2. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  3. package/Engines/thinEngine.js +2 -2
  4. package/Engines/thinEngine.js.map +1 -1
  5. package/Lights/Shadows/shadowGenerator.js +1 -0
  6. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  7. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +4 -0
  8. package/Materials/Node/Blocks/Dual/lightBlock.js +47 -3
  9. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  10. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +6 -0
  11. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +36 -8
  12. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  13. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.d.ts +2 -0
  14. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +22 -0
  15. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  16. package/Materials/Node/Blocks/Fragment/fragDepthBlock.d.ts +31 -0
  17. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +67 -0
  18. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -0
  19. package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
  20. package/Materials/Node/Blocks/Fragment/index.js +2 -0
  21. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  22. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +40 -0
  23. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +111 -0
  24. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -0
  25. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +4 -0
  26. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +50 -3
  27. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  28. package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +2 -0
  29. package/Materials/Node/Blocks/PBR/reflectionBlock.js +18 -1
  30. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  31. package/Materials/Node/Blocks/biPlanarBlock.d.ts +18 -0
  32. package/Materials/Node/Blocks/biPlanarBlock.js +70 -0
  33. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -0
  34. package/Materials/Node/Blocks/index.d.ts +2 -0
  35. package/Materials/Node/Blocks/index.js +2 -0
  36. package/Materials/Node/Blocks/index.js.map +1 -1
  37. package/Materials/Node/Blocks/triPlanarBlock.d.ts +116 -0
  38. package/Materials/Node/Blocks/triPlanarBlock.js +340 -0
  39. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -0
  40. package/Materials/Node/nodeMaterial.d.ts +4 -1
  41. package/Materials/Node/nodeMaterial.js +8 -0
  42. package/Materials/Node/nodeMaterial.js.map +1 -1
  43. package/Materials/Node/nodeMaterialBlock.d.ts +2 -0
  44. package/Materials/Node/nodeMaterialBlock.js +5 -0
  45. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  46. package/Materials/Node/nodeMaterialBuildState.d.ts +2 -0
  47. package/Materials/Node/nodeMaterialBuildState.js +3 -3
  48. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  49. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -1
  50. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  51. package/Materials/Node/nodeMaterialDecorator.d.ts +4 -1
  52. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  53. package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
  54. package/Materials/PBR/pbrBaseMaterial.js +11 -0
  55. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  56. package/Materials/Textures/videoTexture.js +8 -35
  57. package/Materials/Textures/videoTexture.js.map +1 -1
  58. package/Materials/materialHelper.d.ts +7 -0
  59. package/Materials/materialHelper.js +22 -1
  60. package/Materials/materialHelper.js.map +1 -1
  61. package/Materials/shadowDepthWrapper.d.ts +4 -0
  62. package/Materials/shadowDepthWrapper.js +46 -39
  63. package/Materials/shadowDepthWrapper.js.map +1 -1
  64. package/Materials/standardMaterial.d.ts +2 -0
  65. package/Materials/standardMaterial.js +2 -0
  66. package/Materials/standardMaterial.js.map +1 -1
  67. package/package.json +1 -1
  68. package/scene.d.ts +12 -8
  69. package/scene.js +32 -27
  70. package/scene.js.map +1 -1
@@ -26,6 +26,10 @@ export declare class LightBlock extends NodeMaterialBlock {
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  * Gets or sets the light associated with this block
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  */
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  light: Nullable<Light>;
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+ /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */
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+ generateOnlyFragmentCode: boolean;
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+ private static _OnGenerateOnlyFragmentCodeChanged;
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+ private _setTarget;
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  /**
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  * Create a new LightBlock
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  * @param name defines the block name
@@ -1,3 +1,4 @@
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+ import { __decorate } from "../../../../tslib.es6.js";
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  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
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  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
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  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
@@ -5,6 +6,7 @@ import { MaterialHelper } from "../../../materialHelper.js";
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  import { NodeMaterialSystemValues } from "../../Enums/nodeMaterialSystemValues.js";
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  import { InputBlock } from "../Input/inputBlock.js";
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  import { RegisterClass } from "../../../../Misc/typeStore.js";
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+ import { editableInPropertyPage, PropertyTypeForEdition } from "../../nodeMaterialDecorator.js";
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  import "../../../../Shaders/ShadersInclude/lightFragmentDeclaration.js";
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  import "../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration.js";
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  import "../../../../Shaders/ShadersInclude/lightUboDeclaration.js";
@@ -24,6 +26,9 @@ export class LightBlock extends NodeMaterialBlock {
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  */
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  constructor(name) {
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  super(name, NodeMaterialBlockTargets.VertexAndFragment);
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+ this._lightId = 0;
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+ /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */
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+ this.generateOnlyFragmentCode = false;
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  this._isUnique = true;
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  this.registerInput("worldPosition", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);
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  this.registerInput("worldNormal", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);
@@ -37,6 +42,20 @@ export class LightBlock extends NodeMaterialBlock {
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  this.registerOutput("specularOutput", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);
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  this.registerOutput("shadow", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);
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  }
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+ static _OnGenerateOnlyFragmentCodeChanged(block, _propertyName) {
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+ const that = block;
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+ if (that.worldPosition.isConnected) {
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+ that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;
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+ console.error("The worldPosition input must not be connected to be able to switch!");
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+ return false;
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+ }
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+ that._setTarget();
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+ return true;
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+ }
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+ _setTarget() {
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+ this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);
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+ this.getInputByName("worldPosition").target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;
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+ }
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  /**
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  * Gets the current class name
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  * @returns the class name
@@ -212,22 +231,39 @@ export class LightBlock extends NodeMaterialBlock {
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  this._injectVertexCode(state);
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  return;
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  }
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+ if (this.generateOnlyFragmentCode) {
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+ state.sharedData.dynamicUniformBlocks.push(this);
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+ }
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  // Fragment
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  state.sharedData.forcedBindableBlocks.push(this);
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  state.sharedData.blocksWithDefines.push(this);
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  const comments = `//${this.name}`;
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  const worldPos = this.worldPosition;
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+ let worldPosVariableName = worldPos.associatedVariableName;
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+ if (this.generateOnlyFragmentCode) {
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+ worldPosVariableName = state._getFreeVariableName("globalWorldPos");
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+ state._emitFunction("light_globalworldpos", `vec3 ${worldPosVariableName};\r\n`, comments);
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+ state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\r\n`;
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+ state.compilationString += state._emitCodeFromInclude("shadowsVertex", comments, {
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+ repeatKey: "maxSimultaneousLights",
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+ substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,
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+ });
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+ }
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+ else {
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+ worldPosVariableName = "v_" + worldPosVariableName + ".xyz";
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+ }
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  state._emitFunctionFromInclude("helperFunctions", comments);
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  state._emitFunctionFromInclude("lightsFragmentFunctions", comments, {
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- replaceStrings: [{ search: /vPositionW/g, replace: "v_" + worldPos.associatedVariableName + ".xyz" }],
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+ replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],
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  });
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  state._emitFunctionFromInclude("shadowsFragmentFunctions", comments, {
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- replaceStrings: [{ search: /vPositionW/g, replace: "v_" + worldPos.associatedVariableName + ".xyz" }],
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+ replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],
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  });
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  if (!this.light) {
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  // Emit for all lights
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  state._emitFunctionFromInclude(state.supportUniformBuffers ? "lightUboDeclaration" : "lightFragmentDeclaration", comments, {
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  repeatKey: "maxSimultaneousLights",
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+ substitutionVars: this.generateOnlyFragmentCode ? "varying," : undefined,
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  });
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  }
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  else {
@@ -238,7 +274,7 @@ export class LightBlock extends NodeMaterialBlock {
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  // Code
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  if (this._lightId === 0) {
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  if (state._registerTempVariable("viewDirectionW")) {
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- state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${"v_" + worldPos.associatedVariableName}.xyz);\r\n`;
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+ state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\r\n`;
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  }
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  state.compilationString += `lightingInfo info;\r\n`;
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  state.compilationString += `float shadow = 1.;\r\n`;
@@ -272,6 +308,7 @@ export class LightBlock extends NodeMaterialBlock {
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  }
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  serialize() {
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  const serializationObject = super.serialize();
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+ serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;
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  if (this.light) {
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  serializationObject.lightId = this.light.id;
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  }
@@ -282,7 +319,14 @@ export class LightBlock extends NodeMaterialBlock {
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  if (serializationObject.lightId) {
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  this.light = scene.getLightById(serializationObject.lightId);
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  }
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+ this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;
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+ this._setTarget();
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  }
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  }
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+ __decorate([
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+ editableInPropertyPage("Generate only fragment code", PropertyTypeForEdition.Boolean, "ADVANCED", {
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+ notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },
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+ })
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+ ], LightBlock.prototype, "generateOnlyFragmentCode", void 0);
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  RegisterClass("BABYLON.LightBlock", LightBlock);
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  //# sourceMappingURL=lightBlock.js.map
@@ -1 +1 @@
1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList\r\n );\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\r\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const worldPos = this.worldPosition;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: \"v_\" + worldPos.associatedVariableName + \".xyz\" }],\r\n });\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${\"v_\" + worldPos.associatedVariableName}.xyz);\\r\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\r\\n`;\r\n state.compilationString += `float shadow = 1.;\\r\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\r\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\r\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\r\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = shadow;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n console.error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList\r\n );\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\r\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\r\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `vec3 ${worldPosVariableName};\\r\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\r\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\r\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\r\\n`;\r\n state.compilationString += `float shadow = 1.;\\r\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\r\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\r\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\r\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\r\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = shadow;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
@@ -53,12 +53,18 @@ export declare abstract class ReflectionTextureBaseBlock extends NodeMaterialBlo
53
53
  /** @internal */
54
54
  _reflectionMatrixName: string;
55
55
  protected _reflectionColorName: string;
56
+ protected _worldPositionNameInFragmentOnlyMode: string;
56
57
  protected _texture: Nullable<BaseTexture>;
57
58
  /**
58
59
  * Gets or sets the texture associated with the node
59
60
  */
60
61
  get texture(): Nullable<BaseTexture>;
61
62
  set texture(texture: Nullable<BaseTexture>);
63
+ /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */
64
+ generateOnlyFragmentCode: boolean;
65
+ protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean;
66
+ protected _onGenerateOnlyFragmentCodeChanged(): boolean;
67
+ protected _setTarget(): void;
62
68
  /**
63
69
  * Create a new ReflectionTextureBaseBlock
64
70
  * @param name defines the block name
@@ -1,3 +1,4 @@
1
+ import { __decorate } from "../../../../tslib.es6.js";
1
2
  import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
2
3
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
3
4
  import { RegisterClass } from "../../../../Misc/typeStore.js";
@@ -8,6 +9,7 @@ import "../../../../Shaders/ShadersInclude/reflectionFunction.js";
8
9
  import { CubeTexture } from "../../../Textures/cubeTexture.js";
9
10
  import { Texture } from "../../../Textures/texture.js";
10
11
  import { EngineStore } from "../../../../Engines/engineStore.js";
12
+ import { editableInPropertyPage, PropertyTypeForEdition } from "../../nodeMaterialDecorator.js";
11
13
  /**
12
14
  * Base block used to read a reflection texture from a sampler
13
15
  */
@@ -18,6 +20,8 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
18
20
  */
19
21
  constructor(name) {
20
22
  super(name, NodeMaterialBlockTargets.VertexAndFragment);
23
+ /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */
24
+ this.generateOnlyFragmentCode = false;
21
25
  }
22
26
  /**
23
27
  * Gets or sets the texture associated with the node
@@ -43,6 +47,17 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
43
47
  });
44
48
  }
45
49
  }
50
+ static _OnGenerateOnlyFragmentCodeChanged(block, _propertyName) {
51
+ const that = block;
52
+ return that._onGenerateOnlyFragmentCodeChanged();
53
+ }
54
+ _onGenerateOnlyFragmentCodeChanged() {
55
+ this._setTarget();
56
+ return true;
57
+ }
58
+ _setTarget() {
59
+ this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);
60
+ }
46
61
  /**
47
62
  * Gets the current class name
48
63
  * @returns the class name
@@ -131,6 +146,9 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
131
146
  * @returns the shader code
132
147
  */
133
148
  handleVertexSide(state) {
149
+ if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {
150
+ return "";
151
+ }
134
152
  this._define3DName = state._getFreeDefineName("REFLECTIONMAP_3D");
135
153
  this._defineCubicName = state._getFreeDefineName("REFLECTIONMAP_CUBIC");
136
154
  this._defineSphericalName = state._getFreeDefineName("REFLECTIONMAP_SPHERICAL");
@@ -146,20 +164,22 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
146
164
  this._reflectionMatrixName = state._getFreeVariableName("reflectionMatrix");
147
165
  state._emitUniformFromString(this._reflectionMatrixName, "mat4");
148
166
  let code = "";
149
- const worldPosVaryingName = "v_" + this.worldPosition.associatedVariableName;
150
- if (state._emitVaryingFromString(worldPosVaryingName, "vec4")) {
151
- code += `${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\r\n`;
167
+ this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName("worldPosition");
168
+ const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : "v_" + this.worldPosition.associatedVariableName;
169
+ if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, "vec4")) {
170
+ code += `${this.generateOnlyFragmentCode ? "vec4 " : ""}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\r\n`;
152
171
  }
153
172
  this._positionUVWName = state._getFreeVariableName("positionUVW");
154
173
  this._directionWName = state._getFreeVariableName("directionW");
155
- if (state._emitVaryingFromString(this._positionUVWName, "vec3", this._defineSkyboxName)) {
174
+ if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, "vec3", this._defineSkyboxName)) {
156
175
  code += `#ifdef ${this._defineSkyboxName}\r\n`;
157
- code += `${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\r\n`;
176
+ code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\r\n`;
158
177
  code += `#endif\r\n`;
159
178
  }
160
- if (state._emitVaryingFromString(this._directionWName, "vec3", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {
179
+ if (this.generateOnlyFragmentCode ||
180
+ state._emitVaryingFromString(this._directionWName, "vec3", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {
161
181
  code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\r\n`;
162
- code += `${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\r\n`;
182
+ code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\r\n`;
163
183
  code += `#endif\r\n`;
164
184
  }
165
185
  return code;
@@ -208,7 +228,7 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
208
228
  */
209
229
  handleFragmentSideCodeReflectionCoords(worldNormalVarName, worldPos, onlyReflectionVector = false, doNotEmitInvertZ = false) {
210
230
  if (!worldPos) {
211
- worldPos = `v_${this.worldPosition.associatedVariableName}`;
231
+ worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;
212
232
  }
213
233
  const reflectionMatrix = this._reflectionMatrixName;
214
234
  const direction = `normalize(${this._directionWName})`;
@@ -343,6 +363,7 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
343
363
  if (this.texture && !this.texture.isRenderTarget) {
344
364
  serializationObject.texture = this.texture.serialize();
345
365
  }
366
+ serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;
346
367
  return serializationObject;
347
368
  }
348
369
  _deserialize(serializationObject, scene, rootUrl) {
@@ -356,7 +377,14 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
356
377
  this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);
357
378
  }
358
379
  }
380
+ this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;
381
+ this._setTarget();
359
382
  }
360
383
  }
384
+ __decorate([
385
+ editableInPropertyPage("Generate only fragment code", PropertyTypeForEdition.Boolean, "ADVANCED", {
386
+ notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },
387
+ })
388
+ ], ReflectionTextureBaseBlock.prototype, "generateOnlyFragmentCode", void 0);
361
389
  RegisterClass("BABYLON.ReflectionTextureBaseBlock", ReflectionTextureBaseBlock);
362
390
  //# sourceMappingURL=reflectionTextureBaseBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n const worldPosVaryingName = \"v_\" + this.worldPosition.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\r\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\r\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
@@ -6,6 +6,8 @@ import { ReflectionTextureBaseBlock } from "./reflectionTextureBaseBlock";
6
6
  * Block used to read a reflection texture from a sampler
7
7
  */
8
8
  export declare class ReflectionTextureBlock extends ReflectionTextureBaseBlock {
9
+ protected _onGenerateOnlyFragmentCodeChanged(): boolean;
10
+ protected _setTarget(): void;
9
11
  /**
10
12
  * Create a new ReflectionTextureBlock
11
13
  * @param name defines the block name