@babylonjs/core 6.29.1 → 6.29.2

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Files changed (127) hide show
  1. package/Debug/axesViewer.d.ts +3 -1
  2. package/Debug/axesViewer.js +14 -11
  3. package/Debug/axesViewer.js.map +1 -1
  4. package/Engines/Processors/shaderCodeInliner.js +1 -1
  5. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  6. package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
  7. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  8. package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
  9. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  11. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.multiRender.js +1 -6
  13. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.query.js +2 -6
  15. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  19. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
  21. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  22. package/Engines/WebGPU/webgpuBundleList.js +2 -1
  23. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  24. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  25. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  26. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  27. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
  28. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  29. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  30. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  31. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  32. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  33. package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
  34. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  35. package/Engines/WebGPU/webgpuClearQuad.js +2 -2
  36. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  37. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
  38. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  39. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  40. package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
  41. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  42. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
  43. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  44. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
  45. package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
  46. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  47. package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
  48. package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
  49. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  50. package/Engines/constants.d.ts +2 -0
  51. package/Engines/constants.js +2 -0
  52. package/Engines/constants.js.map +1 -1
  53. package/Engines/engineCapabilities.d.ts +2 -0
  54. package/Engines/engineCapabilities.js.map +1 -1
  55. package/Engines/nativeEngine.js +1 -0
  56. package/Engines/nativeEngine.js.map +1 -1
  57. package/Engines/nullEngine.js +1 -0
  58. package/Engines/nullEngine.js.map +1 -1
  59. package/Engines/thinEngine.js +6 -2
  60. package/Engines/thinEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +27 -32
  62. package/Engines/webgpuEngine.js +237 -317
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
  65. package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
  66. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
  67. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  69. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  71. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  72. package/Materials/Textures/externalTexture.d.ts +4 -0
  73. package/Materials/Textures/externalTexture.js +4 -0
  74. package/Materials/Textures/externalTexture.js.map +1 -1
  75. package/Materials/Textures/internalTexture.d.ts +0 -4
  76. package/Materials/Textures/internalTexture.js.map +1 -1
  77. package/Materials/Textures/textureSampler.d.ts +4 -0
  78. package/Materials/Textures/textureSampler.js.map +1 -1
  79. package/Maths/math.path.d.ts +9 -1
  80. package/Maths/math.path.js +17 -1
  81. package/Maths/math.path.js.map +1 -1
  82. package/Maths/math.vector.d.ts +93 -0
  83. package/Maths/math.vector.js +155 -24
  84. package/Maths/math.vector.js.map +1 -1
  85. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
  86. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  87. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
  88. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  89. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
  90. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  91. package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
  92. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  93. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
  94. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  95. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
  96. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  97. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
  98. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  99. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
  100. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  101. package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
  102. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  103. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  104. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  105. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
  106. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +30 -3
  107. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  108. package/Meshes/mesh.js +5 -1
  109. package/Meshes/mesh.js.map +1 -1
  110. package/Misc/codeStringParsingTools.d.ts +2 -1
  111. package/Misc/codeStringParsingTools.js +3 -2
  112. package/Misc/codeStringParsingTools.js.map +1 -1
  113. package/Misc/greasedLineTools.d.ts +2 -1
  114. package/Misc/greasedLineTools.js +2 -0
  115. package/Misc/greasedLineTools.js.map +1 -1
  116. package/Physics/v2/Plugins/havokPlugin.js +3 -1
  117. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  118. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
  119. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  120. package/Rendering/prePassRenderer.js +8 -4
  121. package/Rendering/prePassRenderer.js.map +1 -1
  122. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
  123. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  124. package/package.json +1 -1
  125. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
  126. package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
  127. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +0 -1
@@ -1,4 +1,4 @@
1
- import type { BaseTexture } from "../Textures/baseTexture";
1
+ import type { RawTexture } from "../Textures/rawTexture";
2
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  import type { Nullable } from "../../types";
3
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  import { Color3 } from "../../Maths/math.color";
4
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  /**
@@ -20,5 +20,5 @@ export declare class GreasedLineMaterialDefaults {
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  /**
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  * Empty colors texture for WebGPU
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  */
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- static EmptyColorsTexture: Nullable<BaseTexture>;
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+ static EmptyColorsTexture: Nullable<RawTexture>;
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLineMaterialDefaults.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLineMaterialDefaults.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,2BAA2B;;AACpC;;GAEG;AACW,yCAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;AAC7C;;GAEG;AACW,oDAAwB,GAAG,CAAC,CAAC;AAC3C;;GAEG;AACW,yCAAa,GAAG,GAAG,CAAC","sourcesContent":["import type { BaseTexture } from \"../Textures/baseTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\n/**\r\n * Default settings for GreasedLine materials\r\n */\r\nexport class GreasedLineMaterialDefaults {\r\n /**\r\n * Default line color for newly created lines\r\n */\r\n public static DEFAULT_COLOR = Color3.White();\r\n /**\r\n * Default line width when sizeAttenuation is true\r\n */\r\n public static DEFAULT_WIDTH_ATTENUATED = 1;\r\n /**\r\n * Defaule line width\r\n */\r\n public static DEFAULT_WIDTH = 0.1;\r\n /**\r\n * Empty colors texture for WebGPU\r\n */\r\n public static EmptyColorsTexture: Nullable<BaseTexture>;\r\n}\r\n"]}
1
+ {"version":3,"file":"greasedLineMaterialDefaults.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLineMaterialDefaults.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,2BAA2B;;AACpC;;GAEG;AACW,yCAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;AAC7C;;GAEG;AACW,oDAAwB,GAAG,CAAC,CAAC;AAC3C;;GAEG;AACW,yCAAa,GAAG,GAAG,CAAC","sourcesContent":["import type { RawTexture } from \"../Textures/rawTexture\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\n\r\n/**\r\n * Default settings for GreasedLine materials\r\n */\r\nexport class GreasedLineMaterialDefaults {\r\n /**\r\n * Default line color for newly created lines\r\n */\r\n public static DEFAULT_COLOR = Color3.White();\r\n /**\r\n * Default line width when sizeAttenuation is true\r\n */\r\n public static DEFAULT_WIDTH_ATTENUATED = 1;\r\n /**\r\n * Defaule line width\r\n */\r\n public static DEFAULT_WIDTH = 0.1;\r\n /**\r\n * Empty colors texture for WebGPU\r\n */\r\n public static EmptyColorsTexture: Nullable<RawTexture>;\r\n}\r\n"]}
@@ -92,6 +92,9 @@ export class GreasedLineSimpleMaterial extends ShaderMaterial {
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  if (options.colorsTexture) {
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  this.colorsTexture = options.colorsTexture;
94
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  }
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+ else {
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+ this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);
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+ }
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  if (this._colors) {
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  this.setColors(this._colors);
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  }
@@ -411,7 +414,7 @@ export class GreasedLineSimpleMaterial extends ShaderMaterial {
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  this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, greasedLineMaterialOptions.colors, this.colorsSampling, this.getScene());
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  }
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  else {
414
- GreasedLineTools.PrepareEmptyColorsTexture(scene);
417
+ this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);
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  }
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  this._cameraFacing = (_b = greasedLineMaterialOptions.cameraFacing) !== null && _b !== void 0 ? _b : true;
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  this.setDefine("GREASED_LINE_CAMERA_FACING", this._cameraFacing);
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\n\r\nimport { ShaderMaterial } from \"../shaderMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\n\r\nimport \"../../Shaders/greasedLine.fragment\";\r\nimport \"../../Shaders/greasedLine.vertex\";\r\nimport type { GreasedLineMaterialOptions, IGreasedLineMaterial } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * GreasedLineSimpleMaterial\r\n */\r\nexport class GreasedLineSimpleMaterial extends ShaderMaterial implements IGreasedLineMaterial {\r\n private _visibility: number;\r\n private _width: number;\r\n private _useDash: boolean;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _dashRatio: number;\r\n private _dashOffset: number;\r\n private _useColors: boolean;\r\n private _color: Color3 = Color3.White();\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType = GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n private _colorMode: GreasedLineMeshColorMode;\r\n private _colorsSampling: number;\r\n private _resolution: Vector2;\r\n private _sizeAttenuation: boolean;\r\n private _colorsTexture: Nullable<RawTexture> = null;\r\n private _cameraFacing: boolean;\r\n\r\n /**\r\n * GreasedLineSimple material constructor\r\n * @param name material name\r\n * @param scene the scene\r\n * @param options material options\r\n */\r\n constructor(name: string, scene: Scene, options: GreasedLineMaterialOptions) {\r\n const defines = [\r\n `COLOR_DISTRIBUTION_TYPE_LINE ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE}.`,\r\n `COLOR_DISTRIBUTION_TYPE_SEGMENT ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT}.`,\r\n `COLOR_MODE_SET ${GreasedLineMeshColorMode.COLOR_MODE_SET}.`,\r\n `COLOR_MODE_ADD ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.`,\r\n `COLOR_MODE_MULTIPLY ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.`,\r\n ];\r\n const attributes = [\"position\", \"grl_widths\", \"grl_offsets\", \"grl_colorPointers\"];\r\n\r\n scene.useRightHandedSystem && defines.push(\"GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\");\r\n\r\n if (options.cameraFacing) {\r\n defines.push(\"GREASED_LINE_CAMERA_FACING\");\r\n attributes.push(\"grl_previousAndSide\", \"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n attributes.push(\"grl_counters\");\r\n }\r\n\r\n super(\r\n name,\r\n scene,\r\n {\r\n vertex: \"greasedLine\",\r\n fragment: \"greasedLine\",\r\n },\r\n {\r\n attributes,\r\n uniforms: [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"grlColorsWidth\",\r\n \"grlUseColors\",\r\n \"grlWidth\",\r\n \"grlColor\",\r\n \"grl_colorModeAndColorDistributionType\",\r\n \"grlResolution\",\r\n \"grlAspect\",\r\n \"grlAizeAttenuation\",\r\n \"grlDashArray\",\r\n \"grlDashOffset\",\r\n \"grlDashRatio\",\r\n \"grlUseDash\",\r\n \"grlVisibility\",\r\n ],\r\n samplers: [\"grlColors\"],\r\n defines,\r\n }\r\n );\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n const engine = scene.getEngine();\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.width = options.width\r\n ? options.width\r\n : options.sizeAttenuation && options.cameraFacing\r\n ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED\r\n : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this.sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.color = options.color ?? Color3.White();\r\n this.useColors = options.useColors ?? false;\r\n this.colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._colors = options.colors ?? null;\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n this.resolution = options.resolution ?? new Vector2(engine.getRenderWidth(), engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture;\r\n }\r\n\r\n if (this._colors) {\r\n this.setColors(this._colors);\r\n }\r\n\r\n engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public dispose(): void {\r\n this._colorsTexture?.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _setColorModeAndColorDistributionType() {\r\n this.setVector2(\"grl_colorModeAndColorDistributionType\", new Vector2(this._colorMode, this._colorsDistributionType));\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n * @returns\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n this._colorsTexture?.dispose();\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this._colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this._colorsTexture.update(colorArray);\r\n } else {\r\n this._colorsTexture?.dispose();\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, colors, this.colorsSampling, this.getScene());\r\n }\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n get colorsTexture() {\r\n return (this._colorsTexture as RawTexture) ?? null;\r\n }\r\n\r\n /**\r\n * Sets the colorsTexture\r\n */\r\n set colorsTexture(value: RawTexture) {\r\n this._colorsTexture = value;\r\n this.setFloat(\"grlColorsWidth\", this._colorsTexture.getSize().width);\r\n this.setTexture(\"grlColors\", this._colorsTexture);\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n get width() {\r\n return this._width;\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n set width(value: number) {\r\n this._width = value;\r\n this.setFloat(\"grlWidth\", value);\r\n }\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n get useColors() {\r\n return this._useColors;\r\n }\r\n\r\n set useColors(value: boolean) {\r\n this._useColors = value;\r\n this.setFloat(\"grlUseColors\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n get colorsSampling() {\r\n return this._colorsSampling;\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n set colorsSampling(value: number) {\r\n this._colorsSampling = value;\r\n }\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n get visibility() {\r\n return this._visibility;\r\n }\r\n\r\n set visibility(value: number) {\r\n this._visibility = value;\r\n this.setFloat(\"grlVisibility\", value);\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n get useDash() {\r\n return this._useDash;\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n set useDash(value: boolean) {\r\n this._useDash = value;\r\n this.setFloat(\"grlUseDash\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the dash offset\r\n */\r\n get dashOffset() {\r\n return this._dashOffset;\r\n }\r\n\r\n /**\r\n * Sets the dash offset\r\n */\r\n set dashOffset(value: number) {\r\n this._dashOffset = value;\r\n this.setFloat(\"grlDashOffset\", value);\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n get dashRatio() {\r\n return this._dashRatio;\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n set dashRatio(value: number) {\r\n this._dashRatio = value;\r\n this.setFloat(\"grlDashRatio\", value);\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n this.setFloat(\"grlDashArray\", this._dashArray);\r\n }\r\n\r\n /**\r\n * False means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off attenuation of the width option and widths array.\r\n * @param value false means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.setFloat(\"grlSizeAttenuation\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this.color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3\r\n */\r\n set color(value: Color3) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * The simple material always needs a color to be set. If you set it to null it will set the color to the default color (GreasedLineSimpleMaterial.DEFAULT_COLOR).\r\n * @param value color\r\n */\r\n public setColor(value: Nullable<Color3>) {\r\n value = value ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this._color = value;\r\n this.setColor3(\"grlColor\", value);\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n get colorMode() {\r\n return this._colorMode;\r\n }\r\n\r\n /**\r\n * Sets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n set colorMode(value: GreasedLineMeshColorMode) {\r\n this._colorMode = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._resolution = value;\r\n this.setVector2(\"grlResolution\", value);\r\n this.setFloat(\"grlAspect\", value.x / value.y);\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this._colorsSampling,\r\n colorMode: this._colorMode,\r\n color: this._color,\r\n dashCount: this._dashCount,\r\n dashOffset: this._dashOffset,\r\n dashRatio: this._dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this._useColors,\r\n useDash: this._useDash,\r\n visibility: this._visibility,\r\n width: this._width,\r\n cameraFacing: this._cameraFacing,\r\n };\r\n\r\n this._colors && (greasedLineMaterialOptions.colors = this._colors);\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param _rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, _rootUrl: string): void {\r\n // TODO: super.parse?\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this._colorsTexture?.dispose();\r\n\r\n greasedLineMaterialOptions.color && (this.color = greasedLineMaterialOptions.color);\r\n greasedLineMaterialOptions.colorDistributionType && (this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType);\r\n greasedLineMaterialOptions.colorsSampling && (this.colorsSampling = greasedLineMaterialOptions.colorsSampling);\r\n greasedLineMaterialOptions.colorMode && (this.colorMode = greasedLineMaterialOptions.colorMode);\r\n greasedLineMaterialOptions.useColors && (this.useColors = greasedLineMaterialOptions.useColors);\r\n greasedLineMaterialOptions.visibility && (this.visibility = greasedLineMaterialOptions.visibility);\r\n greasedLineMaterialOptions.useDash && (this.useDash = greasedLineMaterialOptions.useDash);\r\n greasedLineMaterialOptions.dashCount && (this.dashCount = greasedLineMaterialOptions.dashCount);\r\n greasedLineMaterialOptions.dashRatio && (this.dashRatio = greasedLineMaterialOptions.dashRatio);\r\n greasedLineMaterialOptions.dashOffset && (this.dashOffset = greasedLineMaterialOptions.dashOffset);\r\n greasedLineMaterialOptions.width && (this.width = greasedLineMaterialOptions.width);\r\n greasedLineMaterialOptions.sizeAttenuation && (this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation);\r\n greasedLineMaterialOptions.resolution && (this.resolution = greasedLineMaterialOptions.resolution);\r\n\r\n if (greasedLineMaterialOptions.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, greasedLineMaterialOptions.colors, this.colorsSampling, this.getScene());\r\n } else {\r\n GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this._cameraFacing = greasedLineMaterialOptions.cameraFacing ?? true;\r\n this.setDefine(\"GREASED_LINE_CAMERA_FACING\", this._cameraFacing);\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport { RawTexture } from \"../Textures/rawTexture\";\r\n\r\nimport { ShaderMaterial } from \"../shaderMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { Vector2 } from \"../../Maths/math.vector\";\r\n\r\nimport \"../../Shaders/greasedLine.fragment\";\r\nimport \"../../Shaders/greasedLine.vertex\";\r\nimport type { GreasedLineMaterialOptions, IGreasedLineMaterial } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshColorDistributionType, GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport { GreasedLineMaterialDefaults } from \"./greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * GreasedLineSimpleMaterial\r\n */\r\nexport class GreasedLineSimpleMaterial extends ShaderMaterial implements IGreasedLineMaterial {\r\n private _visibility: number;\r\n private _width: number;\r\n private _useDash: boolean;\r\n private _dashCount: number;\r\n private _dashArray: number;\r\n private _dashRatio: number;\r\n private _dashOffset: number;\r\n private _useColors: boolean;\r\n private _color: Color3 = Color3.White();\r\n private _colors: Nullable<Color3[]>;\r\n private _colorsDistributionType: GreasedLineMeshColorDistributionType = GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n private _colorMode: GreasedLineMeshColorMode;\r\n private _colorsSampling: number;\r\n private _resolution: Vector2;\r\n private _sizeAttenuation: boolean;\r\n private _colorsTexture: Nullable<RawTexture> = null;\r\n private _cameraFacing: boolean;\r\n\r\n /**\r\n * GreasedLineSimple material constructor\r\n * @param name material name\r\n * @param scene the scene\r\n * @param options material options\r\n */\r\n constructor(name: string, scene: Scene, options: GreasedLineMaterialOptions) {\r\n const defines = [\r\n `COLOR_DISTRIBUTION_TYPE_LINE ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_LINE}.`,\r\n `COLOR_DISTRIBUTION_TYPE_SEGMENT ${GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT}.`,\r\n `COLOR_MODE_SET ${GreasedLineMeshColorMode.COLOR_MODE_SET}.`,\r\n `COLOR_MODE_ADD ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.`,\r\n `COLOR_MODE_MULTIPLY ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.`,\r\n ];\r\n const attributes = [\"position\", \"grl_widths\", \"grl_offsets\", \"grl_colorPointers\"];\r\n\r\n scene.useRightHandedSystem && defines.push(\"GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\");\r\n\r\n if (options.cameraFacing) {\r\n defines.push(\"GREASED_LINE_CAMERA_FACING\");\r\n attributes.push(\"grl_previousAndSide\", \"grl_nextAndCounters\");\r\n } else {\r\n attributes.push(\"grl_slopes\");\r\n attributes.push(\"grl_counters\");\r\n }\r\n\r\n super(\r\n name,\r\n scene,\r\n {\r\n vertex: \"greasedLine\",\r\n fragment: \"greasedLine\",\r\n },\r\n {\r\n attributes,\r\n uniforms: [\r\n \"world\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"grlColorsWidth\",\r\n \"grlUseColors\",\r\n \"grlWidth\",\r\n \"grlColor\",\r\n \"grl_colorModeAndColorDistributionType\",\r\n \"grlResolution\",\r\n \"grlAspect\",\r\n \"grlAizeAttenuation\",\r\n \"grlDashArray\",\r\n \"grlDashOffset\",\r\n \"grlDashRatio\",\r\n \"grlUseDash\",\r\n \"grlVisibility\",\r\n ],\r\n samplers: [\"grlColors\"],\r\n defines,\r\n }\r\n );\r\n options = options || {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n\r\n const engine = scene.getEngine();\r\n\r\n this.visibility = options.visibility ?? 1;\r\n this.useDash = options.useDash ?? false;\r\n this.dashRatio = options.dashRatio ?? 0.5;\r\n this.dashOffset = options.dashOffset ?? 0;\r\n this.dashCount = options.dashCount ?? 1; // calculate the _dashArray value, call the setter\r\n this.width = options.width\r\n ? options.width\r\n : options.sizeAttenuation && options.cameraFacing\r\n ? GreasedLineMaterialDefaults.DEFAULT_WIDTH_ATTENUATED\r\n : GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n this.sizeAttenuation = options.sizeAttenuation ?? false;\r\n this.color = options.color ?? Color3.White();\r\n this.useColors = options.useColors ?? false;\r\n this.colorsDistributionType = options.colorDistributionType ?? GreasedLineMeshColorDistributionType.COLOR_DISTRIBUTION_TYPE_SEGMENT;\r\n this.colorsSampling = options.colorsSampling ?? RawTexture.NEAREST_NEAREST;\r\n this.colorMode = options.colorMode ?? GreasedLineMeshColorMode.COLOR_MODE_SET;\r\n this._colors = options.colors ?? null;\r\n this._cameraFacing = options.cameraFacing ?? true;\r\n this.resolution = options.resolution ?? new Vector2(engine.getRenderWidth(), engine.getRenderHeight()); // calculate aspect call the setter\r\n\r\n if (options.colorsTexture) {\r\n this.colorsTexture = options.colorsTexture;\r\n } else {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n if (this._colors) {\r\n this.setColors(this._colors);\r\n }\r\n\r\n engine.onDisposeObservable.add(() => {\r\n GreasedLineTools.DisposeEmptyColorsTexture();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the plugin material.\r\n */\r\n public dispose(): void {\r\n this._colorsTexture?.dispose();\r\n super.dispose();\r\n }\r\n\r\n private _setColorModeAndColorDistributionType() {\r\n this.setVector2(\"grl_colorModeAndColorDistributionType\", new Vector2(this._colorMode, this._colorsDistributionType));\r\n }\r\n\r\n /**\r\n * Updates the material. Use when material created in lazy mode.\r\n */\r\n public updateLazy() {\r\n if (this._colors) {\r\n this.setColors(this._colors, false, true);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the colors used to colorize the line\r\n */\r\n get colors() {\r\n return this._colors;\r\n }\r\n\r\n /**\r\n * Sets the colors used to colorize the line\r\n */\r\n set colors(value: Nullable<Color3[]>) {\r\n this.setColors(value);\r\n }\r\n\r\n /**\r\n * Creates or updates the colors texture\r\n * @param colors color table RGBA\r\n * @param lazy if lazy, the colors are not updated\r\n * @param forceNewTexture force creation of a new texture\r\n * @returns\r\n */\r\n public setColors(colors: Nullable<Color3[]>, lazy = false, forceNewTexture = false): void {\r\n const origColorsCount = this._colors?.length ?? 0;\r\n\r\n this._colors = colors;\r\n\r\n if (colors === null || colors.length === 0) {\r\n this._colorsTexture?.dispose();\r\n return;\r\n }\r\n\r\n if (lazy && !forceNewTexture) {\r\n return;\r\n }\r\n\r\n if (this._colorsTexture && origColorsCount === colors.length && !forceNewTexture) {\r\n const colorArray = GreasedLineTools.Color3toRGBAUint8(colors);\r\n this._colorsTexture.update(colorArray);\r\n } else {\r\n this._colorsTexture?.dispose();\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, colors, this.colorsSampling, this.getScene());\r\n }\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n get colorsTexture() {\r\n return (this._colorsTexture as RawTexture) ?? null;\r\n }\r\n\r\n /**\r\n * Sets the colorsTexture\r\n */\r\n set colorsTexture(value: RawTexture) {\r\n this._colorsTexture = value;\r\n this.setFloat(\"grlColorsWidth\", this._colorsTexture.getSize().width);\r\n this.setTexture(\"grlColors\", this._colorsTexture);\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n get width() {\r\n return this._width;\r\n }\r\n\r\n /**\r\n * Line base width. At each point the line width is calculated by widths[pointIndex] * width\r\n */\r\n set width(value: number) {\r\n this._width = value;\r\n this.setFloat(\"grlWidth\", value);\r\n }\r\n\r\n /**\r\n * Whether to use the colors option to colorize the line\r\n */\r\n get useColors() {\r\n return this._useColors;\r\n }\r\n\r\n set useColors(value: boolean) {\r\n this._useColors = value;\r\n this.setFloat(\"grlUseColors\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n get colorsSampling() {\r\n return this._colorsSampling;\r\n }\r\n\r\n /**\r\n * The type of sampling of the colors texture. The values are the same when using with textures.\r\n */\r\n set colorsSampling(value: number) {\r\n this._colorsSampling = value;\r\n }\r\n\r\n /**\r\n * Normalized value of how much of the line will be visible\r\n * 0 - 0% of the line will be visible\r\n * 1 - 100% of the line will be visible\r\n */\r\n get visibility() {\r\n return this._visibility;\r\n }\r\n\r\n set visibility(value: number) {\r\n this._visibility = value;\r\n this.setFloat(\"grlVisibility\", value);\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n get useDash() {\r\n return this._useDash;\r\n }\r\n\r\n /**\r\n * Turns on/off dash mode\r\n */\r\n set useDash(value: boolean) {\r\n this._useDash = value;\r\n this.setFloat(\"grlUseDash\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the dash offset\r\n */\r\n get dashOffset() {\r\n return this._dashOffset;\r\n }\r\n\r\n /**\r\n * Sets the dash offset\r\n */\r\n set dashOffset(value: number) {\r\n this._dashOffset = value;\r\n this.setFloat(\"grlDashOffset\", value);\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n get dashRatio() {\r\n return this._dashRatio;\r\n }\r\n\r\n /**\r\n * Length of the dash. 0 to 1. 0.5 means half empty, half drawn.\r\n */\r\n set dashRatio(value: number) {\r\n this._dashRatio = value;\r\n this.setFloat(\"grlDashRatio\", value);\r\n }\r\n\r\n /**\r\n * Gets the number of dashes in the line\r\n */\r\n get dashCount() {\r\n return this._dashCount;\r\n }\r\n /**\r\n * Sets the number of dashes in the line\r\n * @param value dash\r\n */\r\n set dashCount(value: number) {\r\n this._dashCount = value;\r\n this._dashArray = 1 / value;\r\n this.setFloat(\"grlDashArray\", this._dashArray);\r\n }\r\n\r\n /**\r\n * False means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n get sizeAttenuation() {\r\n return this._sizeAttenuation;\r\n }\r\n\r\n /**\r\n * Turn on/off attenuation of the width option and widths array.\r\n * @param value false means 1 unit in width = 1 unit on scene, true means 1 unit in width is reduced on the screen to make better looking lines\r\n */\r\n set sizeAttenuation(value: boolean) {\r\n this._sizeAttenuation = value;\r\n this.setFloat(\"grlSizeAttenuation\", GreasedLineTools.BooleanToNumber(value));\r\n }\r\n\r\n /**\r\n * Gets the color of the line\r\n */\r\n get color() {\r\n return this.color;\r\n }\r\n\r\n /**\r\n * Sets the color of the line\r\n * @param value Color3\r\n */\r\n set color(value: Color3) {\r\n this.setColor(value);\r\n }\r\n\r\n /**\r\n * Sets the color of the line. If set the whole line will be mixed with this color according to the colorMode option.\r\n * The simple material always needs a color to be set. If you set it to null it will set the color to the default color (GreasedLineSimpleMaterial.DEFAULT_COLOR).\r\n * @param value color\r\n */\r\n public setColor(value: Nullable<Color3>) {\r\n value = value ?? GreasedLineMaterialDefaults.DEFAULT_COLOR;\r\n this._color = value;\r\n this.setColor3(\"grlColor\", value);\r\n }\r\n\r\n /**\r\n * Gets the color distributiopn type\r\n */\r\n get colorsDistributionType() {\r\n return this._colorsDistributionType;\r\n }\r\n\r\n /**\r\n * Sets the color distribution type\r\n * @see GreasedLineMeshColorDistributionType\r\n * @param value color distribution type\r\n */\r\n set colorsDistributionType(value: GreasedLineMeshColorDistributionType) {\r\n this._colorsDistributionType = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n get colorMode() {\r\n return this._colorMode;\r\n }\r\n\r\n /**\r\n * Sets the mixing mode of the color and colors paramaters. Default value is GreasedLineMeshColorMode.SET.\r\n * MATERIAL_TYPE_SIMPLE mixes the color and colors of the greased line material.\r\n * @see GreasedLineMeshColorMode\r\n */\r\n set colorMode(value: GreasedLineMeshColorMode) {\r\n this._colorMode = value;\r\n this._setColorModeAndColorDistributionType();\r\n }\r\n\r\n /**\r\n * Gets the resolution\r\n */\r\n get resolution() {\r\n return this._resolution;\r\n }\r\n\r\n /**\r\n * Sets the resolution\r\n * @param value resolution of the screen for GreasedLine\r\n */\r\n set resolution(value: Vector2) {\r\n this._resolution = value;\r\n this.setVector2(\"grlResolution\", value);\r\n this.setFloat(\"grlAspect\", value.x / value.y);\r\n }\r\n\r\n /**\r\n * Serializes this plugin material\r\n * @returns serializationObjec\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n const greasedLineMaterialOptions: GreasedLineMaterialOptions = {\r\n colorDistributionType: this._colorsDistributionType,\r\n colorsSampling: this._colorsSampling,\r\n colorMode: this._colorMode,\r\n color: this._color,\r\n dashCount: this._dashCount,\r\n dashOffset: this._dashOffset,\r\n dashRatio: this._dashRatio,\r\n resolution: this._resolution,\r\n sizeAttenuation: this._sizeAttenuation,\r\n useColors: this._useColors,\r\n useDash: this._useDash,\r\n visibility: this._visibility,\r\n width: this._width,\r\n cameraFacing: this._cameraFacing,\r\n };\r\n\r\n this._colors && (greasedLineMaterialOptions.colors = this._colors);\r\n\r\n serializationObject.greasedLineMaterialOptions = greasedLineMaterialOptions;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parses a serialized objects\r\n * @param source serialized object\r\n * @param scene scene\r\n * @param _rootUrl root url for textures\r\n */\r\n public parse(source: any, scene: Scene, _rootUrl: string): void {\r\n // TODO: super.parse?\r\n const greasedLineMaterialOptions = <GreasedLineMaterialOptions>source.greasedLineMaterialOptions;\r\n\r\n this._colorsTexture?.dispose();\r\n\r\n greasedLineMaterialOptions.color && (this.color = greasedLineMaterialOptions.color);\r\n greasedLineMaterialOptions.colorDistributionType && (this.colorsDistributionType = greasedLineMaterialOptions.colorDistributionType);\r\n greasedLineMaterialOptions.colorsSampling && (this.colorsSampling = greasedLineMaterialOptions.colorsSampling);\r\n greasedLineMaterialOptions.colorMode && (this.colorMode = greasedLineMaterialOptions.colorMode);\r\n greasedLineMaterialOptions.useColors && (this.useColors = greasedLineMaterialOptions.useColors);\r\n greasedLineMaterialOptions.visibility && (this.visibility = greasedLineMaterialOptions.visibility);\r\n greasedLineMaterialOptions.useDash && (this.useDash = greasedLineMaterialOptions.useDash);\r\n greasedLineMaterialOptions.dashCount && (this.dashCount = greasedLineMaterialOptions.dashCount);\r\n greasedLineMaterialOptions.dashRatio && (this.dashRatio = greasedLineMaterialOptions.dashRatio);\r\n greasedLineMaterialOptions.dashOffset && (this.dashOffset = greasedLineMaterialOptions.dashOffset);\r\n greasedLineMaterialOptions.width && (this.width = greasedLineMaterialOptions.width);\r\n greasedLineMaterialOptions.sizeAttenuation && (this.sizeAttenuation = greasedLineMaterialOptions.sizeAttenuation);\r\n greasedLineMaterialOptions.resolution && (this.resolution = greasedLineMaterialOptions.resolution);\r\n\r\n if (greasedLineMaterialOptions.colors) {\r\n this.colorsTexture = GreasedLineTools.CreateColorsTexture(`${this.name}-colors-texture`, greasedLineMaterialOptions.colors, this.colorsSampling, this.getScene());\r\n } else {\r\n this.colorsTexture = GreasedLineTools.PrepareEmptyColorsTexture(scene);\r\n }\r\n\r\n this._cameraFacing = greasedLineMaterialOptions.cameraFacing ?? true;\r\n this.setDefine(\"GREASED_LINE_CAMERA_FACING\", this._cameraFacing);\r\n }\r\n}\r\n"]}
@@ -296,7 +296,7 @@ export class LightBlock extends NodeMaterialBlock {
296
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  else {
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297
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
298
298
  repeatKey: "maxSimultaneousLights",
299
- replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName + ".xyz" }],
299
+ substitutionVars: `vPositionW,${worldPosVariableName}.xyz`,
300
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  });
301
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  }
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  if (this._lightId === 0) {
@@ -1 +1 @@
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"]}
@@ -972,7 +972,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
972
972
  else {
973
973
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
974
974
  repeatKey: "maxSimultaneousLights",
975
- replaceStrings: [{ search: /vPositionW/g, replace: worldPosVarName + ".xyz" }],
975
+ substitutionVars: `vPositionW,${worldPosVarName}.xyz`,
976
976
  });
977
977
  }
978
978
  // _____________________________ Compute Final Lit Components ________________________