@babylonjs/core 6.29.0 → 6.29.2
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/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/actionManager.js +3 -3
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.js +1 -1
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +2 -2
- package/Animations/animation.js.map +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Audio/audioSceneComponent.js +2 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/soundTrack.js +1 -1
- package/Audio/soundTrack.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +1 -2
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Bones/bone.js +2 -2
- package/Bones/bone.js.map +1 -1
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/arcRotateCamera.js +13 -37
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +0 -21
- package/Cameras/camera.js +1 -36
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +30 -51
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/Octrees/octree.js +1 -1
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Debug/axesViewer.d.ts +3 -1
- package/Debug/axesViewer.js +14 -11
- package/Debug/axesViewer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +8 -8
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.textureSelector.js +1 -1
- package/Engines/Extensions/engine.textureSelector.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +1 -1
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +9 -14
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +2 -6
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.js +2 -1
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +2 -2
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
- package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -2
- package/Engines/constants.js +2 -2
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.js +2 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/engineStore.js +1 -1
- package/Engines/engineStore.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +6 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +27 -32
- package/Engines/webgpuEngine.js +237 -317
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +1 -1
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -1
- package/Gizmos/cameraGizmo.js +11 -8
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Layers/effectLayerSceneComponent.js +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/layerSceneComponent.js +1 -1
- package/Layers/layerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -1
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js +2 -2
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +1 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +2 -2
- package/Lights/light.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +1 -1
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
- package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +2 -2
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +4 -4
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -12
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/baseTexture.js +1 -1
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +4 -3
- package/Materials/Textures/dynamicTexture.js +10 -6
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.d.ts +4 -0
- package/Materials/Textures/externalTexture.js +4 -0
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +0 -4
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureSampler.d.ts +4 -0
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +1 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +9 -1
- package/Maths/math.path.js +23 -7
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +93 -0
- package/Maths/math.vector.js +157 -26
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +5 -5
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -1
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +4 -4
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +4 -4
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +4 -4
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +4 -4
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +1 -1
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +2 -2
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +6 -6
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +1 -1
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/textBuilder.js +13 -5
- package/Meshes/Builders/textBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +4 -4
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
- package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +1 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +32 -5
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/abstractMesh.js +5 -5
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +5 -5
- package/Meshes/csg.js.map +1 -1
- package/Meshes/geodesicMesh.js +1 -1
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/mesh.js +14 -10
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +2 -2
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +7 -7
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +1 -1
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/codeStringParsingTools.d.ts +2 -1
- package/Misc/codeStringParsingTools.js +3 -2
- package/Misc/codeStringParsingTools.js.map +1 -1
- package/Misc/dds.js +1 -1
- package/Misc/dds.js.map +1 -1
- package/Misc/filesInput.js +1 -1
- package/Misc/filesInput.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +2 -1
- package/Misc/greasedLineTools.js +2 -0
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/precisionDate.js +4 -2
- package/Misc/precisionDate.js.map +1 -1
- package/Misc/sceneOptimizer.js +2 -2
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Morph/morphTarget.js +1 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Particles/gpuParticleSystem.js +1 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +2 -2
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/particleSystemComponent.js +2 -2
- package/Particles/particleSystemComponent.js.map +1 -1
- package/Particles/particleSystemSet.js +1 -1
- package/Particles/particleSystemSet.js.map +1 -1
- package/Physics/v1/Plugins/cannonJSPlugin.js +2 -2
- package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +3 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +1 -0
- package/PostProcesses/postProcess.js +30 -23
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -2
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -3
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/prePassRenderer.js +8 -4
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Sprites/spriteManager.js +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteMap.js +4 -4
- package/Sprites/spriteMap.js.map +1 -1
- package/Sprites/spriteSceneComponent.js +2 -2
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/XR/features/WebXRFeaturePointSystem.js +2 -2
- package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
- package/abstractScene.js +16 -16
- package/abstractScene.js.map +1 -1
- package/assetContainer.js +2 -2
- package/assetContainer.js.map +1 -1
- package/node.js +2 -2
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +0 -4
- package/scene.js +6 -12
- package/scene.js.map +1 -1
- package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
- package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
- package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +0 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\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: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.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 that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\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(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\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 \"LightBlock\";\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[0];\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[1];\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[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\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 public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList\r\n );\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `vec3 ${worldPosVariableName};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\n`;\r\n state.compilationString += `float shadow = 1.;\\n`;\r\n state.compilationString += `float aggShadow = 0.;\\n`;\r\n state.compilationString += `float numLights = 0.;\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" }],\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = aggShadow;\\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.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\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.LightBlock\", LightBlock);\r\n"]}
|
|
1
|
+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\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: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.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 that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\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(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\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 \"LightBlock\";\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[0];\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[1];\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[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\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 public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n MaterialHelper.PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n MaterialHelper.PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList\r\n );\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n MaterialHelper.BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n MaterialHelper.BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n if (state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n state.compilationString += `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `vec4 worldPos = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `mat4 view = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n\r\n // Fragment\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `vec3 ${worldPosVariableName};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `vec3 viewDirectionW = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += `lightingInfo info;\\n`;\r\n state.compilationString += `float shadow = 1.;\\n`;\r\n state.compilationString += `float aggShadow = 0.;\\n`;\r\n state.compilationString += `float numLights = 0.;\\n`;\r\n state.compilationString += `float glossiness = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `vec3 diffuseBase = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `vec3 specularBase = vec3(0., 0., 0.);\\n`;\r\n state.compilationString += `vec3 normalW = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `vPositionW,${worldPosVariableName}.xyz`,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n this._declareOutput(diffuseOutput, state) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n this._declareOutput(specularOutput, state) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.shadow, state) + ` = aggShadow;\\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.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\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.LightBlock\", LightBlock);\r\n"]}
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@@ -972,7 +972,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
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else {
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state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
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repeatKey: "maxSimultaneousLights",
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-
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975
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+
substitutionVars: `vPositionW,${worldPosVarName}.xyz`,
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});
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}
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// _____________________________ Compute Final Lit Components ________________________
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