@babylonjs/core 5.49.2 → 5.50.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +5 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js +33 -5
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +2 -0
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +4 -0
- package/Materials/Node/nodeMaterialBuildState.js +10 -0
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -1
- package/Meshes/mesh.js +3 -3
- package/Meshes/mesh.js.map +1 -1
- package/package.json +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}, ${this.value.w})`;\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n TmpColors.Color3[0].set(this.value.r, this.value.g, this.value.b);\r\n if (this.convertToGammaSpace) {\r\n TmpColors.Color3[0].toGammaSpaceToRef(TmpColors.Color3[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n if (this.convertToLinearSpace) {\r\n TmpColors.Color3[0].toLinearSpaceToRef(TmpColors.Color3[0], state.sharedData.scene.getEngine().useExactSrgbConversions);\r\n }\r\n return `vec3(${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"]}
|
|
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 \"matricesIndicesExtra\":\r\n case \"matricesWeightsExtra\":\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"]}
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@@ -92,6 +92,7 @@ export class NodeMaterialBuildState {
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this.compilationString = `\r\n${emitComments ? "//Attributes\r\n" : ""}${this._attributeDeclaration}\r\n${this.compilationString}`;
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}
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this.compilationString = "precision highp float;\r\n" + this.compilationString;
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+
this.compilationString = "#if defined(WEBGL2) || defines(WEBGPU)\r\nprecision highp sampler2DArray;\r\n#endif\r\n" + this.compilationString;
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for (const extensionName in this.extensions) {
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const extension = this.extensions[extensionName];
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this.compilationString = `\r\n${extension}\r\n${this.compilationString}`;
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@@ -147,6 +148,15 @@ export class NodeMaterialBuildState {
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148
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this.samplers.push(name);
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}
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}
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+
/**
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* @internal
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+
*/
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154
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+
_emit2DArraySampler(name) {
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+
if (this.samplers.indexOf(name) < 0) {
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+
this._samplerDeclaration += `uniform sampler2DArray ${name};\r\n`;
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+
this.samplers.push(name);
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}
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+
}
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/**
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* @internal
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*/
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@@ -1 +1 @@
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1
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-
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AO,CAAC,CAAC,CAAC,EAAE;YACvC,OAAO,GAAG,KAAK,IAAI,CAAC;SACvB;QAED,OAAO,KAAK,CAAC,QAAQ,EAAE,CAAC;IAC5B,CAAC;CACJ","sourcesContent":["import { NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { Effect } from \"../effect\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes = new Array<string>();\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms = new Array<string>();\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants = new Array<string>();\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers = new Array<string>();\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n this.compilationString = `\\r\\n${emitComments ? \"//Entry point\\r\\n\" : \"\"}void main(void) {\\r\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Constants\\r\\n\" : \"\"}${this._constantDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\r\\n`;\r\n }\r\n this.compilationString = `\\r\\n${functionCode}\\r\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\r\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Varyings\\r\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Samplers\\r\\n\" : \"\"}${this._samplerDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Uniforms\\r\\n\" : \"\"}${this._uniformDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Attributes\\r\\n\" : \"\"}${this._attributeDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\r\\n\" + this.compilationString;\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\r\\n${extension}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\r\\n${extension}\\r\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\r\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\r\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\r\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\r\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?attribute.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?uniform.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?varying.+$/gm, \"\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}\r\n"]}
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+
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { Effect } from \"../effect\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes = new Array<string>();\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms = new Array<string>();\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants = new Array<string>();\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers = new Array<string>();\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n this.compilationString = `\\r\\n${emitComments ? \"//Entry point\\r\\n\" : \"\"}void main(void) {\\r\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Constants\\r\\n\" : \"\"}${this._constantDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\r\\n`;\r\n }\r\n this.compilationString = `\\r\\n${functionCode}\\r\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\r\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\r\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Varyings\\r\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Samplers\\r\\n\" : \"\"}${this._samplerDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Uniforms\\r\\n\" : \"\"}${this._uniformDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\r\\n${emitComments ? \"//Attributes\\r\\n\" : \"\"}${this._attributeDeclaration}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\r\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defines(WEBGPU)\\r\\nprecision highp sampler2DArray;\\r\\n#endif\\r\\n\" + this.compilationString;\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\r\\n${extension}\\r\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\r\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\r\\n${extension}\\r\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\r\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\r\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\r\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\r\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\r\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\r\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?attribute.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?uniform.+$/gm, \"\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?varying.+$/gm, \"\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\r\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\r\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\r\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\r\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\r\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}\r\n"]}
|
package/Meshes/mesh.d.ts
CHANGED
|
@@ -657,7 +657,7 @@ export declare class Mesh extends AbstractMesh implements IGetSetVerticesData {
|
|
|
657
657
|
/**
|
|
658
658
|
* @internal
|
|
659
659
|
*/
|
|
660
|
-
_bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
|
|
660
|
+
_bind(subMesh: SubMesh, effect: Effect, fillMode: number, allowInstancedRendering?: boolean): Mesh;
|
|
661
661
|
/**
|
|
662
662
|
* @internal
|
|
663
663
|
*/
|
package/Meshes/mesh.js
CHANGED
|
@@ -1313,7 +1313,7 @@ export class Mesh extends AbstractMesh {
|
|
|
1313
1313
|
/**
|
|
1314
1314
|
* @internal
|
|
1315
1315
|
*/
|
|
1316
|
-
_bind(subMesh, effect, fillMode) {
|
|
1316
|
+
_bind(subMesh, effect, fillMode, allowInstancedRendering = true) {
|
|
1317
1317
|
if (!this._geometry) {
|
|
1318
1318
|
return this;
|
|
1319
1319
|
}
|
|
@@ -1342,7 +1342,7 @@ export class Mesh extends AbstractMesh {
|
|
|
1342
1342
|
}
|
|
1343
1343
|
}
|
|
1344
1344
|
// VBOs
|
|
1345
|
-
if (!this._userInstancedBuffersStorage || this.hasThinInstances) {
|
|
1345
|
+
if (!allowInstancedRendering || !this._userInstancedBuffersStorage || this.hasThinInstances) {
|
|
1346
1346
|
this._geometry._bind(effect, indexToBind);
|
|
1347
1347
|
}
|
|
1348
1348
|
else {
|
|
@@ -1852,7 +1852,7 @@ export class Mesh extends AbstractMesh {
|
|
|
1852
1852
|
}
|
|
1853
1853
|
if (!hardwareInstancedRendering) {
|
|
1854
1854
|
// Binding will be done later because we need to add more info to the VB
|
|
1855
|
-
this._bind(subMesh, effect, fillMode);
|
|
1855
|
+
this._bind(subMesh, effect, fillMode, false);
|
|
1856
1856
|
}
|
|
1857
1857
|
const effectiveMaterial = this._internalMeshDataInfo._effectiveMaterial;
|
|
1858
1858
|
const world = effectiveMesh.getWorldMatrix();
|