@babylonjs/core 5.48.0 → 5.48.1

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 (66) hide show
  1. package/Bones/skeleton.js +1 -1
  2. package/Bones/skeleton.js.map +1 -1
  3. package/Debug/physicsViewer.js +4 -0
  4. package/Debug/physicsViewer.js.map +1 -1
  5. package/Engines/Native/nativeInterfaces.d.ts +0 -1
  6. package/Engines/Native/nativeInterfaces.js.map +1 -1
  7. package/Engines/engine.d.ts +3 -1
  8. package/Engines/engine.js +14 -5
  9. package/Engines/engine.js.map +1 -1
  10. package/Engines/engineStore.d.ts +6 -0
  11. package/Engines/engineStore.js +6 -0
  12. package/Engines/engineStore.js.map +1 -1
  13. package/Engines/nativeEngine.d.ts +3 -2
  14. package/Engines/nativeEngine.js +9 -5
  15. package/Engines/nativeEngine.js.map +1 -1
  16. package/Engines/thinEngine.d.ts +4 -3
  17. package/Engines/thinEngine.js +11 -13
  18. package/Engines/thinEngine.js.map +1 -1
  19. package/Helpers/environmentHelper.d.ts +1 -0
  20. package/Helpers/environmentHelper.js +6 -5
  21. package/Helpers/environmentHelper.js.map +1 -1
  22. package/Loading/Plugins/babylonFileLoader.js +1 -0
  23. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  24. package/Materials/Background/backgroundMaterial.js +1 -1
  25. package/Materials/Background/backgroundMaterial.js.map +1 -1
  26. package/Materials/Node/Blocks/Input/inputBlock.js +8 -8
  27. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  28. package/Materials/Textures/thinTexture.d.ts +4 -2
  29. package/Materials/Textures/thinTexture.js +5 -2
  30. package/Materials/Textures/thinTexture.js.map +1 -1
  31. package/Materials/material.js +5 -0
  32. package/Materials/material.js.map +1 -1
  33. package/Materials/materialHelper.js +1 -1
  34. package/Materials/materialHelper.js.map +1 -1
  35. package/Materials/materialPluginBase.js +3 -0
  36. package/Materials/materialPluginBase.js.map +1 -1
  37. package/Materials/pushMaterial.d.ts +2 -1
  38. package/Materials/pushMaterial.js +4 -0
  39. package/Materials/pushMaterial.js.map +1 -1
  40. package/Maths/math.color.d.ts +20 -12
  41. package/Maths/math.color.js +85 -31
  42. package/Maths/math.color.js.map +1 -1
  43. package/Misc/decorators.js +2 -2
  44. package/Misc/decorators.js.map +1 -1
  45. package/Misc/fileTools.js +3 -0
  46. package/Misc/fileTools.js.map +1 -1
  47. package/Misc/khronosTextureContainer2.d.ts +3 -3
  48. package/Misc/khronosTextureContainer2.js +4 -3
  49. package/Misc/khronosTextureContainer2.js.map +1 -1
  50. package/Misc/observable.d.ts +18 -1
  51. package/Misc/observable.js +28 -2
  52. package/Misc/observable.js.map +1 -1
  53. package/Physics/v2/IPhysicsEnginePlugin.d.ts +3 -0
  54. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  55. package/Physics/v2/physicsAggregate.js +1 -1
  56. package/Physics/v2/physicsAggregate.js.map +1 -1
  57. package/Physics/v2/physicsBody.d.ts +12 -0
  58. package/Physics/v2/physicsBody.js +19 -0
  59. package/Physics/v2/physicsBody.js.map +1 -1
  60. package/Physics/v2/physicsShape.d.ts +24 -4
  61. package/Physics/v2/physicsShape.js +24 -13
  62. package/Physics/v2/physicsShape.js.map +1 -1
  63. package/package.json +1 -1
  64. package/scene.d.ts +1 -1
  65. package/scene.js +47 -46
  66. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockConnectionPointMode } from \"../../Enums/nodeMaterialBlockConnectionPointMode\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Effect } from \"../../../../Materials/effect\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { GetClass, RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Color3, Color4, TmpColors } from \"../../../../Maths/math\";\r\nimport { AnimatedInputBlockTypes } from \"./animatedInputBlockTypes\";\r\nimport { Observable } from \"../../../../Misc/observable\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { PrecisionDate } from \"core/Misc/precisionDate\";\r\n\r\nconst remapAttributeName: { [name: string]: string } = {\r\n position2d: \"position\",\r\n particle_uv: \"vUV\",\r\n particle_color: \"vColor\",\r\n particle_texturemask: \"textureMask\",\r\n particle_positionw: \"vPositionW\",\r\n};\r\n\r\nconst attributeInFragmentOnly: { [name: string]: boolean } = {\r\n particle_uv: true,\r\n particle_color: true,\r\n particle_texturemask: true,\r\n particle_positionw: true,\r\n};\r\n\r\nconst attributeAsUniform: { [name: string]: boolean } = {\r\n particle_texturemask: true,\r\n};\r\n\r\n/**\r\n * Block used to expose an input value\r\n */\r\nexport class InputBlock extends NodeMaterialBlock {\r\n private _mode = NodeMaterialBlockConnectionPointMode.Undefined;\r\n private _associatedVariableName: string;\r\n private _storedValue: any;\r\n private _valueCallback: () => any;\r\n private _type: NodeMaterialBlockConnectionPointTypes;\r\n private _animationType = AnimatedInputBlockTypes.None;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public min: number = 0;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public max: number = 0;\r\n\r\n /** Gets or set a value indicating that this input can only get 0 and 1 values */\r\n public isBoolean: boolean = false;\r\n\r\n /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */\r\n public matrixMode: number = 0;\r\n\r\n /** @internal */\r\n public _systemValue: Nullable<NodeMaterialSystemValues> = null;\r\n\r\n /** Gets or sets a boolean indicating that the value of this input will not change after a build */\r\n public isConstant = false;\r\n\r\n /** Gets or sets the group to use to display this block in the Inspector */\r\n public groupInInspector = \"\";\r\n\r\n /** Gets an observable raised when the value is changed */\r\n public onValueChangedObservable = new Observable<InputBlock>();\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space (for color3/4 only) */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space (for color3/4 only) */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this.isUniform && this.value != null) {\r\n if (!isNaN(this.value)) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n\r\n switch (this.value.getClassName()) {\r\n case \"Vector2\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"Vector3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"Vector4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"Color3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case \"Color4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n case \"Matrix\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isAttribute) {\r\n switch (this.name) {\r\n case \"position\":\r\n case \"normal\":\r\n case \"particle_positionw\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"uv\":\r\n case \"uv2\":\r\n case \"uv3\":\r\n case \"uv4\":\r\n case \"uv5\":\r\n case \"uv6\":\r\n case \"position2d\":\r\n case \"particle_uv\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"matricesIndices\":\r\n case \"matricesWeights\":\r\n case \"world0\":\r\n case \"world1\":\r\n case \"world2\":\r\n case \"world3\":\r\n case \"tangent\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"color\":\r\n case \"instanceColor\":\r\n case \"particle_color\":\r\n case \"particle_texturemask\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isSystemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n case NodeMaterialSystemValues.View:\r\n case NodeMaterialSystemValues.ViewProjection:\r\n case NodeMaterialSystemValues.Projection:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case NodeMaterialSystemValues.FogColor:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n }\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a new InputBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, type: NodeMaterialBlockConnectionPointTypes = NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n super(name, target, false, true);\r\n\r\n this._type = type;\r\n\r\n this.setDefaultValue();\r\n\r\n this.registerOutput(\"output\", type);\r\n }\r\n\r\n /**\r\n * Validates if a name is a reserve word.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n if (!this.isAttribute) {\r\n return super.validateBlockName(newName);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a vertex attribute\r\n * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name\r\n * @returns the current connection point\r\n */\r\n public setAsAttribute(attributeName?: string): InputBlock {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Attribute;\r\n if (attributeName) {\r\n this.name = attributeName;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a system value\r\n * @param value define the system value to use (world, view, etc...) or null to switch to manual value\r\n * @returns the current connection point\r\n */\r\n public setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock {\r\n this.systemValue = value;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets or sets the value of that point.\r\n * Please note that this value will be ignored if valueCallback is defined\r\n */\r\n public get value(): any {\r\n return this._storedValue;\r\n }\r\n\r\n public set value(value: any) {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n if (this.isBoolean) {\r\n value = value ? 1 : 0;\r\n } else if (this.min !== this.max) {\r\n value = Math.max(this.min, value);\r\n value = Math.min(this.max, value);\r\n }\r\n }\r\n\r\n this._storedValue = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n\r\n this.onValueChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets a callback used to get the value of that point.\r\n * Please note that setting this value will force the connection point to ignore the value property\r\n */\r\n public get valueCallback(): () => any {\r\n return this._valueCallback;\r\n }\r\n\r\n public set valueCallback(value: () => any) {\r\n this._valueCallback = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Gets or sets the type of animation applied to the input */\r\n public get animationType() {\r\n return this._animationType;\r\n }\r\n\r\n public set animationType(value: AnimatedInputBlockTypes) {\r\n this._animationType = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this connection point not defined yet\r\n */\r\n public get isUndefined(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an uniform.\r\n * In this case the connection point name must be the name of the uniform to use.\r\n * Can only be set on inputs\r\n */\r\n public get isUniform(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n public set isUniform(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Uniform : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an attribute.\r\n * In this case the connection point name must be the name of the attribute to use\r\n * Can only be set on inputs\r\n */\r\n public get isAttribute(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Attribute;\r\n }\r\n\r\n public set isAttribute(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Attribute : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is generating a varying variable.\r\n * Can only be set on exit points\r\n */\r\n public get isVarying(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Varying;\r\n }\r\n\r\n public set isVarying(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Varying : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current connection point is a system value\r\n */\r\n public get isSystemValue(): boolean {\r\n return this._systemValue != null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current well known value or null if not defined as a system value\r\n */\r\n public get systemValue(): Nullable<NodeMaterialSystemValues> {\r\n return this._systemValue;\r\n }\r\n\r\n public set systemValue(value: Nullable<NodeMaterialSystemValues>) {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n this.associatedVariableName = \"\";\r\n this._systemValue = value;\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 \"InputBlock\";\r\n }\r\n\r\n /**\r\n * Animate the input if animationType !== None\r\n * @param scene defines the rendering scene\r\n */\r\n public animate(scene: Scene) {\r\n switch (this._animationType) {\r\n case AnimatedInputBlockTypes.Time: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value += scene.getAnimationRatio() * 0.01;\r\n }\r\n break;\r\n }\r\n case AnimatedInputBlockTypes.RealTime: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value = (PrecisionDate.Now - scene.getEngine().startTime) / 1000;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _emitDefine(define: string): string {\r\n if (define[0] === \"!\") {\r\n return `#ifndef ${define.substring(1)}\\r\\n`;\r\n }\r\n\r\n return `#ifdef ${define}\\r\\n`;\r\n }\r\n\r\n public initialize() {\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Set the input block to its default value (based on its type)\r\n */\r\n public setDefaultValue() {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n this.value = 0;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n this.value = Vector2.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n this.value = Vector3.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n this.value = Vector4.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n this.value = Color3.White();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n this.value = new Color4(1, 1, 1, 1);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n this.value = Matrix.Identity();\r\n break;\r\n }\r\n }\r\n\r\n private _emitConstant(state: NodeMaterialBuildState) {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return `${state._emitFloat(this.value)}`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return `vec2(${this.value.x}, ${this.value.y})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return `vec3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return `vec4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n return `vec3(${TmpColors.Color3[0].r}, ${TmpColors.Color3[0].g}, ${TmpColors.Color3[0].b})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n return `vec4(${TmpColors.Color4[0].r}, ${TmpColors.Color4[0].g}, ${TmpColors.Color4[0].b}, ${TmpColors.Color4[0].a})`;\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @internal */\r\n public get _noContextSwitch(): boolean {\r\n return attributeInFragmentOnly[this.name];\r\n }\r\n\r\n private _emit(state: NodeMaterialBuildState, define?: string) {\r\n // Uniforms\r\n if (this.isUniform) {\r\n if (!this.associatedVariableName) {\r\n this.associatedVariableName = state._getFreeVariableName(\"u_\" + this.name);\r\n }\r\n\r\n if (this.isConstant) {\r\n if (state.constants.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n state.constants.push(this.associatedVariableName);\r\n state._constantDeclaration += this._declareOutput(this.output, state) + ` = ${this._emitConstant(state)};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.uniforms.push(this.associatedVariableName);\r\n if (define) {\r\n state._uniformDeclaration += this._emitDefine(define);\r\n }\r\n state._uniformDeclaration += `uniform ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n // well known\r\n const hints = state.sharedData.hints;\r\n if (this._systemValue !== null && this._systemValue !== undefined) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.WorldView:\r\n hints.needWorldViewMatrix = true;\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n hints.needWorldViewProjectionMatrix = true;\r\n break;\r\n }\r\n } else {\r\n if (this._animationType !== AnimatedInputBlockTypes.None) {\r\n state.sharedData.animatedInputs.push(this);\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n // Attribute\r\n if (this.isAttribute) {\r\n this.associatedVariableName = remapAttributeName[this.name] ?? this.name;\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) {\r\n // Attribute for fragment need to be carried over by varyings\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n this._emit(state._vertexState, define);\r\n }\r\n return;\r\n }\r\n\r\n if (state.attributes.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.attributes.push(this.associatedVariableName);\r\n\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n if (define) {\r\n state._attributeDeclaration += this._emitDefine(define);\r\n }\r\n state._attributeDeclaration += `attribute ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._attributeDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix) {\r\n if (!this._systemValue) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n effect.setMatrix(variableName, world);\r\n break;\r\n case NodeMaterialSystemValues.WorldView:\r\n effect.setMatrix(variableName, worldView);\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n effect.setMatrix(variableName, worldViewProjection);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmit(effect: Effect, scene: Scene, material: NodeMaterial) {\r\n if (this.isAttribute) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n if (this._systemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n return;\r\n case NodeMaterialSystemValues.View:\r\n effect.setMatrix(variableName, scene.getViewMatrix());\r\n break;\r\n case NodeMaterialSystemValues.Projection:\r\n effect.setMatrix(variableName, scene.getProjectionMatrix());\r\n break;\r\n case NodeMaterialSystemValues.ViewProjection:\r\n effect.setMatrix(variableName, scene.getTransformMatrix());\r\n break;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n scene.bindEyePosition(effect, variableName, true);\r\n break;\r\n case NodeMaterialSystemValues.FogColor:\r\n effect.setColor3(variableName, scene.fogColor);\r\n break;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n effect.setFloat(variableName, scene.deltaTime / 1000.0);\r\n break;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n if (scene.activeCamera) {\r\n effect.setFloat4(\r\n variableName,\r\n scene.getEngine().hasOriginBottomLeft ? -1 : 1,\r\n scene.activeCamera.minZ,\r\n scene.activeCamera.maxZ,\r\n 1 / scene.activeCamera.maxZ\r\n );\r\n }\r\n break;\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n effect.setFloat(variableName, material.alpha);\r\n break;\r\n }\r\n return;\r\n }\r\n\r\n const value = this._valueCallback ? this._valueCallback() : this._storedValue;\r\n\r\n if (value === null) {\r\n return;\r\n }\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n effect.setFloat(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n effect.setInt(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0]);\r\n }\r\n effect.setColor3(variableName, TmpColors.Color3[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0]);\r\n }\r\n effect.setDirectColor4(variableName, TmpColors.Color4[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n effect.setVector2(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n effect.setVector3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n effect.setVector4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n effect.setMatrix(variableName, value);\r\n break;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.isUniform || this.isSystemValue) {\r\n state.sharedData.inputBlocks.push(this);\r\n }\r\n\r\n this._emit(state);\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n\r\n if (this.isAttribute) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsAttribute(\"${this.name}\");\\r\\n`;\r\n }\r\n if (this.isSystemValue) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsSystemValue(BABYLON.NodeMaterialSystemValues.${NodeMaterialSystemValues[this._systemValue!]});\\r\\n`;\r\n }\r\n if (this.isUniform) {\r\n const codes: string[] = [];\r\n\r\n let valueString = \"\";\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n valueString = `${this.value}`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n valueString = `new BABYLON.Vector2(${this.value.x}, ${this.value.y})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n valueString = `new BABYLON.Vector3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n valueString = `new BABYLON.Vector4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n valueString = `new BABYLON.Color3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n valueString = `new BABYLON.Color4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n valueString = `BABYLON.Matrix.FromArray([${(this.value as Matrix).m}])`;\r\n break;\r\n }\r\n\r\n // Common Property \"Value\"\r\n codes.push(`${variableName}.value = ${valueString}`);\r\n\r\n // Float-Value-Specific Properties\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n codes.push(\r\n `${variableName}.min = ${this.min}`,\r\n `${variableName}.max = ${this.max}`,\r\n `${variableName}.isBoolean = ${this.isBoolean}`,\r\n `${variableName}.matrixMode = ${this.matrixMode}`,\r\n `${variableName}.animationType = BABYLON.AnimatedInputBlockTypes.${AnimatedInputBlockTypes[this.animationType]}`\r\n );\r\n }\r\n\r\n // Common Property \"Type\"\r\n codes.push(`${variableName}.isConstant = ${this.isConstant}`);\r\n\r\n codes.push(\"\");\r\n\r\n return super._dumpPropertiesCode() + codes.join(\";\\r\\n\");\r\n }\r\n return super._dumpPropertiesCode();\r\n }\r\n\r\n public dispose() {\r\n this.onValueChangedObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.mode = this._mode;\r\n serializationObject.systemValue = this._systemValue;\r\n serializationObject.animationType = this._animationType;\r\n serializationObject.min = this.min;\r\n serializationObject.max = this.max;\r\n serializationObject.isBoolean = this.isBoolean;\r\n serializationObject.matrixMode = this.matrixMode;\r\n serializationObject.isConstant = this.isConstant;\r\n serializationObject.groupInInspector = this.groupInInspector;\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n\r\n if (this._storedValue != null && this._mode === NodeMaterialBlockConnectionPointMode.Uniform) {\r\n if (this._storedValue.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this._storedValue.getClassName();\r\n serializationObject.value = this._storedValue.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this._storedValue;\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._mode = serializationObject.mode;\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this._type = serializationObject.type;\r\n\r\n this._systemValue = serializationObject.systemValue || serializationObject.wellKnownValue;\r\n this._animationType = serializationObject.animationType;\r\n this.min = serializationObject.min || 0;\r\n this.max = serializationObject.max || 0;\r\n this.isBoolean = !!serializationObject.isBoolean;\r\n this.matrixMode = serializationObject.matrixMode || 0;\r\n this.isConstant = !!serializationObject.isConstant;\r\n this.groupInInspector = serializationObject.groupInInspector || \"\";\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n // Tangents back compat\r\n if (\r\n serializationObject.name === \"tangent\" &&\r\n serializationObject.mode === NodeMaterialBlockConnectionPointMode.Attribute &&\r\n serializationObject.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n }\r\n\r\n if (!serializationObject.valueType) {\r\n return;\r\n }\r\n\r\n if (serializationObject.valueType === \"number\") {\r\n this._storedValue = serializationObject.value;\r\n } else {\r\n const valueType = GetClass(serializationObject.valueType);\r\n\r\n if (valueType) {\r\n this._storedValue = valueType.FromArray(serializationObject.value);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InputBlock\", InputBlock);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockConnectionPointMode } from \"../../Enums/nodeMaterialBlockConnectionPointMode\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { Effect } from \"../../../../Materials/effect\";\r\nimport { Matrix, Vector2, Vector3, Vector4 } from \"../../../../Maths/math.vector\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { GetClass, RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Color3, Color4, TmpColors } from \"../../../../Maths/math\";\r\nimport { AnimatedInputBlockTypes } from \"./animatedInputBlockTypes\";\r\nimport { Observable } from \"../../../../Misc/observable\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { PrecisionDate } from \"core/Misc/precisionDate\";\r\n\r\nconst remapAttributeName: { [name: string]: string } = {\r\n position2d: \"position\",\r\n particle_uv: \"vUV\",\r\n particle_color: \"vColor\",\r\n particle_texturemask: \"textureMask\",\r\n particle_positionw: \"vPositionW\",\r\n};\r\n\r\nconst attributeInFragmentOnly: { [name: string]: boolean } = {\r\n particle_uv: true,\r\n particle_color: true,\r\n particle_texturemask: true,\r\n particle_positionw: true,\r\n};\r\n\r\nconst attributeAsUniform: { [name: string]: boolean } = {\r\n particle_texturemask: true,\r\n};\r\n\r\n/**\r\n * Block used to expose an input value\r\n */\r\nexport class InputBlock extends NodeMaterialBlock {\r\n private _mode = NodeMaterialBlockConnectionPointMode.Undefined;\r\n private _associatedVariableName: string;\r\n private _storedValue: any;\r\n private _valueCallback: () => any;\r\n private _type: NodeMaterialBlockConnectionPointTypes;\r\n private _animationType = AnimatedInputBlockTypes.None;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public min: number = 0;\r\n\r\n /** Gets or set a value used to limit the range of float values */\r\n public max: number = 0;\r\n\r\n /** Gets or set a value indicating that this input can only get 0 and 1 values */\r\n public isBoolean: boolean = false;\r\n\r\n /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */\r\n public matrixMode: number = 0;\r\n\r\n /** @internal */\r\n public _systemValue: Nullable<NodeMaterialSystemValues> = null;\r\n\r\n /** Gets or sets a boolean indicating that the value of this input will not change after a build */\r\n public isConstant = false;\r\n\r\n /** Gets or sets the group to use to display this block in the Inspector */\r\n public groupInInspector = \"\";\r\n\r\n /** Gets an observable raised when the value is changed */\r\n public onValueChangedObservable = new Observable<InputBlock>();\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space (for color3/4 only) */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space (for color3/4 only) */\r\n public convertToLinearSpace = false;\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this.isUniform && this.value != null) {\r\n if (!isNaN(this.value)) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n }\r\n\r\n switch (this.value.getClassName()) {\r\n case \"Vector2\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"Vector3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"Vector4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"Color3\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case \"Color4\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n case \"Matrix\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isAttribute) {\r\n switch (this.name) {\r\n case \"position\":\r\n case \"normal\":\r\n case \"particle_positionw\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case \"uv\":\r\n case \"uv2\":\r\n case \"uv3\":\r\n case \"uv4\":\r\n case \"uv5\":\r\n case \"uv6\":\r\n case \"position2d\":\r\n case \"particle_uv\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector2;\r\n return this._type;\r\n case \"matricesIndices\":\r\n case \"matricesWeights\":\r\n case \"world0\":\r\n case \"world1\":\r\n case \"world2\":\r\n case \"world3\":\r\n case \"tangent\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n case \"color\":\r\n case \"instanceColor\":\r\n case \"particle_color\":\r\n case \"particle_texturemask\":\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color4;\r\n return this._type;\r\n }\r\n }\r\n\r\n if (this.isSystemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n case NodeMaterialSystemValues.View:\r\n case NodeMaterialSystemValues.ViewProjection:\r\n case NodeMaterialSystemValues.Projection:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Matrix;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n return this._type;\r\n case NodeMaterialSystemValues.FogColor:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Color3;\r\n return this._type;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Float;\r\n return this._type;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n return this._type;\r\n }\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Creates a new InputBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, type: NodeMaterialBlockConnectionPointTypes = NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n super(name, target, false, true);\r\n\r\n this._type = type;\r\n\r\n this.setDefaultValue();\r\n\r\n this.registerOutput(\"output\", type);\r\n }\r\n\r\n /**\r\n * Validates if a name is a reserve word.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n if (!this.isAttribute) {\r\n return super.validateBlockName(newName);\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a vertex attribute\r\n * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name\r\n * @returns the current connection point\r\n */\r\n public setAsAttribute(attributeName?: string): InputBlock {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Attribute;\r\n if (attributeName) {\r\n this.name = attributeName;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Set the source of this connection point to a system value\r\n * @param value define the system value to use (world, view, etc...) or null to switch to manual value\r\n * @returns the current connection point\r\n */\r\n public setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock {\r\n this.systemValue = value;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets or sets the value of that point.\r\n * Please note that this value will be ignored if valueCallback is defined\r\n */\r\n public get value(): any {\r\n return this._storedValue;\r\n }\r\n\r\n public set value(value: any) {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n if (this.isBoolean) {\r\n value = value ? 1 : 0;\r\n } else if (this.min !== this.max) {\r\n value = Math.max(this.min, value);\r\n value = Math.min(this.max, value);\r\n }\r\n }\r\n\r\n this._storedValue = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n\r\n this.onValueChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets a callback used to get the value of that point.\r\n * Please note that setting this value will force the connection point to ignore the value property\r\n */\r\n public get valueCallback(): () => any {\r\n return this._valueCallback;\r\n }\r\n\r\n public set valueCallback(value: () => any) {\r\n this._valueCallback = value;\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Gets or sets the type of animation applied to the input */\r\n public get animationType() {\r\n return this._animationType;\r\n }\r\n\r\n public set animationType(value: AnimatedInputBlockTypes) {\r\n this._animationType = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this connection point not defined yet\r\n */\r\n public get isUndefined(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Undefined;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an uniform.\r\n * In this case the connection point name must be the name of the uniform to use.\r\n * Can only be set on inputs\r\n */\r\n public get isUniform(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Uniform;\r\n }\r\n\r\n public set isUniform(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Uniform : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is coming from an attribute.\r\n * In this case the connection point name must be the name of the attribute to use\r\n * Can only be set on inputs\r\n */\r\n public get isAttribute(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Attribute;\r\n }\r\n\r\n public set isAttribute(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Attribute : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is generating a varying variable.\r\n * Can only be set on exit points\r\n */\r\n public get isVarying(): boolean {\r\n return this._mode === NodeMaterialBlockConnectionPointMode.Varying;\r\n }\r\n\r\n public set isVarying(value: boolean) {\r\n this._mode = value ? NodeMaterialBlockConnectionPointMode.Varying : NodeMaterialBlockConnectionPointMode.Undefined;\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current connection point is a system value\r\n */\r\n public get isSystemValue(): boolean {\r\n return this._systemValue != null;\r\n }\r\n\r\n /**\r\n * Gets or sets the current well known value or null if not defined as a system value\r\n */\r\n public get systemValue(): Nullable<NodeMaterialSystemValues> {\r\n return this._systemValue;\r\n }\r\n\r\n public set systemValue(value: Nullable<NodeMaterialSystemValues>) {\r\n this._mode = NodeMaterialBlockConnectionPointMode.Uniform;\r\n this.associatedVariableName = \"\";\r\n this._systemValue = value;\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 \"InputBlock\";\r\n }\r\n\r\n /**\r\n * Animate the input if animationType !== None\r\n * @param scene defines the rendering scene\r\n */\r\n public animate(scene: Scene) {\r\n switch (this._animationType) {\r\n case AnimatedInputBlockTypes.Time: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value += scene.getAnimationRatio() * 0.01;\r\n }\r\n break;\r\n }\r\n case AnimatedInputBlockTypes.RealTime: {\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n this.value = (PrecisionDate.Now - scene.getEngine().startTime) / 1000;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n private _emitDefine(define: string): string {\r\n if (define[0] === \"!\") {\r\n return `#ifndef ${define.substring(1)}\\r\\n`;\r\n }\r\n\r\n return `#ifdef ${define}\\r\\n`;\r\n }\r\n\r\n public initialize() {\r\n this.associatedVariableName = \"\";\r\n }\r\n\r\n /**\r\n * Set the input block to its default value (based on its type)\r\n */\r\n public setDefaultValue() {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n this.value = 0;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n this.value = Vector2.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n this.value = Vector3.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n this.value = Vector4.Zero();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n this.value = Color3.White();\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n this.value = new Color4(1, 1, 1, 1);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n this.value = Matrix.Identity();\r\n break;\r\n }\r\n }\r\n\r\n private _emitConstant(state: NodeMaterialBuildState) {\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return `${state._emitFloat(this.value)}`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return `vec2(${this.value.x}, ${this.value.y})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return `vec3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return `vec4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n return `vec3(${TmpColors.Color3[0].r}, ${TmpColors.Color3[0].g}, ${TmpColors.Color3[0].b})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n return `vec4(${TmpColors.Color4[0].r}, ${TmpColors.Color4[0].g}, ${TmpColors.Color4[0].b}, ${TmpColors.Color4[0].a})`;\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /** @internal */\r\n public get _noContextSwitch(): boolean {\r\n return attributeInFragmentOnly[this.name];\r\n }\r\n\r\n private _emit(state: NodeMaterialBuildState, define?: string) {\r\n // Uniforms\r\n if (this.isUniform) {\r\n if (!this.associatedVariableName) {\r\n this.associatedVariableName = state._getFreeVariableName(\"u_\" + this.name);\r\n }\r\n\r\n if (this.isConstant) {\r\n if (state.constants.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n state.constants.push(this.associatedVariableName);\r\n state._constantDeclaration += this._declareOutput(this.output, state) + ` = ${this._emitConstant(state)};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (state.uniforms.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.uniforms.push(this.associatedVariableName);\r\n if (define) {\r\n state._uniformDeclaration += this._emitDefine(define);\r\n }\r\n state._uniformDeclaration += `uniform ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n // well known\r\n const hints = state.sharedData.hints;\r\n if (this._systemValue !== null && this._systemValue !== undefined) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.WorldView:\r\n hints.needWorldViewMatrix = true;\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n hints.needWorldViewProjectionMatrix = true;\r\n break;\r\n }\r\n } else {\r\n if (this._animationType !== AnimatedInputBlockTypes.None) {\r\n state.sharedData.animatedInputs.push(this);\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n // Attribute\r\n if (this.isAttribute) {\r\n this.associatedVariableName = remapAttributeName[this.name] ?? this.name;\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex && state._vertexState) {\r\n // Attribute for fragment need to be carried over by varyings\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n this._emit(state._vertexState, define);\r\n }\r\n return;\r\n }\r\n\r\n if (state.attributes.indexOf(this.associatedVariableName) !== -1) {\r\n return;\r\n }\r\n\r\n state.attributes.push(this.associatedVariableName);\r\n\r\n if (attributeInFragmentOnly[this.name]) {\r\n if (attributeAsUniform[this.name]) {\r\n state._emitUniformFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n } else {\r\n state._emitVaryingFromString(this.associatedVariableName, state._getGLType(this.type), define);\r\n }\r\n } else {\r\n if (define) {\r\n state._attributeDeclaration += this._emitDefine(define);\r\n }\r\n state._attributeDeclaration += `attribute ${state._getGLType(this.type)} ${this.associatedVariableName};\\r\\n`;\r\n if (define) {\r\n state._attributeDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix) {\r\n if (!this._systemValue) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n effect.setMatrix(variableName, world);\r\n break;\r\n case NodeMaterialSystemValues.WorldView:\r\n effect.setMatrix(variableName, worldView);\r\n break;\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n effect.setMatrix(variableName, worldViewProjection);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _transmit(effect: Effect, scene: Scene, material: NodeMaterial) {\r\n if (this.isAttribute) {\r\n return;\r\n }\r\n\r\n const variableName = this.associatedVariableName;\r\n if (this._systemValue) {\r\n switch (this._systemValue) {\r\n case NodeMaterialSystemValues.World:\r\n case NodeMaterialSystemValues.WorldView:\r\n case NodeMaterialSystemValues.WorldViewProjection:\r\n return;\r\n case NodeMaterialSystemValues.View:\r\n effect.setMatrix(variableName, scene.getViewMatrix());\r\n break;\r\n case NodeMaterialSystemValues.Projection:\r\n effect.setMatrix(variableName, scene.getProjectionMatrix());\r\n break;\r\n case NodeMaterialSystemValues.ViewProjection:\r\n effect.setMatrix(variableName, scene.getTransformMatrix());\r\n break;\r\n case NodeMaterialSystemValues.CameraPosition:\r\n scene.bindEyePosition(effect, variableName, true);\r\n break;\r\n case NodeMaterialSystemValues.FogColor:\r\n effect.setColor3(variableName, scene.fogColor);\r\n break;\r\n case NodeMaterialSystemValues.DeltaTime:\r\n effect.setFloat(variableName, scene.deltaTime / 1000.0);\r\n break;\r\n case NodeMaterialSystemValues.CameraParameters:\r\n if (scene.activeCamera) {\r\n effect.setFloat4(\r\n variableName,\r\n scene.getEngine().hasOriginBottomLeft ? -1 : 1,\r\n scene.activeCamera.minZ,\r\n scene.activeCamera.maxZ,\r\n 1 / scene.activeCamera.maxZ\r\n );\r\n }\r\n break;\r\n case NodeMaterialSystemValues.MaterialAlpha:\r\n effect.setFloat(variableName, material.alpha);\r\n break;\r\n }\r\n return;\r\n }\r\n\r\n const value = this._valueCallback ? this._valueCallback() : this._storedValue;\r\n\r\n if (value === null) {\r\n return;\r\n }\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n effect.setFloat(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n effect.setInt(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0], scene.getEngine().useExactSrgbConversions);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0], scene.getEngine().useExactSrgbConversions);\r\n }\r\n effect.setColor3(variableName, TmpColors.Color3[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n TmpColors.Color4[0].set(this.value.r, this.value.g, this.value.b, this.value.a);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color4[0].toGammaSpaceToRef(TmpColors.Color4[0], scene.getEngine().useExactSrgbConversions);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color4[0].toLinearSpaceToRef(TmpColors.Color4[0], scene.getEngine().useExactSrgbConversions);\r\n }\r\n effect.setDirectColor4(variableName, TmpColors.Color4[0]);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n effect.setVector2(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n effect.setVector3(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n effect.setVector4(variableName, value);\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n effect.setMatrix(variableName, value);\r\n break;\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.isUniform || this.isSystemValue) {\r\n state.sharedData.inputBlocks.push(this);\r\n }\r\n\r\n this._emit(state);\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n\r\n if (this.isAttribute) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsAttribute(\"${this.name}\");\\r\\n`;\r\n }\r\n if (this.isSystemValue) {\r\n return super._dumpPropertiesCode() + `${variableName}.setAsSystemValue(BABYLON.NodeMaterialSystemValues.${NodeMaterialSystemValues[this._systemValue!]});\\r\\n`;\r\n }\r\n if (this.isUniform) {\r\n const codes: string[] = [];\r\n\r\n let valueString = \"\";\r\n\r\n switch (this.type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n valueString = `${this.value}`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n valueString = `new BABYLON.Vector2(${this.value.x}, ${this.value.y})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n valueString = `new BABYLON.Vector3(${this.value.x}, ${this.value.y}, ${this.value.z})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n valueString = `new BABYLON.Vector4(${this.value.x}, ${this.value.y}, ${this.value.z}, ${this.value.w})`;\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n valueString = `new BABYLON.Color3(${this.value.r}, ${this.value.g}, ${this.value.b})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n valueString = `new BABYLON.Color4(${this.value.r}, ${this.value.g}, ${this.value.b}, ${this.value.a})`;\r\n if (this.convertToGammaSpace) {\r\n valueString += \".toGammaSpace()\";\r\n }\r\n if (this.convertToLinearSpace) {\r\n valueString += \".toLinearSpace()\";\r\n }\r\n break;\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n valueString = `BABYLON.Matrix.FromArray([${(this.value as Matrix).m}])`;\r\n break;\r\n }\r\n\r\n // Common Property \"Value\"\r\n codes.push(`${variableName}.value = ${valueString}`);\r\n\r\n // Float-Value-Specific Properties\r\n if (this.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n codes.push(\r\n `${variableName}.min = ${this.min}`,\r\n `${variableName}.max = ${this.max}`,\r\n `${variableName}.isBoolean = ${this.isBoolean}`,\r\n `${variableName}.matrixMode = ${this.matrixMode}`,\r\n `${variableName}.animationType = BABYLON.AnimatedInputBlockTypes.${AnimatedInputBlockTypes[this.animationType]}`\r\n );\r\n }\r\n\r\n // Common Property \"Type\"\r\n codes.push(`${variableName}.isConstant = ${this.isConstant}`);\r\n\r\n codes.push(\"\");\r\n\r\n return super._dumpPropertiesCode() + codes.join(\";\\r\\n\");\r\n }\r\n return super._dumpPropertiesCode();\r\n }\r\n\r\n public dispose() {\r\n this.onValueChangedObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.type = this.type;\r\n serializationObject.mode = this._mode;\r\n serializationObject.systemValue = this._systemValue;\r\n serializationObject.animationType = this._animationType;\r\n serializationObject.min = this.min;\r\n serializationObject.max = this.max;\r\n serializationObject.isBoolean = this.isBoolean;\r\n serializationObject.matrixMode = this.matrixMode;\r\n serializationObject.isConstant = this.isConstant;\r\n serializationObject.groupInInspector = this.groupInInspector;\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n\r\n if (this._storedValue != null && this._mode === NodeMaterialBlockConnectionPointMode.Uniform) {\r\n if (this._storedValue.asArray) {\r\n serializationObject.valueType = \"BABYLON.\" + this._storedValue.getClassName();\r\n serializationObject.value = this._storedValue.asArray();\r\n } else {\r\n serializationObject.valueType = \"number\";\r\n serializationObject.value = this._storedValue;\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this._mode = serializationObject.mode;\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this._type = serializationObject.type;\r\n\r\n this._systemValue = serializationObject.systemValue || serializationObject.wellKnownValue;\r\n this._animationType = serializationObject.animationType;\r\n this.min = serializationObject.min || 0;\r\n this.max = serializationObject.max || 0;\r\n this.isBoolean = !!serializationObject.isBoolean;\r\n this.matrixMode = serializationObject.matrixMode || 0;\r\n this.isConstant = !!serializationObject.isConstant;\r\n this.groupInInspector = serializationObject.groupInInspector || \"\";\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n\r\n // Tangents back compat\r\n if (\r\n serializationObject.name === \"tangent\" &&\r\n serializationObject.mode === NodeMaterialBlockConnectionPointMode.Attribute &&\r\n serializationObject.type === NodeMaterialBlockConnectionPointTypes.Vector3\r\n ) {\r\n this._type = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n }\r\n\r\n if (!serializationObject.valueType) {\r\n return;\r\n }\r\n\r\n if (serializationObject.valueType === \"number\") {\r\n this._storedValue = serializationObject.value;\r\n } else {\r\n const valueType = GetClass(serializationObject.valueType);\r\n\r\n if (valueType) {\r\n this._storedValue = valueType.FromArray(serializationObject.value);\r\n }\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.InputBlock\", InputBlock);\r\n"]}
@@ -2,6 +2,7 @@ import type { Nullable } from "../../types";
2
2
  import type { InternalTexture } from "../../Materials/Textures/internalTexture";
3
3
  import type { ISize } from "../../Maths/math.size";
4
4
  import type { ThinEngine } from "../../Engines/thinEngine";
5
+ import type { RenderTargetWrapper } from "../../Engines/renderTargetWrapper.js";
5
6
  /**
6
7
  * Base class of all the textures in babylon.
7
8
  * It groups all the common properties required to work with Thin Engine.
@@ -75,13 +76,14 @@ export declare class ThinTexture {
75
76
  protected _engine: Nullable<ThinEngine>;
76
77
  private _cachedSize;
77
78
  private _cachedBaseSize;
79
+ private static _IsRenderTargetWrapper;
78
80
  /**
79
81
  * Instantiates a new ThinTexture.
80
82
  * Base class of all the textures in babylon.
81
83
  * This can be used as an internal texture wrapper in ThinEngine to benefit from the cache
82
- * @param internalTexture Define the internalTexture to wrap
84
+ * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture
83
85
  */
84
- constructor(internalTexture: Nullable<InternalTexture>);
86
+ constructor(internalTexture: Nullable<InternalTexture | RenderTargetWrapper>);
85
87
  /**
86
88
  * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
87
89
  * @returns true if fully ready
@@ -90,11 +90,14 @@ export class ThinTexture {
90
90
  getClassName() {
91
91
  return "ThinTexture";
92
92
  }
93
+ static _IsRenderTargetWrapper(texture) {
94
+ return (texture === null || texture === void 0 ? void 0 : texture._shareDepth) !== undefined;
95
+ }
93
96
  /**
94
97
  * Instantiates a new ThinTexture.
95
98
  * Base class of all the textures in babylon.
96
99
  * This can be used as an internal texture wrapper in ThinEngine to benefit from the cache
97
- * @param internalTexture Define the internalTexture to wrap
100
+ * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture
98
101
  */
99
102
  constructor(internalTexture) {
100
103
  this._wrapU = 1;
@@ -124,7 +127,7 @@ export class ThinTexture {
124
127
  this._cachedBaseSize = Size.Zero();
125
128
  /** @internal */
126
129
  this._initialSamplingMode = 2;
127
- this._texture = internalTexture;
130
+ this._texture = ThinTexture._IsRenderTargetWrapper(internalTexture) ? internalTexture.texture : internalTexture;
128
131
  if (this._texture) {
129
132
  this._engine = this._texture.getEngine();
130
133
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Size } from \"../../Maths/math.size\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties required to work with Thin Engine.\r\n */\r\nexport class ThinTexture {\r\n protected _wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n protected _wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n public anisotropicFilteringLevel = 4;\r\n\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n * Unused in thin texture mode.\r\n */\r\n public get coordinatesMode(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.isCube = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ThinTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ThinTexture\";\r\n }\r\n\r\n /** @internal */\r\n public _texture: Nullable<InternalTexture> = null;\r\n\r\n protected _engine: Nullable<ThinEngine> = null;\r\n\r\n private _cachedSize: ISize = Size.Zero();\r\n private _cachedBaseSize: ISize = Size.Zero();\r\n\r\n /**\r\n * Instantiates a new ThinTexture.\r\n * Base class of all the textures in babylon.\r\n * This can be used as an internal texture wrapper in ThinEngine to benefit from the cache\r\n * @param internalTexture Define the internalTexture to wrap\r\n */\r\n constructor(internalTexture: Nullable<InternalTexture>) {\r\n this._texture = internalTexture;\r\n if (this._texture) {\r\n this._engine = this._texture.getEngine();\r\n }\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n public delayLoad(): void {}\r\n\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the internal texture\r\n */\r\n public getInternalTexture(): Nullable<InternalTexture> {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n public getSize(): ISize {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n\r\n return this._cachedSize;\r\n }\r\n\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n public getBaseSize(): ISize {\r\n if (!this.isReady() || !this._texture) {\r\n this._cachedBaseSize.width = 0;\r\n this._cachedBaseSize.height = 0;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedBaseSize.width = this._texture._size;\r\n this._cachedBaseSize.height = this._texture._size;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n this._cachedBaseSize.width = this._texture.baseWidth;\r\n this._cachedBaseSize.height = this._texture.baseHeight;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n /** @internal */\r\n protected _initialSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n public get samplingMode(): number {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n\r\n return this._texture.samplingMode;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n public updateSamplingMode(samplingMode: number): void {\r\n if (this._texture && this._engine) {\r\n this._engine.updateTextureSamplingMode(samplingMode, this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n public releaseInternalTexture(): void {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._texture) {\r\n this.releaseInternalTexture();\r\n this._engine = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport type { InternalTexture } from \"../../Materials/Textures/internalTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport type { ISize } from \"../../Maths/math.size\";\r\nimport { Size } from \"../../Maths/math.size\";\r\n\r\nimport type { ThinEngine } from \"../../Engines/thinEngine\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\n\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties required to work with Thin Engine.\r\n */\r\nexport class ThinTexture {\r\n protected _wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapU() {\r\n return this._wrapU;\r\n }\r\n\r\n public set wrapU(value: number) {\r\n this._wrapU = value;\r\n }\r\n\r\n protected _wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public get wrapV() {\r\n return this._wrapV;\r\n }\r\n\r\n public set wrapV(value: number) {\r\n this._wrapV = value;\r\n }\r\n\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n public wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n public anisotropicFilteringLevel = 4;\r\n\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n public delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n\r\n /**\r\n * How a texture is mapped.\r\n * Unused in thin texture mode.\r\n */\r\n public get coordinatesMode(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n public get isCube(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.isCube;\r\n }\r\n\r\n protected set isCube(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.isCube = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is3D(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is3D;\r\n }\r\n\r\n protected set is3D(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is3D = value;\r\n }\r\n\r\n /**\r\n * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.\r\n */\r\n public get is2DArray(): boolean {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n return this._texture.is2DArray;\r\n }\r\n\r\n protected set is2DArray(value: boolean) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n\r\n this._texture.is2DArray = value;\r\n }\r\n\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"ThinTexture\"\r\n */\r\n public getClassName(): string {\r\n return \"ThinTexture\";\r\n }\r\n\r\n /** @internal */\r\n public _texture: Nullable<InternalTexture> = null;\r\n\r\n protected _engine: Nullable<ThinEngine> = null;\r\n\r\n private _cachedSize: ISize = Size.Zero();\r\n private _cachedBaseSize: ISize = Size.Zero();\r\n\r\n private static _IsRenderTargetWrapper(texture: Nullable<InternalTexture> | Nullable<RenderTargetWrapper>): texture is RenderTargetWrapper {\r\n return (texture as RenderTargetWrapper)?._shareDepth !== undefined;\r\n }\r\n\r\n /**\r\n * Instantiates a new ThinTexture.\r\n * Base class of all the textures in babylon.\r\n * This can be used as an internal texture wrapper in ThinEngine to benefit from the cache\r\n * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture\r\n */\r\n constructor(internalTexture: Nullable<InternalTexture | RenderTargetWrapper>) {\r\n this._texture = ThinTexture._IsRenderTargetWrapper(internalTexture) ? internalTexture.texture : internalTexture;\r\n if (this._texture) {\r\n this._engine = this._texture.getEngine();\r\n }\r\n }\r\n\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n public isReady(): boolean {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n public delayLoad(): void {}\r\n\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the internal texture\r\n */\r\n public getInternalTexture(): Nullable<InternalTexture> {\r\n return this._texture;\r\n }\r\n\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n public getSize(): ISize {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n\r\n return this._cachedSize;\r\n }\r\n\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n public getBaseSize(): ISize {\r\n if (!this.isReady() || !this._texture) {\r\n this._cachedBaseSize.width = 0;\r\n this._cachedBaseSize.height = 0;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n if (this._texture._size) {\r\n this._cachedBaseSize.width = this._texture._size;\r\n this._cachedBaseSize.height = this._texture._size;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n this._cachedBaseSize.width = this._texture.baseWidth;\r\n this._cachedBaseSize.height = this._texture.baseHeight;\r\n return this._cachedBaseSize;\r\n }\r\n\r\n /** @internal */\r\n protected _initialSamplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n public get samplingMode(): number {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n\r\n return this._texture.samplingMode;\r\n }\r\n\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n public updateSamplingMode(samplingMode: number): void {\r\n if (this._texture && this._engine) {\r\n this._engine.updateTextureSamplingMode(samplingMode, this._texture);\r\n }\r\n }\r\n\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n public releaseInternalTexture(): void {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._texture) {\r\n this.releaseInternalTexture();\r\n this._engine = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -1375,6 +1375,11 @@ Material.MATERIAL_NORMALBLENDMETHOD_RNM = 1;
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  * Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)
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  */
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  Material.OnEventObservable = new Observable();
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+ (() => {
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+ EngineStore.OnEnginesDisposedObservable.addOnce(() => {
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+ Material.OnEventObservable.clear();
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+ });
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+ })();
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  Material._AllDirtyCallBack = (defines) => defines.markAllAsDirty();
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  Material._ImageProcessingDirtyCallBack = (defines) => defines.markAsImageProcessingDirty();
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  Material._TextureDirtyCallBack = (defines) => defines.markAsTexturesDirty();