@babylonjs/core 5.37.0 → 5.39.0

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Files changed (74) hide show
  1. package/Culling/ray.d.ts +1 -1
  2. package/Culling/ray.js.map +1 -1
  3. package/Engines/Extensions/engine.renderTarget.js +3 -3
  4. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  5. package/Engines/nativeEngine.js +2 -1
  6. package/Engines/nativeEngine.js.map +1 -1
  7. package/Engines/thinEngine.js +2 -2
  8. package/Engines/thinEngine.js.map +1 -1
  9. package/Layers/effectLayer.d.ts +9 -5
  10. package/Layers/effectLayer.js +2 -1
  11. package/Layers/effectLayer.js.map +1 -1
  12. package/Layers/glowLayer.d.ts +12 -8
  13. package/Layers/glowLayer.js +2 -0
  14. package/Layers/glowLayer.js.map +1 -1
  15. package/Layers/highlightLayer.d.ts +13 -9
  16. package/Layers/highlightLayer.js +2 -0
  17. package/Layers/highlightLayer.js.map +1 -1
  18. package/Materials/Node/Blocks/Dual/fogBlock.js +2 -2
  19. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  21. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Fragment/TBNBlock.js +1 -1
  23. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
  25. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  26. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +1 -1
  27. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  28. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +1 -1
  29. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  30. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +1 -1
  31. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +1 -1
  33. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  34. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -1
  35. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  36. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -1
  37. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  38. package/Materials/Node/Blocks/biPlanarBlock.js +4 -2
  39. package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
  40. package/Materials/Node/Blocks/index.d.ts +2 -0
  41. package/Materials/Node/Blocks/index.js +2 -0
  42. package/Materials/Node/Blocks/index.js.map +1 -1
  43. package/Materials/Node/Blocks/matrixDeterminantBlock.d.ts +27 -0
  44. package/Materials/Node/Blocks/matrixDeterminantBlock.js +46 -0
  45. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -0
  46. package/Materials/Node/Blocks/matrixTransposeBlock.d.ts +27 -0
  47. package/Materials/Node/Blocks/matrixTransposeBlock.js +46 -0
  48. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -0
  49. package/Materials/Node/Blocks/triPlanarBlock.d.ts +27 -1
  50. package/Materials/Node/Blocks/triPlanarBlock.js +65 -8
  51. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  52. package/Materials/Node/nodeMaterialConnectionPointCustomObject.d.ts +1 -3
  53. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js +2 -7
  54. package/Materials/Node/nodeMaterialConnectionPointCustomObject.js.map +1 -1
  55. package/Materials/Textures/renderTargetTexture.d.ts +32 -28
  56. package/Materials/Textures/renderTargetTexture.js +13 -9
  57. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  58. package/Maths/math.vector.d.ts +101 -9
  59. package/Maths/math.vector.js +101 -9
  60. package/Maths/math.vector.js.map +1 -1
  61. package/Meshes/linesMesh.d.ts +3 -1
  62. package/Meshes/linesMesh.js +7 -2
  63. package/Meshes/linesMesh.js.map +1 -1
  64. package/Meshes/subMesh.js +2 -2
  65. package/Meshes/subMesh.js.map +1 -1
  66. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +5 -0
  67. package/PostProcesses/volumetricLightScatteringPostProcess.js +9 -1
  68. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  69. package/Rendering/depthRendererSceneComponent.d.ts +2 -1
  70. package/Rendering/depthRendererSceneComponent.js +2 -2
  71. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  72. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
  73. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  74. package/package.json +1 -1
@@ -9,6 +9,7 @@ import type { Nullable } from "../../../types";
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  import { Texture } from "../../Textures/texture";
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  import type { Scene } from "../../../scene";
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  import "../../../Shaders/ShadersInclude/helperFunctions";
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+ import { ImageSourceBlock } from "./Dual/imageSourceBlock";
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  /**
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  * Block used to read a texture with triplanar mapping (see "boxmap" in https://iquilezles.org/articles/biplanar/)
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  */
@@ -25,10 +26,27 @@ export declare class TriPlanarBlock extends NodeMaterialBlock {
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  */
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  get texture(): Nullable<Texture>;
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  set texture(texture: Nullable<Texture>);
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+ /**
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+ * Gets the textureY associated with the node
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+ */
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+ get textureY(): Nullable<Texture>;
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+ /**
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+ * Gets the textureZ associated with the node
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+ */
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+ get textureZ(): Nullable<Texture>;
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+ protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock>;
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  /**
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  * Gets the sampler name associated with this texture
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  */
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  get samplerName(): string;
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+ /**
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+ * Gets the samplerY name associated with this texture
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+ */
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+ get samplerYName(): Nullable<string>;
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+ /**
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+ * Gets the samplerZ name associated with this texture
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+ */
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+ get samplerZName(): Nullable<string>;
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  /**
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  * Gets a boolean indicating that this block is linked to an ImageSourceBlock
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  */
@@ -53,7 +71,7 @@ export declare class TriPlanarBlock extends NodeMaterialBlock {
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  * Create a new TriPlanarBlock
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  * @param name defines the block name
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  */
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- constructor(name: string);
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+ constructor(name: string, hideSourceZ?: boolean);
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  /**
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  * Gets the current class name
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  * @returns the class name
@@ -75,6 +93,14 @@ export declare class TriPlanarBlock extends NodeMaterialBlock {
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  * Gets the source input component
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  */
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  get source(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the sourceY input component
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+ */
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+ get sourceY(): NodeMaterialConnectionPoint;
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+ /**
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+ * Gets the sourceZ input component
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+ */
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+ get sourceZ(): Nullable<NodeMaterialConnectionPoint>;
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  /**
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  * Gets the rgba output component
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  */
@@ -18,7 +18,7 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  * Create a new TriPlanarBlock
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  * @param name defines the block name
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  */
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- constructor(name) {
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+ constructor(name, hideSourceZ = false) {
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  super(name, NodeMaterialBlockTargets.Neutral);
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  this._convertToGammaSpace = false;
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  this._convertToLinearSpace = false;
@@ -30,6 +30,10 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  this.registerInput("normal", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);
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  this.registerInput("sharpness", NodeMaterialBlockConnectionPointTypes.Float, true);
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  this.registerInput("source", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("source", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, "ImageSourceBlock"));
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+ this.registerInput("sourceY", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("sourceY", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, "ImageSourceBlock"));
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+ if (!hideSourceZ) {
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+ this.registerInput("sourceZ", NodeMaterialBlockConnectionPointTypes.Object, true, NodeMaterialBlockTargets.VertexAndFragment, new NodeMaterialConnectionPointCustomObject("sourceZ", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, "ImageSourceBlock"));
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+ }
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  this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);
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  this.registerOutput("rgb", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);
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  this.registerOutput("r", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
@@ -37,8 +41,8 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  this.registerOutput("b", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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  this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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  this.registerOutput("level", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
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- this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
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- this._inputs[1].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
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+ this._inputs[0].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
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+ this._inputs[1].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);
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  }
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  /**
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  * Gets or sets the texture associated with the node
@@ -68,20 +72,58 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  });
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  }
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  }
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+ /**
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+ * Gets the textureY associated with the node
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+ */
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+ get textureY() {
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+ var _a;
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+ if (this.sourceY.isConnected) {
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+ return ((_a = this.sourceY.connectedPoint) === null || _a === void 0 ? void 0 : _a.ownerBlock).texture;
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+ }
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+ return null;
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+ }
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+ /**
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+ * Gets the textureZ associated with the node
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+ */
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+ get textureZ() {
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+ var _a, _b;
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+ if ((_a = this.sourceZ) === null || _a === void 0 ? void 0 : _a.isConnected) {
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+ return ((_b = this.sourceY.connectedPoint) === null || _b === void 0 ? void 0 : _b.ownerBlock).texture;
92
+ }
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+ return null;
94
+ }
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+ _getImageSourceBlock(connectionPoint) {
96
+ return (connectionPoint === null || connectionPoint === void 0 ? void 0 : connectionPoint.isConnected) ? connectionPoint.connectedPoint.ownerBlock : null;
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+ }
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  /**
72
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  * Gets the sampler name associated with this texture
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  */
74
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  get samplerName() {
75
- if (this._imageSource) {
76
- return this._imageSource.samplerName;
102
+ const imageSourceBlock = this._getImageSourceBlock(this.source);
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+ if (imageSourceBlock) {
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+ return imageSourceBlock.samplerName;
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  }
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  return this._samplerName;
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  }
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+ /**
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+ * Gets the samplerY name associated with this texture
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+ */
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+ get samplerYName() {
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+ var _a, _b;
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+ return (_b = (_a = this._getImageSourceBlock(this.sourceY)) === null || _a === void 0 ? void 0 : _a.samplerName) !== null && _b !== void 0 ? _b : null;
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+ }
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+ /**
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+ * Gets the samplerZ name associated with this texture
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+ */
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+ get samplerZName() {
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+ var _a, _b;
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+ return (_b = (_a = this._getImageSourceBlock(this.sourceZ)) === null || _a === void 0 ? void 0 : _a.samplerName) !== null && _b !== void 0 ? _b : null;
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+ }
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  /**
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  * Gets a boolean indicating that this block is linked to an ImageSourceBlock
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  */
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  get hasImageSource() {
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- return !!this._imageSource;
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+ return this.source.isConnected;
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  }
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  /**
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  * Gets or sets a boolean indicating if content needs to be converted to gamma space
@@ -152,6 +194,18 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  get source() {
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  return this._inputs[3];
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  }
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+ /**
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+ * Gets the sourceY input component
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+ */
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+ get sourceY() {
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+ return this._inputs[4];
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+ }
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+ /**
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+ * Gets the sourceZ input component
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+ */
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+ get sourceZ() {
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+ return this._inputs[5];
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+ }
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  /**
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  * Gets the rgba output component
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  */
@@ -220,7 +274,10 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  }
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  }
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  _generateTextureLookup(state) {
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+ var _a, _b;
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  const samplerName = this.samplerName;
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+ const samplerYName = (_a = this.samplerYName) !== null && _a !== void 0 ? _a : samplerName;
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+ const samplerZName = (_b = this.samplerZName) !== null && _b !== void 0 ? _b : samplerName;
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  const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : "1.0";
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  const x = state._getFreeVariableName("x");
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  const y = state._getFreeVariableName("y");
@@ -228,8 +285,8 @@ export class TriPlanarBlock extends NodeMaterialBlock {
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  const w = state._getFreeVariableName("z");
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  state.compilationString += `
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  vec4 ${x} = texture2D(${samplerName}, ${this.position.associatedVariableName}.yz);
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- vec4 ${y} = texture2D(${samplerName}, ${this.position.associatedVariableName}.zx);
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- vec4 ${z} = texture2D(${samplerName}, ${this.position.associatedVariableName}.xy);
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+ vec4 ${y} = texture2D(${samplerYName}, ${this.position.associatedVariableName}.zx);
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+ vec4 ${z} = texture2D(${samplerZName}, ${this.position.associatedVariableName}.xy);
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  // blend weights
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  vec3 ${w} = pow(abs(${this.normal.associatedVariableName}.xyz), vec3(${sharpness}));
@@ -1 +1 @@
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 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 { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\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 TriPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\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].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\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 prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\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\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 effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"z\");\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${this.position.associatedVariableName}.yz);\r\n vec4 ${y} = texture2D(${samplerName}, ${this.position.associatedVariableName}.zx);\r\n vec4 ${z} = texture2D(${samplerName}, ${this.position.associatedVariableName}.xy);\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${this.normal.associatedVariableName}.xyz), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\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) {\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}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(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.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.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.TriPlanarBlock\", TriPlanarBlock);\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 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 { Constants } from \"../../../Engines/constants\";\r\nimport \"../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./Dual/imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see \"boxmap\" in https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class TriPlanarBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n protected _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _textureInfoName: string;\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 textureY associated with the node\r\n */\r\n public get textureY(): Nullable<Texture> {\r\n if (this.sourceY.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the textureZ associated with the node\r\n */\r\n public get textureZ(): Nullable<Texture> {\r\n if (this.sourceZ?.isConnected) {\r\n return (this.sourceY.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return null;\r\n }\r\n\r\n protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock> {\r\n return connectionPoint?.isConnected ? (connectionPoint.connectedPoint!.ownerBlock as ImageSourceBlock) : null;\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 const imageSourceBlock = this._getImageSourceBlock(this.source);\r\n if (imageSourceBlock) {\r\n return imageSourceBlock.samplerName;\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets the samplerY name associated with this texture\r\n */\r\n public get samplerYName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceY)?.samplerName ?? null;\r\n }\r\n\r\n /**\r\n * Gets the samplerZ name associated with this texture\r\n */\r\n public get samplerZName(): Nullable<string> {\r\n return this._getImageSourceBlock(this.sourceZ)?.samplerName ?? null;\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 TriPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string, hideSourceZ = false) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"normal\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false);\r\n this.registerInput(\"sharpness\", NodeMaterialBlockConnectionPointTypes.Float, true);\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 this.registerInput(\r\n \"sourceY\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceY\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n if (!hideSourceZ) {\r\n this.registerInput(\r\n \"sourceZ\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sourceZ\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\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].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n this._inputs[1].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\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 \"TriPlanarBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the normal input component\r\n */\r\n public get normal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the sharpness input component\r\n */\r\n public get sharpness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\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[3];\r\n }\r\n\r\n /**\r\n * Gets the sourceY input component\r\n */\r\n public get sourceY(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the sourceZ input component\r\n */\r\n public get sourceZ(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._inputs[5];\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 prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\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\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 effect.setFloat(this._textureInfoName, this.texture.level);\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n protected _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? samplerName;\r\n const samplerZName = this.samplerZName ?? samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const z = state._getFreeVariableName(\"z\");\r\n const w = state._getFreeVariableName(\"z\");\r\n\r\n state.compilationString += `\r\n vec4 ${x} = texture2D(${samplerName}, ${this.position.associatedVariableName}.yz);\r\n vec4 ${y} = texture2D(${samplerYName}, ${this.position.associatedVariableName}.zx);\r\n vec4 ${z} = texture2D(${samplerZName}, ${this.position.associatedVariableName}.xy);\r\n \r\n // blend weights\r\n vec3 ${w} = pow(abs(${this.normal.associatedVariableName}.xyz), vec3(${sharpness}));\r\n\r\n // blend and return\r\n vec4 ${this._tempTextureRead} = (${x}*${w}.x + ${y}*${w}.y + ${z}*${w}.z) / (${w}.x + ${w}.y + ${w}.z); \r\n `;\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) {\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}${complement};\\r\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n\r\n if (!this._imageSource) {\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitUniformFromString(this._textureInfoName, \"float\");\r\n\r\n this._generateTextureLookup(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.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.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.TriPlanarBlock\", TriPlanarBlock);\r\n"]}
@@ -8,7 +8,6 @@ import type { Nullable } from "../../types";
8
8
  export declare class NodeMaterialConnectionPointCustomObject<T extends NodeMaterialBlock> extends NodeMaterialConnectionPoint {
9
9
  private _blockType;
10
10
  private _blockName;
11
- private _nameForCheking?;
12
11
  /**
13
12
  * Creates a new connection point
14
13
  * @param name defines the connection point name
@@ -16,9 +15,8 @@ export declare class NodeMaterialConnectionPointCustomObject<T extends NodeMater
16
15
  * @param direction defines the direction of the connection point
17
16
  * @param _blockType
18
17
  * @param _blockName
19
- * @param _nameForCheking
20
18
  */
21
- constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection, _blockType: new (...args: any[]) => T, _blockName: string, _nameForCheking?: string | undefined);
19
+ constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection, _blockType: new (...args: any[]) => T, _blockName: string);
22
20
  /**
23
21
  * Gets a number indicating if the current point can be connected to another point
24
22
  * @param connectionPoint defines the other connection point
@@ -10,16 +10,11 @@ export class NodeMaterialConnectionPointCustomObject extends NodeMaterialConnect
10
10
  * @param direction defines the direction of the connection point
11
11
  * @param _blockType
12
12
  * @param _blockName
13
- * @param _nameForCheking
14
13
  */
15
- constructor(name, ownerBlock, direction, _blockType, _blockName, _nameForCheking) {
14
+ constructor(name, ownerBlock, direction, _blockType, _blockName) {
16
15
  super(name, ownerBlock, direction);
17
16
  this._blockType = _blockType;
18
17
  this._blockName = _blockName;
19
- this._nameForCheking = _nameForCheking;
20
- if (!this._nameForCheking) {
21
- this._nameForCheking = name;
22
- }
23
18
  this.needDualDirectionValidation = true;
24
19
  }
25
20
  /**
@@ -28,7 +23,7 @@ export class NodeMaterialConnectionPointCustomObject extends NodeMaterialConnect
28
23
  * @returns a number defining the compatibility state
29
24
  */
30
25
  checkCompatibilityState(connectionPoint) {
31
- return connectionPoint instanceof NodeMaterialConnectionPointCustomObject && connectionPoint.name === this._nameForCheking
26
+ return connectionPoint instanceof NodeMaterialConnectionPointCustomObject && connectionPoint._blockName === this._blockName
32
27
  ? NodeMaterialConnectionPointCompatibilityStates.Compatible
33
28
  : NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;
34
29
  }
@@ -1 +1 @@
1
- {"version":3,"file":"nodeMaterialConnectionPointCustomObject.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/Node/nodeMaterialConnectionPointCustomObject.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,2BAA2B,EAAE,8CAA8C,EAAE,MAAM,oCAAoC,CAAC;AAGjI;;GAEG;AACH,MAAM,OAAO,uCAAqE,SAAQ,2BAA2B;IACjH;;;;;;;;OAQG;IACH,YACI,IAAY,EACZ,UAA6B,EAC7B,SAA+C,EACvC,UAAqC,EACrC,UAAkB,EAClB,eAAwB;QAEhC,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;QAJ3B,eAAU,GAAV,UAAU,CAA2B;QACrC,eAAU,GAAV,UAAU,CAAQ;QAClB,oBAAe,GAAf,eAAe,CAAS;QAIhC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE;YACvB,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,eAA4C;QACvE,OAAO,eAAe,YAAY,uCAAuC,IAAI,eAAe,CAAC,IAAI,KAAK,IAAI,CAAC,eAAe;YACtH,CAAC,CAAC,8CAA8C,CAAC,UAAU;YAC3D,CAAC,CAAC,8CAA8C,CAAC,gBAAgB,CAAC;IAC1E,CAAC;IAED;;;;OAIG;IACI,sBAAsB;QACzB,OAAO,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;IAC7D,CAAC;CACJ","sourcesContent":["import type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport type { NodeMaterialConnectionPointDirection } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointCompatibilityStates } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Defines a connection point to be used for points with a custom object type\r\n */\r\nexport class NodeMaterialConnectionPointCustomObject<T extends NodeMaterialBlock> extends NodeMaterialConnectionPoint {\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n * @param _blockType\r\n * @param _blockName\r\n * @param _nameForCheking\r\n */\r\n public constructor(\r\n name: string,\r\n ownerBlock: NodeMaterialBlock,\r\n direction: NodeMaterialConnectionPointDirection,\r\n private _blockType: new (...args: any[]) => T,\r\n private _blockName: string,\r\n private _nameForCheking?: string\r\n ) {\r\n super(name, ownerBlock, direction);\r\n\r\n if (!this._nameForCheking) {\r\n this._nameForCheking = name;\r\n }\r\n\r\n this.needDualDirectionValidation = true;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n return connectionPoint instanceof NodeMaterialConnectionPointCustomObject && connectionPoint.name === this._nameForCheking\r\n ? NodeMaterialConnectionPointCompatibilityStates.Compatible\r\n : NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return [new this._blockType(this._blockName), this.name];\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"nodeMaterialConnectionPointCustomObject.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Materials/Node/nodeMaterialConnectionPointCustomObject.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,2BAA2B,EAAE,8CAA8C,EAAE,MAAM,oCAAoC,CAAC;AAGjI;;GAEG;AACH,MAAM,OAAO,uCAAqE,SAAQ,2BAA2B;IACjH;;;;;;;OAOG;IACH,YACI,IAAY,EACZ,UAA6B,EAC7B,SAA+C,EACvC,UAAqC,EACrC,UAAkB;QAE1B,KAAK,CAAC,IAAI,EAAE,UAAU,EAAE,SAAS,CAAC,CAAC;QAH3B,eAAU,GAAV,UAAU,CAA2B;QACrC,eAAU,GAAV,UAAU,CAAQ;QAI1B,IAAI,CAAC,2BAA2B,GAAG,IAAI,CAAC;IAC5C,CAAC;IAED;;;;OAIG;IACI,uBAAuB,CAAC,eAA4C;QACvE,OAAO,eAAe,YAAY,uCAAuC,IAAI,eAAe,CAAC,UAAU,KAAK,IAAI,CAAC,UAAU;YACvH,CAAC,CAAC,8CAA8C,CAAC,UAAU;YAC3D,CAAC,CAAC,8CAA8C,CAAC,gBAAgB,CAAC;IAC1E,CAAC;IAED;;;;OAIG;IACI,sBAAsB;QACzB,OAAO,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;IAC7D,CAAC;CACJ","sourcesContent":["import type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport type { NodeMaterialConnectionPointDirection } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointCompatibilityStates } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Defines a connection point to be used for points with a custom object type\r\n */\r\nexport class NodeMaterialConnectionPointCustomObject<T extends NodeMaterialBlock> extends NodeMaterialConnectionPoint {\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n * @param _blockType\r\n * @param _blockName\r\n */\r\n public constructor(\r\n name: string,\r\n ownerBlock: NodeMaterialBlock,\r\n direction: NodeMaterialConnectionPointDirection,\r\n private _blockType: new (...args: any[]) => T,\r\n private _blockName: string\r\n ) {\r\n super(name, ownerBlock, direction);\r\n\r\n this.needDualDirectionValidation = true;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n return connectionPoint instanceof NodeMaterialConnectionPointCustomObject && connectionPoint._blockName === this._blockName\r\n ? NodeMaterialConnectionPointCompatibilityStates.Compatible\r\n : NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return [new this._blockType(this._blockName), this.name];\r\n }\r\n}\r\n"]}
@@ -21,35 +21,35 @@ declare type Material = import("../material").Material;
21
21
  * Options for the RenderTargetTexture constructor
22
22
  */
23
23
  export interface RenderTargetTextureOptions {
24
- /** True if mip maps need to be generated after render */
24
+ /** True (default: false) if mipmaps need to be generated after render */
25
25
  generateMipMaps?: boolean;
26
- /** True to not change the aspect ratio of the scene in the RTT */
26
+ /** True (default) to not change the aspect ratio of the scene in the RTT */
27
27
  doNotChangeAspectRatio?: boolean;
28
- /** The type of the buffer in the RTT (int, half float, float...) */
28
+ /** The type of the buffer in the RTT (byte (default), half float, float...) */
29
29
  type?: number;
30
- /** True if a cube texture needs to be created */
30
+ /** True (default: false) if a cube texture needs to be created */
31
31
  isCube?: boolean;
32
- /** The sampling mode to be usedwith the render target (Linear, Nearest...) */
32
+ /** The sampling mode to be used with the render target (Trilinear (default), Linear, Nearest...) */
33
33
  samplingMode?: number;
34
- /** True to generate a depth buffer */
34
+ /** True (default) to generate a depth buffer */
35
35
  generateDepthBuffer?: boolean;
36
- /** True to generate a stencil buffer */
36
+ /** True (default: false) to generate a stencil buffer */
37
37
  generateStencilBuffer?: boolean;
38
- /** True if multiple textures need to be created (Draw Buffers) */
38
+ /** True (default: false) if multiple textures need to be created (Draw Buffers) */
39
39
  isMulti?: boolean;
40
- /** The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...) */
40
+ /** The internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) */
41
41
  format?: number;
42
- /** if the texture allocation should be delayed (default: false) */
42
+ /** True (default: false) if the texture allocation should be delayed */
43
43
  delayAllocation?: boolean;
44
- /** sample count to use when creating the RTT */
44
+ /** Sample count to use when creating the RTT */
45
45
  samples?: number;
46
46
  /** specific flags to use when creating the texture (e.g., Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures) */
47
47
  creationFlags?: number;
48
- /** True to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer) */
48
+ /** True (default: false) to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer) */
49
49
  noColorAttachment?: boolean;
50
50
  /** Specifies the internal texture to use directly instead of creating one (ignores `noColorAttachment` flag when set) **/
51
51
  colorAttachment?: InternalTexture;
52
- /** True to create a SRGB texture */
52
+ /** True (default: false) to create a SRGB texture */
53
53
  useSRGBBuffer?: boolean;
54
54
  }
55
55
  /**
@@ -102,6 +102,10 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
102
102
  * Define if sprites should be rendered in your texture.
103
103
  */
104
104
  renderSprites: boolean;
105
+ /**
106
+ * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)
107
+ */
108
+ forceLayerMaskCheck: boolean;
105
109
  /**
106
110
  * Define the camera used to render the texture.
107
111
  */
@@ -264,7 +268,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
264
268
  * or used a shadow, depth texture...
265
269
  * @param name The friendly name of the texture
266
270
  * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
267
- * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
271
+ * @param scene The scene the RTT belongs to. Default is the last created scene.
268
272
  * @param options The options for creating the render target texture.
269
273
  */
270
274
  constructor(name: string, size: number | {
@@ -279,21 +283,21 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
279
283
  * or used a shadow, depth texture...
280
284
  * @param name The friendly name of the texture
281
285
  * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
282
- * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
283
- * @param generateMipMaps True if mip maps need to be generated after render.
284
- * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
285
- * @param type The type of the buffer in the RTT (int, half float, float...)
286
- * @param isCube True if a cube texture needs to be created
287
- * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
288
- * @param generateDepthBuffer True to generate a depth buffer
289
- * @param generateStencilBuffer True to generate a stencil buffer
290
- * @param isMulti True if multiple textures need to be created (Draw Buffers)
291
- * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
292
- * @param delayAllocation if the texture allocation should be delayed (default: false)
293
- * @param samples sample count to use when creating the RTT
286
+ * @param scene The scene the RTT belongs to. Default is the last created scene
287
+ * @param generateMipMaps True (default: false) if mipmaps need to be generated after render
288
+ * @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT
289
+ * @param type The type of the buffer in the RTT (byte (default), half float, float...)
290
+ * @param isCube True (default: false) if a cube texture needs to be created
291
+ * @param samplingMode The sampling mode to be used with the render target (Trilinear (default), Linear, Nearest...)
292
+ * @param generateDepthBuffer True (default) to generate a depth buffer
293
+ * @param generateStencilBuffer True (default: false) to generate a stencil buffer
294
+ * @param isMulti True (default: false) if multiple textures need to be created (Draw Buffers)
295
+ * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...)
296
+ * @param delayAllocation True (default: false) if the texture allocation should be delayed
297
+ * @param samples Sample count to use when creating the RTT
294
298
  * @param creationFlags specific flags to use when creating the texture (e.g., Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures)
295
- * @param noColorAttachment True to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer)
296
- * @param useSRGBBuffer True to create a SRGB texture
299
+ * @param noColorAttachment True (default: false) to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer)
300
+ * @param useSRGBBuffer True (default: false) to create a SRGB texture
297
301
  */
298
302
  constructor(name: string, size: number | {
299
303
  width: number;
@@ -17,19 +17,19 @@ import { DumpTools } from "../../Misc/dumpTools.js";
17
17
  export class RenderTargetTexture extends Texture {
18
18
  /** @internal */
19
19
  constructor(name, size, scene, generateMipMaps = false, doNotChangeAspectRatio = true, type = 0, isCube = false, samplingMode = Texture.TRILINEAR_SAMPLINGMODE, generateDepthBuffer = true, generateStencilBuffer = false, isMulti = false, format = 5, delayAllocation = false, samples, creationFlags, noColorAttachment = false, useSRGBBuffer = false) {
20
- var _a, _b, _c, _d;
20
+ var _a, _b, _c, _d, _e, _f;
21
21
  let colorAttachment = undefined;
22
22
  if (typeof generateMipMaps === "object") {
23
23
  const options = generateMipMaps;
24
24
  generateMipMaps = !!options.generateMipMaps;
25
- doNotChangeAspectRatio = !!options.doNotChangeAspectRatio;
26
- type = (_a = options.type) !== null && _a !== void 0 ? _a : 0;
25
+ doNotChangeAspectRatio = (_a = options.doNotChangeAspectRatio) !== null && _a !== void 0 ? _a : true;
26
+ type = (_b = options.type) !== null && _b !== void 0 ? _b : 0;
27
27
  isCube = !!options.isCube;
28
- samplingMode = (_b = options.samplingMode) !== null && _b !== void 0 ? _b : Texture.TRILINEAR_SAMPLINGMODE;
29
- generateDepthBuffer = !!options.generateDepthBuffer;
28
+ samplingMode = (_c = options.samplingMode) !== null && _c !== void 0 ? _c : Texture.TRILINEAR_SAMPLINGMODE;
29
+ generateDepthBuffer = (_d = options.generateDepthBuffer) !== null && _d !== void 0 ? _d : true;
30
30
  generateStencilBuffer = !!options.generateStencilBuffer;
31
31
  isMulti = !!options.isMulti;
32
- format = (_c = options.format) !== null && _c !== void 0 ? _c : 5;
32
+ format = (_e = options.format) !== null && _e !== void 0 ? _e : 5;
33
33
  delayAllocation = !!options.delayAllocation;
34
34
  samples = options.samples;
35
35
  creationFlags = options.creationFlags;
@@ -56,6 +56,10 @@ export class RenderTargetTexture extends Texture {
56
56
  * Define if sprites should be rendered in your texture.
57
57
  */
58
58
  this.renderSprites = false;
59
+ /**
60
+ * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)
61
+ */
62
+ this.forceLayerMaskCheck = false;
59
63
  /**
60
64
  * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
61
65
  */
@@ -126,7 +130,7 @@ export class RenderTargetTexture extends Texture {
126
130
  this._renderTargetOptions = {
127
131
  generateMipMaps: generateMipMaps,
128
132
  type: type,
129
- format: (_d = this._format) !== null && _d !== void 0 ? _d : undefined,
133
+ format: (_f = this._format) !== null && _f !== void 0 ? _f : undefined,
130
134
  samplingMode: this.samplingMode,
131
135
  generateDepthBuffer: generateDepthBuffer,
132
136
  generateStencilBuffer: generateStencilBuffer,
@@ -826,14 +830,14 @@ export class RenderTargetTexture extends Texture {
826
830
  // No custom render list provided, we prepare the rendering for the default list, but check
827
831
  // first if we did not already performed the preparation before so as to avoid re-doing it several times
828
832
  if (!this._defaultRenderListPrepared) {
829
- this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, camera, !this.renderList);
833
+ this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, camera, !this.renderList || this.forceLayerMaskCheck);
830
834
  this._defaultRenderListPrepared = true;
831
835
  }
832
836
  currentRenderList = defaultRenderList;
833
837
  }
834
838
  else {
835
839
  // Prepare the rendering for the custom render list provided
836
- this._prepareRenderingManager(currentRenderList, currentRenderList.length, camera, false);
840
+ this._prepareRenderingManager(currentRenderList, currentRenderList.length, camera, this.forceLayerMaskCheck);
837
841
  }
838
842
  // Before clear
839
843
  for (const step of scene._beforeRenderTargetClearStage) {