@babylonjs/core 6.14.2 → 6.16.0
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/Actions/actionManager.js +8 -3
- package/Actions/actionManager.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/skeleton.js +1 -0
- package/Bones/skeleton.js.map +1 -1
- package/Compute/computeEffect.js +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
- package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
- package/Decorators/nodeDecorator.js.map +1 -0
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
- package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/nativeEngine.js +5 -4
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -0
- package/Engines/thinEngine.js +35 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +12 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
- package/FlowGraph/Blocks/Data/index.d.ts +1 -0
- package/FlowGraph/Blocks/Data/index.js +2 -0
- package/FlowGraph/Blocks/Data/index.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/index.d.ts +2 -0
- package/FlowGraph/Blocks/Event/index.js +3 -0
- package/FlowGraph/Blocks/Event/index.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
- package/FlowGraph/Blocks/Execution/index.js +3 -0
- package/FlowGraph/Blocks/Execution/index.js.map +1 -0
- package/FlowGraph/Blocks/index.d.ts +3 -0
- package/FlowGraph/Blocks/index.js +5 -0
- package/FlowGraph/Blocks/index.js.map +1 -0
- package/FlowGraph/flowGraph.d.ts +34 -0
- package/FlowGraph/flowGraph.js +54 -0
- package/FlowGraph/flowGraph.js.map +1 -0
- package/FlowGraph/flowGraphBlock.d.ts +33 -0
- package/FlowGraph/flowGraphBlock.js +39 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -0
- package/FlowGraph/flowGraphConnection.d.ts +38 -0
- package/FlowGraph/flowGraphConnection.js +40 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -0
- package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
- package/FlowGraph/flowGraphDataConnection.js +30 -0
- package/FlowGraph/flowGraphDataConnection.js.map +1 -0
- package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
- package/FlowGraph/flowGraphEventBlock.js +15 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -0
- package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
- package/FlowGraph/flowGraphExecutionBlock.js +27 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
- package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
- package/FlowGraph/flowGraphSignalConnection.js +22 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
- package/FlowGraph/index.d.ts +6 -0
- package/FlowGraph/index.js +8 -0
- package/FlowGraph/index.js.map +1 -0
- package/Gizmos/lightGizmo.d.ts +5 -0
- package/Gizmos/lightGizmo.js +21 -7
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +6 -0
- package/Gizmos/planeRotationGizmo.js +5 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +8 -0
- package/Gizmos/rotationGizmo.js +15 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Layers/layer.js +1 -1
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +3 -1
- package/Lights/Shadows/shadowGenerator.js +4 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.js +2 -0
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
- package/Materials/Node/Blocks/Teleport/index.js +3 -0
- package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +4 -4
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +5 -5
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -4
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +4 -4
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js +13 -14
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js +3 -4
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +50 -15
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
- package/Materials/Node/nodeMaterialBlock.js +34 -11
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +36 -36
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.d.ts +4 -0
- package/Materials/effectRenderer.js +8 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +4 -0
- package/Materials/greasedLinePluginMaterial.js +12 -1
- package/Materials/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/materialPluginManager.js +5 -5
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +4 -15
- package/Materials/meshDebugPluginMaterial.js +8 -29
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +5 -5
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +31 -0
- package/Meshes/Builders/boxBuilder.js +65 -1
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +3 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -1
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -1
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +1 -1
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +85 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +210 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +68 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +186 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js +81 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.d.ts +31 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js +58 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +28 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +53 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -0
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- package/Shaders/gpuRenderParticles.vertex.js +77 -39
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- package/Shaders/gpuUpdateParticles.vertex.js +206 -100
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- package/Shaders/imageProcessing.fragment.js +12 -6
- package/Shaders/imageProcessing.fragment.js.map +1 -1
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- package/Shaders/kernelBlur.vertex.js +10 -5
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- package/Shaders/layer.fragment.js.map +1 -1
- package/Shaders/layer.vertex.js +6 -3
- package/Shaders/layer.vertex.js.map +1 -1
- package/Shaders/lensFlare.fragment.js +6 -3
- package/Shaders/lensFlare.fragment.js.map +1 -1
- package/Shaders/lensFlare.vertex.js +6 -3
- package/Shaders/lensFlare.vertex.js.map +1 -1
- package/Shaders/lensHighlights.fragment.js +14 -5
- package/Shaders/lensHighlights.fragment.js.map +1 -1
- package/Shaders/line.fragment.js +6 -3
- package/Shaders/line.fragment.js.map +1 -1
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- package/Shaders/line.vertex.js.map +1 -1
- package/Shaders/meshUVSpaceRenderer.fragment.js +3 -1
- package/Shaders/meshUVSpaceRenderer.fragment.js.map +1 -1
- package/Shaders/meshUVSpaceRenderer.vertex.js +14 -7
- package/Shaders/meshUVSpaceRenderer.vertex.js.map +1 -1
- package/Shaders/minmaxRedux.fragment.js +21 -8
- package/Shaders/minmaxRedux.fragment.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +35 -14
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/noise.fragment.js +13 -2
- package/Shaders/noise.fragment.js.map +1 -1
- package/Shaders/oitBackBlend.fragment.js +2 -1
- package/Shaders/oitBackBlend.fragment.js.map +1 -1
- package/Shaders/oitFinal.fragment.js +4 -1
- package/Shaders/oitFinal.fragment.js.map +1 -1
- package/Shaders/outline.fragment.js +11 -5
- package/Shaders/outline.fragment.js.map +1 -1
- package/Shaders/outline.vertex.js +27 -13
- package/Shaders/outline.vertex.js.map +1 -1
- package/Shaders/particles.fragment.js +18 -9
- package/Shaders/particles.fragment.js.map +1 -1
- package/Shaders/particles.vertex.js +58 -29
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/pass.fragment.js +4 -2
- package/Shaders/pass.fragment.js.map +1 -1
- package/Shaders/passCube.fragment.js +17 -8
- package/Shaders/passCube.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +389 -154
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +70 -35
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/postprocess.vertex.js +6 -3
- package/Shaders/postprocess.vertex.js.map +1 -1
- package/Shaders/procedural.vertex.js +6 -3
- package/Shaders/procedural.vertex.js.map +1 -1
- package/Shaders/refraction.fragment.js +1 -1
- package/Shaders/refraction.fragment.js.map +1 -1
- package/Shaders/rgbdDecode.fragment.js +4 -2
- package/Shaders/rgbdDecode.fragment.js.map +1 -1
- package/Shaders/rgbdEncode.fragment.js +4 -2
- package/Shaders/rgbdEncode.fragment.js.map +1 -1
- package/Shaders/screenSpaceCurvature.fragment.js +11 -3
- package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection.fragment.js +57 -15
- package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +125 -51
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js +7 -1
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +28 -13
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/Shaders/shadowMap.fragment.js +14 -6
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/Shaders/shadowMap.vertex.js +35 -17
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/sharpen.fragment.js +8 -2
- package/Shaders/sharpen.fragment.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +17 -4
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/Shaders/spriteMap.vertex.js +2 -1
- package/Shaders/spriteMap.vertex.js.map +1 -1
- package/Shaders/sprites.fragment.js +17 -7
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.js +10 -4
- package/Shaders/sprites.vertex.js.map +1 -1
- package/Shaders/ssao.fragment.js +0 -2
- package/Shaders/ssao.fragment.js.map +1 -1
- package/Shaders/ssao2.fragment.js +0 -2
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Shaders/ssaoCombine.fragment.js +8 -4
- package/Shaders/ssaoCombine.fragment.js.map +1 -1
- package/Shaders/standard.fragment.js +101 -25
- package/Shaders/standard.fragment.js.map +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js +14 -6
- package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
- package/Shaders/subSurfaceScattering.fragment.js +58 -12
- package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
- package/Shaders/tonemap.fragment.js +21 -9
- package/Shaders/tonemap.fragment.js.map +1 -1
- package/Shaders/velocity.fragment.js +8 -4
- package/Shaders/velocity.fragment.js.map +1 -1
- package/Shaders/velocity.vertex.js +18 -9
- package/Shaders/velocity.vertex.js.map +1 -1
- package/Shaders/volumetricLightScattering.fragment.js +9 -4
- package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
- package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js +6 -2
- package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
- package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
- package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/postprocess.vertex.js +9 -4
- package/ShadersWGSL/postprocess.vertex.js.map +1 -1
- package/assetContainer.d.ts +7 -0
- package/assetContainer.js +46 -0
- package/assetContainer.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +5 -0
- package/scene.js.map +1 -1
- package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
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@@ -10,7 +10,7 @@ import "../../../../Shaders/ShadersInclude/reflectionFunction.js";
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import { CubeTexture } from "../../../Textures/cubeTexture.js";
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11
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import { Texture } from "../../../Textures/texture.js";
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import { EngineStore } from "../../../../Engines/engineStore.js";
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-
import { editableInPropertyPage, PropertyTypeForEdition } from "
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+
import { editableInPropertyPage, PropertyTypeForEdition } from "../../../../Decorators/nodeDecorator.js";
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/**
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* Base block used to read a reflection texture from a sampler
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*/
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@@ -168,20 +168,20 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
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this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName("worldPosition");
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const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : "v_" + this.worldPosition.associatedVariableName;
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if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, "vec4")) {
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-
code += `${this.generateOnlyFragmentCode ? "vec4 " : ""}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\
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+
code += `${this.generateOnlyFragmentCode ? "vec4 " : ""}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\n`;
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}
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this._positionUVWName = state._getFreeVariableName("positionUVW");
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this._directionWName = state._getFreeVariableName("directionW");
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if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, "vec3", this._defineSkyboxName)) {
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-
code += `#ifdef ${this._defineSkyboxName}\
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code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\
|
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code += `#endif\
|
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+
code += `#ifdef ${this._defineSkyboxName}\n`;
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code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\n`;
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code += `#endif\n`;
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}
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if (this.generateOnlyFragmentCode ||
|
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state._emitVaryingFromString(this._directionWName, "vec3", `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {
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code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\
|
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code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\
|
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code += `#endif\
|
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+
code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\n`;
|
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code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\n`;
|
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+
code += `#endif\n`;
|
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185
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}
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return code;
|
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187
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}
|
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@@ -197,11 +197,11 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
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197
197
|
state.samplers.push(this._cubeSamplerName);
|
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198
198
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this._2DSamplerName = state._getFreeVariableName(this.name + "2DSampler");
|
|
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|
state.samplers.push(this._2DSamplerName);
|
|
200
|
-
state._samplerDeclaration += `#ifdef ${this._define3DName}\
|
|
201
|
-
state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\
|
|
202
|
-
state._samplerDeclaration += `#else\
|
|
203
|
-
state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\
|
|
204
|
-
state._samplerDeclaration += `#endif\
|
|
200
|
+
state._samplerDeclaration += `#ifdef ${this._define3DName}\n`;
|
|
201
|
+
state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\n`;
|
|
202
|
+
state._samplerDeclaration += `#else\n`;
|
|
203
|
+
state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\n`;
|
|
204
|
+
state._samplerDeclaration += `#endif\n`;
|
|
205
205
|
// Fragment
|
|
206
206
|
state.sharedData.blocksWithDefines.push(this);
|
|
207
207
|
state.sharedData.bindableBlocks.push(this);
|
|
@@ -276,11 +276,11 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
|
|
276
276
|
|
|
277
277
|
#ifdef ${this._defineExplicitName}
|
|
278
278
|
vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);
|
|
279
|
-
#endif\
|
|
279
|
+
#endif\n`;
|
|
280
280
|
if (!doNotEmitInvertZ) {
|
|
281
281
|
code += `#ifdef ${this._defineOppositeZ}
|
|
282
282
|
${this._reflectionVectorName}.z *= -1.0;
|
|
283
|
-
#endif\
|
|
283
|
+
#endif\n`;
|
|
284
284
|
}
|
|
285
285
|
if (!onlyReflectionVector) {
|
|
286
286
|
code += `
|
|
@@ -292,7 +292,7 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
|
|
292
292
|
${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;
|
|
293
293
|
#endif
|
|
294
294
|
${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;
|
|
295
|
-
#endif\
|
|
295
|
+
#endif\n`;
|
|
296
296
|
}
|
|
297
297
|
return code;
|
|
298
298
|
}
|
|
@@ -305,22 +305,22 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
|
|
305
305
|
handleFragmentSideCodeReflectionColor(lodVarName, swizzleLookupTexture = ".rgb") {
|
|
306
306
|
const colorType = "vec" + (swizzleLookupTexture.length === 0 ? "4" : swizzleLookupTexture.length - 1);
|
|
307
307
|
let code = `${colorType} ${this._reflectionColorName};
|
|
308
|
-
#ifdef ${this._define3DName}\
|
|
308
|
+
#ifdef ${this._define3DName}\n`;
|
|
309
309
|
if (lodVarName) {
|
|
310
|
-
code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\
|
|
310
|
+
code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\n`;
|
|
311
311
|
}
|
|
312
312
|
else {
|
|
313
|
-
code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\
|
|
313
|
+
code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\n`;
|
|
314
314
|
}
|
|
315
315
|
code += `
|
|
316
|
-
#else\
|
|
316
|
+
#else\n`;
|
|
317
317
|
if (lodVarName) {
|
|
318
|
-
code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\
|
|
318
|
+
code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\n`;
|
|
319
319
|
}
|
|
320
320
|
else {
|
|
321
|
-
code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\
|
|
321
|
+
code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\n`;
|
|
322
322
|
}
|
|
323
|
-
code += `#endif\
|
|
323
|
+
code += `#endif\n`;
|
|
324
324
|
return code;
|
|
325
325
|
}
|
|
326
326
|
/**
|
|
@@ -334,7 +334,7 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
|
|
334
334
|
if (state.target === NodeMaterialBlockTargets.Fragment) {
|
|
335
335
|
for (const output of this._outputs) {
|
|
336
336
|
if (output.hasEndpoints) {
|
|
337
|
-
code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\
|
|
337
|
+
code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\n`;
|
|
338
338
|
}
|
|
339
339
|
}
|
|
340
340
|
}
|
|
@@ -351,12 +351,12 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
|
|
|
351
351
|
}
|
|
352
352
|
if (this.texture.isCube) {
|
|
353
353
|
const forcedExtension = this.texture.forcedExtension;
|
|
354
|
-
codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture("${this.texture.name}", undefined, undefined, ${this.texture.noMipmap}, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '"' + forcedExtension + '"' : "null"});\
|
|
354
|
+
codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture("${this.texture.name}", undefined, undefined, ${this.texture.noMipmap}, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '"' + forcedExtension + '"' : "null"});\n`;
|
|
355
355
|
}
|
|
356
356
|
else {
|
|
357
|
-
codeString += `${this._codeVariableName}.texture = new BABYLON.Texture("${this.texture.name}", null);\
|
|
357
|
+
codeString += `${this._codeVariableName}.texture = new BABYLON.Texture("${this.texture.name}", null);\n`;
|
|
358
358
|
}
|
|
359
|
-
codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\
|
|
359
|
+
codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\n`;
|
|
360
360
|
return codeString;
|
|
361
361
|
}
|
|
362
362
|
serialize() {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\r\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\n`;\r\n state._samplerDeclaration += `#else\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\n`;\r\n state._samplerDeclaration += `#endif\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `\r\n #else\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `#endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
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@@ -152,7 +152,7 @@ export class ReflectionTextureBlock extends ReflectionTextureBaseBlock {
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}
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this.handleFragmentSideInits(state);
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const normalWUnit = state._getFreeVariableName("normalWUnit");
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-
state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\
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+
state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\n`;
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state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);
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state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, "");
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state.compilationString += this.writeOutputs(state, this._reflectionColorName);
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ReflectionTextureBaseBlock } from \"./reflectionTextureBaseBlock\";\r\n\r\n/**\r\n * Block used to read a reflection texture from a sampler\r\n */\r\nexport class ReflectionTextureBlock extends ReflectionTextureBaseBlock {\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n console.error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n if (this.worldPosition.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n console.error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment); // Flagging as fragment as the normal can be changed by fragment code\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n super.autoConfigure(material);\r\n\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.texture) {\r\n state.compilationString += this.writeOutputs(state, \"vec4(0.)\");\r\n return this;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += this.handleVertexSide(state);\r\n return this;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.compilationString += this.handleVertexSide(state);\r\n }\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n const normalWUnit = state._getFreeVariableName(\"normalWUnit\");\r\n\r\n state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, \"\");\r\n\r\n state.compilationString += this.writeOutputs(state, this._reflectionColorName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBlock\", ReflectionTextureBlock);\r\n"]}
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1
|
+
{"version":3,"file":"reflectionTextureBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/reflectionTextureBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAGhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,0BAA0B,EAAE,MAAM,8BAA8B,CAAC;AAE1E;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,0BAA0B;IACxD,kCAAkC;QACxC,IAAI,IAAI,CAAC,QAAQ,CAAC,WAAW,EAAE;YAC3B,IAAI,CAAC,wBAAwB,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC;YAC/D,OAAO,CAAC,KAAK,CAAC,gEAAgE,CAAC,CAAC;YAChF,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE;YAChC,IAAI,CAAC,wBAAwB,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC;YAC/D,OAAO,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;YACrF,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,UAAU,EAAE,CAAC;QAElB,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,UAAU;QAChB,KAAK,CAAC,UAAU,EAAE,CAAC;QACnB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAE,CAAC,MAAM,GAAG,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,MAAM,CAAC;QAC9I,IAAI,CAAC,cAAc,CAAC,eAAe,CAAE,CAAC,MAAM,GAAG,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,MAAM,CAAC;IACvJ,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,CAAC,CAAC;QAEZ,IAAI,CAAC,aAAa,CAAC,UAAU,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QACzH,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,qEAAqE;QACjM,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAElH,IAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC9H,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAEnH,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC7G,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACzG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACzG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACzG,IAAI,CAAC,cAAc,CAAC,GAAG,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAEzG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,MAAM,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAC/I,CAAC;IACN,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,CAAC;QACR,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEM,aAAa,CAAC,QAAsB;QACvC,KAAK,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE;YAClC,IAAI,mBAAmB,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,KAAK,wBAAwB,CAAC,cAAc,CAAC,CAAC;YAE9H,IAAI,CAAC,mBAAmB,EAAE;gBACtB,mBAAmB,GAAG,IAAI,UAAU,CAAC,gBAAgB,CAAC,CAAC;gBACvD,mBAAmB,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;aACjF;YACD,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SAC7D;IACL,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC;YAChE,OAAO,IAAI,CAAC;SACf;QAED,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACpD,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;YACxD,OAAO,IAAI,CAAC;SACf;QAED,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAC/B,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;SAC3D;QAED,IAAI,CAAC,uBAAuB,CAAC,KAAK,CAAC,CAAC;QAEpC,MAAM,WAAW,GAAG,KAAK,CAAC,oBAAoB,CAAC,aAAa,CAAC,CAAC;QAE9D,KAAK,CAAC,iBAAiB,IAAI,QAAQ,WAAW,gBAAgB,IAAI,CAAC,WAAW,CAAC,sBAAsB,MAAM,CAAC;QAE5G,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,sCAAsC,CAAC,WAAW,CAAC,CAAC;QAEpF,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,qCAAqC,CAAC,SAAS,EAAE,EAAE,CAAC,CAAC;QAErF,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAE/E,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ReflectionTextureBaseBlock } from \"./reflectionTextureBaseBlock\";\r\n\r\n/**\r\n * Block used to read a reflection texture from a sampler\r\n */\r\nexport class ReflectionTextureBlock extends ReflectionTextureBaseBlock {\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n console.error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n if (this.worldPosition.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n console.error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment); // Flagging as fragment as the normal can be changed by fragment code\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n super.autoConfigure(material);\r\n\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition);\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.texture) {\r\n state.compilationString += this.writeOutputs(state, \"vec4(0.)\");\r\n return this;\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += this.handleVertexSide(state);\r\n return this;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.compilationString += this.handleVertexSide(state);\r\n }\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n const normalWUnit = state._getFreeVariableName(\"normalWUnit\");\r\n\r\n state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\\n`;\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);\r\n\r\n state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, \"\");\r\n\r\n state.compilationString += this.writeOutputs(state, this._reflectionColorName);\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBlock\", ReflectionTextureBlock);\r\n"]}
|
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@@ -3,7 +3,7 @@ import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
|
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3
3
|
import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
|
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4
4
|
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
|
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5
5
|
import { RegisterClass } from "../../../../Misc/typeStore.js";
|
|
6
|
-
import { editableInPropertyPage, PropertyTypeForEdition } from "
|
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6
|
+
import { editableInPropertyPage, PropertyTypeForEdition } from "../../../../Decorators/nodeDecorator.js";
|
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7
7
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/**
|
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8
8
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* Block used to retrieve the depth (zbuffer) of the scene
|
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9
9
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* @since 5.0.0
|
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@@ -86,7 +86,7 @@ export class SceneDepthBlock extends NodeMaterialBlock {
|
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86
86
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}
|
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87
87
|
this._mainUVName = "vMain" + uvInput.associatedVariableName;
|
|
88
88
|
state._emitVaryingFromString(this._mainUVName, "vec2");
|
|
89
|
-
state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\
|
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89
|
+
state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\n`;
|
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90
90
|
if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {
|
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91
91
|
return;
|
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92
92
|
}
|
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@@ -103,28 +103,28 @@ export class SceneDepthBlock extends NodeMaterialBlock {
|
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103
103
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if (state.target === NodeMaterialBlockTargets.Fragment) {
|
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104
104
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return;
|
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105
105
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}
|
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106
|
-
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\
|
|
106
|
+
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\n`;
|
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107
107
|
return;
|
|
108
108
|
}
|
|
109
109
|
if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
|
|
110
|
-
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\
|
|
110
|
+
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\n`;
|
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111
111
|
return;
|
|
112
112
|
}
|
|
113
|
-
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\
|
|
113
|
+
state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\n`;
|
|
114
114
|
}
|
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115
115
|
_writeOutput(state, output, swizzle, vertexMode = false) {
|
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116
116
|
if (vertexMode) {
|
|
117
117
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if (state.target === NodeMaterialBlockTargets.Fragment) {
|
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118
118
|
return;
|
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119
119
|
}
|
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120
|
-
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\
|
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120
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+
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
|
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121
121
|
return;
|
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122
122
|
}
|
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123
|
if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
|
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124
|
-
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\
|
|
124
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+
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
|
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125
125
|
return;
|
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126
126
|
}
|
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127
|
-
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\
|
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127
|
+
state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\n`;
|
|
128
128
|
}
|
|
129
129
|
_buildBlock(state) {
|
|
130
130
|
super._buildBlock(state);
|
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"sceneDepthBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/sceneDepthBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAGhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,6BAA6B,CAAC;AAK7F;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,iBAAiB;IAqDlD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QArD5D;;WAEG;QAgBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAgBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAII,oBAAe,GAAG,KAAK,CAAC;QAS3B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE5G,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,KAA6B;QAC3C,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;IACjD,CAAC;IAED,IAAW,MAAM;QACb,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE;YACtB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE;YAC9B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEO,WAAW,CAAC,KAAY;QAC5B,MAAM,aAAa,GAAG,KAAK,CAAC,mBAAmB,CAAC,SAAS,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,SAAS,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE5I,OAAO,aAAa,CAAC,WAAW,EAAE,CAAC;IACvC,CAAC;IAEM,IAAI,CAAC,MAAc,EAAE,YAA0B;QAClD,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE1D,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAClD,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE;YAC5C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBAChC,KAAK,CAAC,sBAAsB,CACxB,OAAO,CAAC,sBAAsB,EAC9B,KAAK,GAAG,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAC9J,CAAC;aACL;SACJ;QAED,IAAI,CAAC,WAAW,GAAG,OAAO,GAAG,OAAO,CAAC,sBAAsB,CAAC;QAE5D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAEvD,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,UAAU,CAAC;QAE7F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE;YACzD,OAAO;SACV;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,EAAE;gBACrB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;aAC/C;SACJ;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACvE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,WAAW,CAAC;YACxI,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,WAAW,CAAC;YACxI,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,WAAW,QAAQ,CAAC;IAC3H,CAAC;IAEO,YAAY,CAAC,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QACxH,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;YAC9G,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;YAC9G,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;IAClH,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,CAAC;QACtE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAEtE,IAAI,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;YACnD,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SAC9C;QAED,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACpD,SAAS;YACT,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;SACV;QAED,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,CAAC,EAAE;YAC3D,OAAO;SACV;QAED,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAExC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\r\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
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1
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\nimport type { NodeMaterial } from \"../../nodeMaterial\";\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\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 \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
|