@babylonjs/core 5.35.0 → 5.36.0

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 (250) hide show
  1. package/Audio/sound.d.ts +5 -0
  2. package/Audio/sound.js +7 -0
  3. package/Audio/sound.js.map +1 -1
  4. package/Debug/physicsViewer.d.ts +4 -3
  5. package/Debug/physicsViewer.js +2 -2
  6. package/Debug/physicsViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +15 -15
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
  10. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  11. package/Engines/Extensions/engine.views.d.ts +4 -0
  12. package/Engines/Extensions/engine.views.js +61 -42
  13. package/Engines/Extensions/engine.views.js.map +1 -1
  14. package/Engines/Native/nativeHardwareTexture.d.ts +14 -0
  15. package/Engines/Native/nativeHardwareTexture.js +24 -0
  16. package/Engines/Native/nativeHardwareTexture.js.map +1 -0
  17. package/Engines/Native/nativeInterfaces.d.ts +22 -15
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/Native/nativePipelineContext.d.ts +252 -0
  20. package/Engines/Native/nativePipelineContext.js +502 -0
  21. package/Engines/Native/nativePipelineContext.js.map +1 -0
  22. package/Engines/Native/nativeRenderTargetWrapper.d.ts +16 -0
  23. package/Engines/Native/nativeRenderTargetWrapper.js +33 -0
  24. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -0
  25. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  26. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  27. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  28. package/Engines/engine.d.ts +1 -0
  29. package/Engines/engine.js +24 -18
  30. package/Engines/engine.js.map +1 -1
  31. package/Engines/nativeEngine.d.ts +18 -17
  32. package/Engines/nativeEngine.js +100 -598
  33. package/Engines/nativeEngine.js.map +1 -1
  34. package/Engines/nullEngine.d.ts +1 -1
  35. package/Engines/nullEngine.js.map +1 -1
  36. package/Engines/thinEngine.d.ts +1 -1
  37. package/Engines/thinEngine.js +41 -38
  38. package/Engines/thinEngine.js.map +1 -1
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Gizmos/planeRotationGizmo.js +3 -1
  41. package/Gizmos/planeRotationGizmo.js.map +1 -1
  42. package/Inputs/scene.inputManager.js +4 -4
  43. package/Inputs/scene.inputManager.js.map +1 -1
  44. package/Loading/Plugins/babylonFileLoader.js +3 -3
  45. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  47. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  48. package/Materials/Node/nodeMaterial.d.ts +19 -1
  49. package/Materials/Node/nodeMaterial.js +30 -0
  50. package/Materials/Node/nodeMaterial.js.map +1 -1
  51. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
  52. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  53. package/Materials/Textures/baseTexture.d.ts +2 -1
  54. package/Materials/Textures/baseTexture.js +3 -2
  55. package/Materials/Textures/baseTexture.js.map +1 -1
  56. package/Materials/Textures/internalTexture.d.ts +2 -0
  57. package/Materials/Textures/internalTexture.js +4 -0
  58. package/Materials/Textures/internalTexture.js.map +1 -1
  59. package/Materials/Textures/mirrorTexture.js +0 -2
  60. package/Materials/Textures/mirrorTexture.js.map +1 -1
  61. package/Materials/Textures/renderTargetTexture.d.ts +53 -3
  62. package/Materials/Textures/renderTargetTexture.js +25 -25
  63. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  64. package/Materials/Textures/texture.d.ts +2 -0
  65. package/Materials/Textures/texture.js +35 -7
  66. package/Materials/Textures/texture.js.map +1 -1
  67. package/Materials/Textures/textureCreationOptions.d.ts +4 -1
  68. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  69. package/Materials/material.js +1 -1
  70. package/Materials/material.js.map +1 -1
  71. package/Meshes/abstractMesh.d.ts +4 -4
  72. package/Meshes/abstractMesh.js +4 -4
  73. package/Meshes/abstractMesh.js.map +1 -1
  74. package/Meshes/mesh.d.ts +2 -2
  75. package/Meshes/mesh.js +1 -1
  76. package/Meshes/mesh.js.map +1 -1
  77. package/Misc/copyTextureToTexture.d.ts +9 -2
  78. package/Misc/copyTextureToTexture.js +23 -1
  79. package/Misc/copyTextureToTexture.js.map +1 -1
  80. package/Particles/IParticleSystem.d.ts +15 -1
  81. package/Particles/IParticleSystem.js.map +1 -1
  82. package/Particles/gpuParticleSystem.d.ts +24 -2
  83. package/Particles/gpuParticleSystem.js +98 -43
  84. package/Particles/gpuParticleSystem.js.map +1 -1
  85. package/Particles/particleSystem.d.ts +6 -1
  86. package/Particles/particleSystem.js +7 -2
  87. package/Particles/particleSystem.js.map +1 -1
  88. package/Physics/IPhysicsEngine.d.ts +8 -108
  89. package/Physics/IPhysicsEngine.js.map +1 -1
  90. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
  91. package/Physics/Plugins/ammoJSPlugin.js +2 -1414
  92. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  93. package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
  94. package/Physics/Plugins/cannonJSPlugin.js +2 -664
  95. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  96. package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
  97. package/Physics/Plugins/oimoJSPlugin.js +2 -432
  98. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  99. package/Physics/index.d.ts +3 -6
  100. package/Physics/index.js +3 -6
  101. package/Physics/index.js.map +1 -1
  102. package/Physics/physicsEngine.d.ts +1 -135
  103. package/Physics/physicsEngine.js +2 -221
  104. package/Physics/physicsEngine.js.map +1 -1
  105. package/Physics/physicsEngineComponent.d.ts +7 -42
  106. package/Physics/physicsEngineComponent.js +11 -71
  107. package/Physics/physicsEngineComponent.js.map +1 -1
  108. package/Physics/physicsHelper.d.ts +1 -411
  109. package/Physics/physicsHelper.js +2 -708
  110. package/Physics/physicsHelper.js.map +1 -1
  111. package/Physics/physicsImpostor.d.ts +1 -640
  112. package/Physics/physicsImpostor.js +2 -1004
  113. package/Physics/physicsImpostor.js.map +1 -1
  114. package/Physics/physicsJoint.d.ts +1 -275
  115. package/Physics/physicsJoint.js +2 -222
  116. package/Physics/physicsJoint.js.map +1 -1
  117. package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
  118. package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
  119. package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
  120. package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
  121. package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
  122. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
  123. package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
  124. package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
  125. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
  126. package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
  127. package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
  128. package/Physics/v1/Plugins/index.js.map +1 -0
  129. package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
  130. package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
  131. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
  132. package/Physics/v1/index.d.ts +7 -0
  133. package/Physics/v1/index.js +9 -0
  134. package/Physics/v1/index.js.map +1 -0
  135. package/Physics/v1/physicsEngine.d.ts +147 -0
  136. package/Physics/v1/physicsEngine.js +237 -0
  137. package/Physics/v1/physicsEngine.js.map +1 -0
  138. package/Physics/v1/physicsEngineComponent.d.ts +45 -0
  139. package/Physics/v1/physicsEngineComponent.js +70 -0
  140. package/Physics/v1/physicsEngineComponent.js.map +1 -0
  141. package/Physics/v1/physicsHelper.d.ts +411 -0
  142. package/Physics/v1/physicsHelper.js +709 -0
  143. package/Physics/v1/physicsHelper.js.map +1 -0
  144. package/Physics/v1/physicsImpostor.d.ts +636 -0
  145. package/Physics/v1/physicsImpostor.js +1001 -0
  146. package/Physics/v1/physicsImpostor.js.map +1 -0
  147. package/Physics/v1/physicsJoint.d.ts +275 -0
  148. package/Physics/v1/physicsJoint.js +223 -0
  149. package/Physics/v1/physicsJoint.js.map +1 -0
  150. package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
  151. package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
  153. package/Physics/v2/Plugins/index.d.ts +0 -0
  154. package/Physics/v2/Plugins/index.js +2 -0
  155. package/Physics/v2/Plugins/index.js.map +1 -0
  156. package/Physics/v2/index.d.ts +6 -0
  157. package/Physics/v2/index.js +8 -0
  158. package/Physics/v2/index.js.map +1 -0
  159. package/Physics/v2/physicsAggregate.d.ts +114 -0
  160. package/Physics/v2/physicsAggregate.js +46 -0
  161. package/Physics/v2/physicsAggregate.js.map +1 -0
  162. package/Physics/v2/physicsBody.d.ts +109 -0
  163. package/Physics/v2/physicsBody.js +158 -0
  164. package/Physics/v2/physicsBody.js.map +1 -0
  165. package/Physics/v2/physicsConstraint.d.ts +184 -0
  166. package/Physics/v2/physicsConstraint.js +257 -0
  167. package/Physics/v2/physicsConstraint.js.map +1 -0
  168. package/Physics/v2/physicsEngine.d.ts +103 -0
  169. package/Physics/v2/physicsEngine.js +146 -0
  170. package/Physics/v2/physicsEngine.js.map +1 -0
  171. package/Physics/v2/physicsEngineComponent.d.ts +31 -0
  172. package/Physics/v2/physicsEngineComponent.js +50 -0
  173. package/Physics/v2/physicsEngineComponent.js.map +1 -0
  174. package/Physics/v2/physicsMaterial.d.ts +45 -0
  175. package/Physics/v2/physicsMaterial.js +67 -0
  176. package/Physics/v2/physicsMaterial.js.map +1 -0
  177. package/Physics/v2/physicsShape.d.ts +182 -0
  178. package/Physics/v2/physicsShape.js +229 -0
  179. package/Physics/v2/physicsShape.js.map +1 -0
  180. package/PostProcesses/postProcess.d.ts +3 -1
  181. package/PostProcesses/postProcess.js +4 -1
  182. package/PostProcesses/postProcess.js.map +1 -1
  183. package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
  184. package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
  185. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
  186. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
  187. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
  188. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
  189. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
  190. package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
  191. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
  192. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
  193. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
  194. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
  195. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
  196. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
  197. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
  198. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
  199. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
  200. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
  201. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
  202. package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
  203. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
  204. package/Rendering/fluidRenderer/index.d.ts +5 -0
  205. package/Rendering/fluidRenderer/index.js +6 -0
  206. package/Rendering/fluidRenderer/index.js.map +1 -0
  207. package/Rendering/index.d.ts +1 -0
  208. package/Rendering/index.js +2 -0
  209. package/Rendering/index.js.map +1 -1
  210. package/Shaders/copyTextureToTexture.fragment.js +4 -1
  211. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  212. package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  213. package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
  214. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  215. package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  216. package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
  217. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
  218. package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  219. package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
  220. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
  221. package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  222. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
  223. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  224. package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  225. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
  226. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  227. package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  228. package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
  229. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
  230. package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  231. package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
  232. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
  233. package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
  234. package/Shaders/fluidRenderingRender.fragment.js +46 -0
  235. package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
  236. package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  237. package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
  238. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
  239. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  240. package/XR/features/WebXRControllerPhysics.js +1 -1
  241. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  242. package/XR/features/WebXRHandTracking.js +1 -1
  243. package/XR/features/WebXRHandTracking.js.map +1 -1
  244. package/package.json +1 -1
  245. package/scene.js +6 -1
  246. package/scene.js.map +1 -1
  247. package/sceneComponent.d.ts +3 -0
  248. package/sceneComponent.js +3 -0
  249. package/sceneComponent.js.map +1 -1
  250. package/Physics/Plugins/index.js.map +0 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? 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 * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n return this._imageSource.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return !!this._imageSource;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public get target() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n let parent = this.uv.connectedPoint;\r\n\r\n while (parent) {\r\n if (parent.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = parent.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n parent = null;\r\n for (const input of parentBlock.inputs) {\r\n if (input.connectedPoint) {\r\n parent = input.connectedPoint;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\");\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName);\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\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 if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.associatedVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, \"vec2\", this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\", this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, \"mat4\", this._defineName);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._transformedUVName});\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._mainUVName ? this._mainUVName : this.uv.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this.samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || (state.target === NodeMaterialBlockTargets.Fragment && this._tempTextureRead === undefined)) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\r\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? 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 * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n return this._imageSource.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.Vector2, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public get target() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n let parent = this.uv.connectedPoint;\r\n\r\n while (parent) {\r\n if (parent.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = parent.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n parent = null;\r\n for (const input of parentBlock.inputs) {\r\n if (input.connectedPoint) {\r\n parent = input.connectedPoint;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\");\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName);\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\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 if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public isReady() {\r\n if (this.texture && !this.texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect) {\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.associatedVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, \"vec2\", this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\", this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, \"mat4\", this._defineName);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `${this._transformedUVName} = vec2(${this._textureTransformName} * vec4(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._transformedUVName});\\r\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\r\\n`;\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._mainUVName ? this._mainUVName : this.uv.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this.samplerName}, ${uvInput.associatedVariableName});\\r\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = toLinearSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || (state.target === NodeMaterialBlockTargets.Fragment && this._tempTextureRead === undefined)) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\r\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\r\\n`;\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\r\n"]}
@@ -28,6 +28,7 @@ import { ProceduralTexture } from "../Textures/Procedurals/proceduralTexture";
28
28
  import type { ImageSourceBlock } from "./Blocks/Dual/imageSourceBlock";
29
29
  import type { Material } from "../material";
30
30
  import type { TriPlanarBlock } from "./Blocks/triPlanarBlock";
31
+ import type { BiPlanarBlock } from "./Blocks/biPlanarBlock";
31
32
  /**
32
33
  * Interface used to configure the node material editor
33
34
  */
@@ -89,6 +90,10 @@ export interface INodeMaterialOptions {
89
90
  */
90
91
  emitComments: boolean;
91
92
  }
93
+ /**
94
+ * Blocks that manage a texture
95
+ */
96
+ export declare type NodeMaterialTextureBlocks = TextureBlock | ReflectionTextureBaseBlock | RefractionBlock | CurrentScreenBlock | ParticleTextureBlock | ImageSourceBlock | TriPlanarBlock | BiPlanarBlock;
92
97
  /**
93
98
  * Class used to create a node based material built by assembling shader blocks
94
99
  */
@@ -110,6 +115,12 @@ export declare class NodeMaterial extends PushMaterial {
110
115
  static SnippetUrl: string;
111
116
  /** Gets or sets a boolean indicating that node materials should not deserialize textures from json / snippet content */
112
117
  static IgnoreTexturesAtLoadTime: boolean;
118
+ /**
119
+ * Checks if a block is a texture block
120
+ * @param block The block to check
121
+ * @returns True if the block is a texture block
122
+ */
123
+ static _BlockIsTextureBlock(block: NodeMaterialBlock): block is NodeMaterialTextureBlocks;
113
124
  private BJSNODEMATERIALEDITOR;
114
125
  /** Get the inspector from bundle or global */
115
126
  private _getGlobalNodeMaterialEditor;
@@ -361,9 +372,16 @@ export declare class NodeMaterial extends PushMaterial {
361
372
  getActiveTextures(): BaseTexture[];
362
373
  /**
363
374
  * Gets the list of texture blocks
375
+ * Note that this method will only return blocks that are reachable from the final block(s) and only after the material has been built!
364
376
  * @returns an array of texture blocks
365
377
  */
366
- getTextureBlocks(): (TextureBlock | ReflectionTextureBaseBlock | RefractionBlock | CurrentScreenBlock | ParticleTextureBlock | ImageSourceBlock | TriPlanarBlock)[];
378
+ getTextureBlocks(): NodeMaterialTextureBlocks[];
379
+ /**
380
+ * Gets the list of all texture blocks
381
+ * Note that this method will scan all attachedBlocks and return blocks that are texture blocks
382
+ * @returns
383
+ */
384
+ getAllTextureBlocks(): NodeMaterialTextureBlocks[];
367
385
  /**
368
386
  * Specifies if the material uses a texture
369
387
  * @param texture defines the texture to check against the material
@@ -162,6 +162,21 @@ export class NodeMaterial extends PushMaterial {
162
162
  // Setup the default processing configuration to the scene.
163
163
  this._attachImageProcessingConfiguration(null);
164
164
  }
165
+ /**
166
+ * Checks if a block is a texture block
167
+ * @param block The block to check
168
+ * @returns True if the block is a texture block
169
+ */
170
+ static _BlockIsTextureBlock(block) {
171
+ return (block.getClassName() === "TextureBlock" ||
172
+ block.getClassName() === "ReflectionTextureBaseBlock" ||
173
+ block.getClassName() === "RefractionBlock" ||
174
+ block.getClassName() === "CurrentScreenBlock" ||
175
+ block.getClassName() === "ParticleTextureBlock" ||
176
+ block.getClassName() === "ImageSourceBlock" ||
177
+ block.getClassName() === "TriPlanarBlock" ||
178
+ block.getClassName() === "BiPlanarBlock");
179
+ }
165
180
  /** Get the inspector from bundle or global */
166
181
  _getGlobalNodeMaterialEditor() {
167
182
  // UMD Global name detection from Webpack Bundle UMD Name.
@@ -1032,6 +1047,7 @@ export class NodeMaterial extends PushMaterial {
1032
1047
  }
1033
1048
  /**
1034
1049
  * Gets the list of texture blocks
1050
+ * Note that this method will only return blocks that are reachable from the final block(s) and only after the material has been built!
1035
1051
  * @returns an array of texture blocks
1036
1052
  */
1037
1053
  getTextureBlocks() {
@@ -1040,6 +1056,20 @@ export class NodeMaterial extends PushMaterial {
1040
1056
  }
1041
1057
  return this._sharedData.textureBlocks;
1042
1058
  }
1059
+ /**
1060
+ * Gets the list of all texture blocks
1061
+ * Note that this method will scan all attachedBlocks and return blocks that are texture blocks
1062
+ * @returns
1063
+ */
1064
+ getAllTextureBlocks() {
1065
+ const textureBlocks = [];
1066
+ for (const block of this.attachedBlocks) {
1067
+ if (NodeMaterial._BlockIsTextureBlock(block)) {
1068
+ textureBlocks.push(block);
1069
+ }
1070
+ }
1071
+ return textureBlocks;
1072
+ }
1043
1073
  /**
1044
1074
  * Specifies if the material uses a texture
1045
1075
  * @param texture defines the texture to check against the material