@babylonjs/core 6.34.0 → 6.34.2

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.
Files changed (133) hide show
  1. package/Animations/animation.js +1 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/Buffers/storageBuffer.d.ts +2 -1
  4. package/Buffers/storageBuffer.js +3 -2
  5. package/Buffers/storageBuffer.js.map +1 -1
  6. package/Cameras/Inputs/followCameraMouseWheelInput.js +12 -9
  7. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  8. package/Cameras/Inputs/followCameraPointersInput.js +28 -9
  9. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  10. package/Cameras/arcRotateCamera.js +1 -1
  11. package/Cameras/arcRotateCamera.js.map +1 -1
  12. package/Cameras/followCameraInputsManager.js +2 -1
  13. package/Cameras/followCameraInputsManager.js.map +1 -1
  14. package/Debug/skeletonViewer.js +2 -1
  15. package/Debug/skeletonViewer.js.map +1 -1
  16. package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
  17. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  18. package/Engines/Processors/shaderCodeInliner.js +15 -14
  19. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.computeShader.js +3 -2
  21. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  22. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +14 -5
  23. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  24. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  25. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  26. package/Engines/WebGPU/webgpuTintWASM.js +3 -2
  27. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  28. package/Engines/engine.d.ts +2 -4
  29. package/Engines/engine.js.map +1 -1
  30. package/Engines/nativeEngine.js +4 -2
  31. package/Engines/nativeEngine.js.map +1 -1
  32. package/Engines/thinEngine.js +4 -4
  33. package/Engines/thinEngine.js.map +1 -1
  34. package/Engines/webgpuEngine.js +75 -46
  35. package/Engines/webgpuEngine.js.map +1 -1
  36. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +2 -1
  37. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  38. package/FlowGraph/flowGraphBlock.js +1 -21
  39. package/FlowGraph/flowGraphBlock.js.map +1 -1
  40. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -0
  41. package/FlowGraph/flowGraphExecutionBlock.js +20 -0
  42. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  43. package/Gizmos/axisScaleGizmo.d.ts +1 -0
  44. package/Gizmos/axisScaleGizmo.js +12 -0
  45. package/Gizmos/axisScaleGizmo.js.map +1 -1
  46. package/Gizmos/lightGizmo.js +2 -1
  47. package/Gizmos/lightGizmo.js.map +1 -1
  48. package/Gizmos/rotationGizmo.js +1 -1
  49. package/Gizmos/rotationGizmo.js.map +1 -1
  50. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  51. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  52. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
  53. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  54. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +3 -2
  55. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +2 -1
  57. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  58. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +2 -1
  59. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +2 -1
  61. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -2
  63. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  64. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  65. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.js +9 -8
  67. package/Materials/Node/nodeMaterial.js.map +1 -1
  68. package/Materials/Node/nodeMaterialBlock.js +2 -1
  69. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  70. package/Materials/Textures/renderTargetTexture.js +1 -2
  71. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  72. package/Meshes/Builders/groundBuilder.d.ts +7 -1
  73. package/Meshes/Builders/groundBuilder.js +17 -8
  74. package/Meshes/Builders/groundBuilder.js.map +1 -1
  75. package/Meshes/Compression/dracoCompression.js.map +1 -1
  76. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  77. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  78. package/Meshes/mesh.d.ts +2 -1
  79. package/Meshes/mesh.js +3 -2
  80. package/Meshes/mesh.js.map +1 -1
  81. package/Misc/assetsManager.js +2 -2
  82. package/Misc/assetsManager.js.map +1 -1
  83. package/Misc/dds.js +1 -1
  84. package/Misc/dds.js.map +1 -1
  85. package/Misc/fileTools.js +4 -0
  86. package/Misc/fileTools.js.map +1 -1
  87. package/Misc/logger.d.ts +3 -3
  88. package/Misc/logger.js +8 -4
  89. package/Misc/logger.js.map +1 -1
  90. package/Misc/sceneSerializer.js +2 -1
  91. package/Misc/sceneSerializer.js.map +1 -1
  92. package/Misc/tools.d.ts +2 -7
  93. package/Misc/tools.js.map +1 -1
  94. package/Navigation/Plugins/recastJSPlugin.js +3 -3
  95. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  96. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  97. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  98. package/Physics/v2/index.d.ts +1 -0
  99. package/Physics/v2/index.js +1 -0
  100. package/Physics/v2/index.js.map +1 -1
  101. package/Physics/v2/physicsBody.d.ts +5 -0
  102. package/Physics/v2/physicsBody.js +7 -0
  103. package/Physics/v2/physicsBody.js.map +1 -1
  104. package/Physics/v2/ragdoll.d.ts +102 -0
  105. package/Physics/v2/ragdoll.js +221 -0
  106. package/Physics/v2/ragdoll.js.map +1 -0
  107. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  108. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  109. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +3 -2
  110. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  111. package/PostProcesses/screenSpaceCurvaturePostProcess.js +1 -1
  112. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  113. package/PostProcesses/screenSpaceReflectionPostProcess.js +3 -2
  114. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  115. package/Rendering/GaussianSplatting/gaussianSplatting.js.map +1 -1
  116. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -2
  117. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  118. package/XR/features/WebXRControllerPhysics.js +2 -2
  119. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  120. package/XR/features/WebXRMeshDetector.js +2 -1
  121. package/XR/features/WebXRMeshDetector.js.map +1 -1
  122. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  123. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  124. package/XR/motionController/webXRMotionControllerManager.js +1 -1
  125. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  126. package/XR/webXRExperienceHelper.js +2 -2
  127. package/XR/webXRExperienceHelper.js.map +1 -1
  128. package/assetContainer.js +2 -2
  129. package/assetContainer.js.map +1 -1
  130. package/package.json +1 -1
  131. package/scene.d.ts +2 -4
  132. package/scene.js +2 -1
  133. package/scene.js.map +1 -1
@@ -8,6 +8,7 @@ import { ReflectionTextureBaseBlock } from "../Dual/reflectionTextureBaseBlock.j
8
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  import { Texture } from "../../../Textures/texture.js";
9
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  import { editableInPropertyPage, PropertyTypeForEdition } from "../../../../Decorators/nodeDecorator.js";
10
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  import { Scalar } from "../../../../Maths/math.scalar.js";
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+ import { Logger } from "../../../../Misc/logger.js";
11
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  /**
12
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  * Block used to implement the reflection module of the PBR material
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  */
@@ -15,7 +16,7 @@ export class ReflectionBlock extends ReflectionTextureBaseBlock {
15
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  _onGenerateOnlyFragmentCodeChanged() {
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  if (this.position.isConnected) {
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  this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;
18
- console.error("The position input must not be connected to be able to switch!");
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+ Logger.Error("The position input must not be connected to be able to switch!");
19
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  return false;
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  }
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  this._setTarget();
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { ReflectionTextureBaseBlock } from \"../Dual/reflectionTextureBaseBlock\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Scalar } from \"../../../../Maths/math.scalar\";\r\n\r\n/**\r\n * Block used to implement the reflection module of the PBR material\r\n */\r\nexport class ReflectionBlock extends ReflectionTextureBaseBlock {\r\n /** @internal */\r\n public _defineLODReflectionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularReflection: string;\r\n private _vEnvironmentIrradianceName: string;\r\n /** @internal */\r\n public _vReflectionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vReflectionInfosName: string;\r\n /** @internal */\r\n public _vReflectionFilteringInfoName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n */\r\n @editableInPropertyPage(\"Spherical Harmonics\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useSphericalHarmonics: boolean = true;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @editableInPropertyPage(\"Force irradiance in fragment\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public forceIrradianceInFragment: boolean = false;\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n console.error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n if (this.generateOnlyFragmentCode) {\r\n this.forceIrradianceInFragment = true;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n\r\n this.position.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this.worldPositionConnectionPoint;\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.worldNormalConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[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.cameraPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the reflection object output component\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n /**\r\n * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)\r\n */\r\n public get reflectionColor(): string {\r\n return this.color.isConnected ? this.color.associatedVariableName : \"vec3(1., 1., 1.)\";\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const reflectionTexture = this._getTexture();\r\n const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"REFLECTION\", reflection, true);\r\n\r\n if (!reflection) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._defineLODReflectionAlpha, reflectionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularReflection, reflectionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture!.invertZ : reflectionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SPHERICAL_HARMONICS\", this.useSphericalHarmonics, true);\r\n defines.setValue(\"GAMMAREFLECTION\", reflectionTexture!.gammaSpace, true);\r\n defines.setValue(\"RGBDREFLECTION\", reflectionTexture!.isRGBD, true);\r\n\r\n if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.isCube) {\r\n defines.setValue(\"USESPHERICALFROMREFLECTIONMAP\", true);\r\n defines.setValue(\"USEIRRADIANCEMAP\", false);\r\n if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.setValue(\"USESPHERICALINVERTEX\", false);\r\n } else {\r\n defines.setValue(\"USESPHERICALINVERTEX\", true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const reflectionTexture = this._getTexture();\r\n\r\n if (!reflectionTexture || !subMesh) {\r\n return;\r\n }\r\n\r\n if (reflectionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, reflectionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, reflectionTexture);\r\n }\r\n\r\n const width = reflectionTexture.getSize().width;\r\n\r\n effect.setFloat3(this._vReflectionMicrosurfaceInfosName, width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);\r\n effect.setFloat2(this._vReflectionFilteringInfoName, width, Scalar.Log2(width));\r\n\r\n const defines = subMesh.materialDefines as NodeMaterialDefines;\r\n\r\n const polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n effect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n effect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n effect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n effect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n effect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n effect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n effect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n effect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n effect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n } else {\r\n effect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n effect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n effect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n effect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n effect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n effect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n let code = super.handleVertexSide(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n const reflectionVectorName = state._getFreeVariableName(\"reflectionVector\");\r\n\r\n this._vEnvironmentIrradianceName = state._getFreeVariableName(\"vEnvironmentIrradiance\");\r\n\r\n state._emitVaryingFromString(this._vEnvironmentIrradianceName, \"vec3\", \"defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\");\r\n\r\n state._emitUniformFromString(\"vSphericalL00\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL1_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL10\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL11\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_2\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL20\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL21\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL22\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n\r\n state._emitUniformFromString(\"vSphericalX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXX_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYY_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n\r\n code += `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\r\n vec3 ${reflectionVectorName} = vec3(${this._reflectionMatrixName} * vec4(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;\r\n #ifdef ${this._defineOppositeZ}\r\n ${reflectionVectorName}.z *= -1.0;\r\n #endif\r\n ${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param normalVarName name of the existing variable corresponding to the normal\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, normalVarName: string): string {\r\n let code = \"\";\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n state._emitFunction(\r\n \"sampleReflection\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflection(s, c) textureCube(s, c)\r\n #else\r\n #define sampleReflection(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleReflectionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n const computeReflectionCoordsFunc = `\r\n vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {\r\n ${this.handleFragmentSideCodeReflectionCoords(\"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`;\r\n\r\n state._emitFunction(\"computeReflectionCoordsPBR\", computeReflectionCoordsFunc, `//${this.name}`);\r\n\r\n this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName(\"vReflectionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, \"vec3\");\r\n\r\n this._vReflectionInfosName = state._getFreeVariableName(\"vReflectionInfos\");\r\n\r\n this._vReflectionFilteringInfoName = state._getFreeVariableName(\"vReflectionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vReflectionFilteringInfoName, \"vec2\");\r\n\r\n code += `#ifdef REFLECTION\r\n vec2 ${this._vReflectionInfosName} = vec2(1., 0.);\r\n\r\n reflectionOutParams reflectionOut;\r\n\r\n reflectionBlock(\r\n ${this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName}.xyz,\r\n ${normalVarName},\r\n alphaG,\r\n ${this._vReflectionMicrosurfaceInfosName},\r\n ${this._vReflectionInfosName},\r\n ${this.reflectionColor},\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${this._defineLinearSpecularReflection}\r\n roughness,\r\n #endif\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n #endif\r\n #if defined(NORMAL) && defined(USESPHERICALINVERTEX)\r\n ${this._vEnvironmentIrradianceName},\r\n #endif\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n ${this._reflectionMatrixName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler, // ** not handled **\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n ${this._2DSamplerName},\r\n #endif\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${this._vReflectionFilteringInfoName},\r\n #endif\r\n reflectionOut\r\n );\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n this._defineLODReflectionAlpha = state._getFreeDefineName(\"LODINREFLECTIONALPHA\");\r\n this._defineLinearSpecularReflection = state._getFreeDefineName(\"LINEARSPECULARREFLECTION\");\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n codeString += `${this._codeVariableName}.texture.gammaSpace = ${this.texture.gammaSpace};\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\\n`;\r\n codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useSphericalHarmonics = this.useSphericalHarmonics;\r\n serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;\r\n serializationObject.gammaSpace = this.texture?.gammaSpace ?? true;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useSphericalHarmonics = serializationObject.useSphericalHarmonics;\r\n this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;\r\n if (this.texture) {\r\n this.texture.gammaSpace = serializationObject.gammaSpace;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionBlock\", ReflectionBlock);\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { ReflectionTextureBaseBlock } from \"../Dual/reflectionTextureBaseBlock\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../../../Meshes/subMesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Scalar } from \"../../../../Maths/math.scalar\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Block used to implement the reflection module of the PBR material\r\n */\r\nexport class ReflectionBlock extends ReflectionTextureBaseBlock {\r\n /** @internal */\r\n public _defineLODReflectionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularReflection: string;\r\n private _vEnvironmentIrradianceName: string;\r\n /** @internal */\r\n public _vReflectionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vReflectionInfosName: string;\r\n /** @internal */\r\n public _vReflectionFilteringInfoName: string;\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public worldPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public worldNormalConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public cameraPositionConnectionPoint: NodeMaterialConnectionPoint;\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Defines if the material uses spherical harmonics vs spherical polynomials for the\r\n * diffuse part of the IBL.\r\n */\r\n @editableInPropertyPage(\"Spherical Harmonics\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useSphericalHarmonics: boolean = true;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @editableInPropertyPage(\"Force irradiance in fragment\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public forceIrradianceInFragment: boolean = false;\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n if (this.position.isConnected) {\r\n this.generateOnlyFragmentCode = !this.generateOnlyFragmentCode;\r\n Logger.Error(\"The position input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n this._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n super._setTarget();\r\n this.getInputByName(\"position\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n if (this.generateOnlyFragmentCode) {\r\n this.forceIrradianceInFragment = true;\r\n }\r\n }\r\n\r\n /**\r\n * Create a new ReflectionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"position\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"reflection\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"reflection\", this, NodeMaterialConnectionPointDirection.Output, ReflectionBlock, \"ReflectionBlock\")\r\n );\r\n\r\n this.position.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get position(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this.worldPositionConnectionPoint;\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.worldNormalConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[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.cameraPositionConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the reflection object output component\r\n */\r\n public get reflection(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture (either its own texture or the environment texture from the scene, if set)\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n /**\r\n * Gets the reflection color (either the name of the variable if the color input is connected, else a default value)\r\n */\r\n public get reflectionColor(): string {\r\n return this.color.isConnected ? this.color.associatedVariableName : \"vec3(1., 1., 1.)\";\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const reflectionTexture = this._getTexture();\r\n const reflection = reflectionTexture && reflectionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"REFLECTION\", reflection, true);\r\n\r\n if (!reflection) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._defineLODReflectionAlpha, reflectionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularReflection, reflectionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem ? !reflectionTexture!.invertZ : reflectionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SPHERICAL_HARMONICS\", this.useSphericalHarmonics, true);\r\n defines.setValue(\"GAMMAREFLECTION\", reflectionTexture!.gammaSpace, true);\r\n defines.setValue(\"RGBDREFLECTION\", reflectionTexture!.isRGBD, true);\r\n\r\n if (reflectionTexture && reflectionTexture.coordinatesMode !== Texture.SKYBOX_MODE) {\r\n if (reflectionTexture.isCube) {\r\n defines.setValue(\"USESPHERICALFROMREFLECTIONMAP\", true);\r\n defines.setValue(\"USEIRRADIANCEMAP\", false);\r\n if (this.forceIrradianceInFragment || this._scene.getEngine().getCaps().maxVaryingVectors <= 8) {\r\n defines.setValue(\"USESPHERICALINVERTEX\", false);\r\n } else {\r\n defines.setValue(\"USESPHERICALINVERTEX\", true);\r\n }\r\n }\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const reflectionTexture = this._getTexture();\r\n\r\n if (!reflectionTexture || !subMesh) {\r\n return;\r\n }\r\n\r\n if (reflectionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, reflectionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, reflectionTexture);\r\n }\r\n\r\n const width = reflectionTexture.getSize().width;\r\n\r\n effect.setFloat3(this._vReflectionMicrosurfaceInfosName, width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);\r\n effect.setFloat2(this._vReflectionFilteringInfoName, width, Scalar.Log2(width));\r\n\r\n const defines = subMesh.materialDefines as NodeMaterialDefines;\r\n\r\n const polynomials = reflectionTexture.sphericalPolynomial;\r\n if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {\r\n if (defines.SPHERICAL_HARMONICS) {\r\n const preScaledHarmonics = polynomials.preScaledHarmonics;\r\n effect.setVector3(\"vSphericalL00\", preScaledHarmonics.l00);\r\n effect.setVector3(\"vSphericalL1_1\", preScaledHarmonics.l1_1);\r\n effect.setVector3(\"vSphericalL10\", preScaledHarmonics.l10);\r\n effect.setVector3(\"vSphericalL11\", preScaledHarmonics.l11);\r\n effect.setVector3(\"vSphericalL2_2\", preScaledHarmonics.l2_2);\r\n effect.setVector3(\"vSphericalL2_1\", preScaledHarmonics.l2_1);\r\n effect.setVector3(\"vSphericalL20\", preScaledHarmonics.l20);\r\n effect.setVector3(\"vSphericalL21\", preScaledHarmonics.l21);\r\n effect.setVector3(\"vSphericalL22\", preScaledHarmonics.l22);\r\n } else {\r\n effect.setFloat3(\"vSphericalX\", polynomials.x.x, polynomials.x.y, polynomials.x.z);\r\n effect.setFloat3(\"vSphericalY\", polynomials.y.x, polynomials.y.y, polynomials.y.z);\r\n effect.setFloat3(\"vSphericalZ\", polynomials.z.x, polynomials.z.y, polynomials.z.z);\r\n effect.setFloat3(\"vSphericalXX_ZZ\", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalYY_ZZ\", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalZZ\", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);\r\n effect.setFloat3(\"vSphericalXY\", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);\r\n effect.setFloat3(\"vSphericalYZ\", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);\r\n effect.setFloat3(\"vSphericalZX\", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n let code = super.handleVertexSide(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n const reflectionVectorName = state._getFreeVariableName(\"reflectionVector\");\r\n\r\n this._vEnvironmentIrradianceName = state._getFreeVariableName(\"vEnvironmentIrradiance\");\r\n\r\n state._emitVaryingFromString(this._vEnvironmentIrradianceName, \"vec3\", \"defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\");\r\n\r\n state._emitUniformFromString(\"vSphericalL00\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL1_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL10\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL11\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_2\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL2_1\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL20\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL21\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n state._emitUniformFromString(\"vSphericalL22\", \"vec3\", \"SPHERICAL_HARMONICS\");\r\n\r\n state._emitUniformFromString(\"vSphericalX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXX_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYY_ZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalXY\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalYZ\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n state._emitUniformFromString(\"vSphericalZX\", \"vec3\", \"SPHERICAL_HARMONICS\", true);\r\n\r\n code += `#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\r\n vec3 ${reflectionVectorName} = vec3(${this._reflectionMatrixName} * vec4(normalize(${this.worldNormal.associatedVariableName}).xyz, 0)).xyz;\r\n #ifdef ${this._defineOppositeZ}\r\n ${reflectionVectorName}.z *= -1.0;\r\n #endif\r\n ${this._vEnvironmentIrradianceName} = computeEnvironmentIrradiance(${reflectionVectorName});\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @param normalVarName name of the existing variable corresponding to the normal\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState, normalVarName: string): string {\r\n let code = \"\";\r\n\r\n this.handleFragmentSideInits(state);\r\n\r\n state._emitFunctionFromInclude(\"harmonicsFunctions\", `//${this.name}`, {\r\n replaceStrings: [\r\n { search: /uniform vec3 vSphericalL00;[\\s\\S]*?uniform vec3 vSphericalL22;/g, replace: \"\" },\r\n { search: /uniform vec3 vSphericalX;[\\s\\S]*?uniform vec3 vSphericalZX;/g, replace: \"\" },\r\n ],\r\n });\r\n\r\n state._emitFunction(\r\n \"sampleReflection\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflection(s, c) textureCube(s, c)\r\n #else\r\n #define sampleReflection(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleReflectionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleReflectionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleReflectionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n const computeReflectionCoordsFunc = `\r\n vec3 computeReflectionCoordsPBR(vec4 worldPos, vec3 worldNormal) {\r\n ${this.handleFragmentSideCodeReflectionCoords(\"worldNormal\", \"worldPos\", true, true)}\r\n return ${this._reflectionVectorName};\r\n }\\n`;\r\n\r\n state._emitFunction(\"computeReflectionCoordsPBR\", computeReflectionCoordsFunc, `//${this.name}`);\r\n\r\n this._vReflectionMicrosurfaceInfosName = state._getFreeVariableName(\"vReflectionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vReflectionMicrosurfaceInfosName, \"vec3\");\r\n\r\n this._vReflectionInfosName = state._getFreeVariableName(\"vReflectionInfos\");\r\n\r\n this._vReflectionFilteringInfoName = state._getFreeVariableName(\"vReflectionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vReflectionFilteringInfoName, \"vec2\");\r\n\r\n code += `#ifdef REFLECTION\r\n vec2 ${this._vReflectionInfosName} = vec2(1., 0.);\r\n\r\n reflectionOutParams reflectionOut;\r\n\r\n reflectionBlock(\r\n ${this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName}.xyz,\r\n ${normalVarName},\r\n alphaG,\r\n ${this._vReflectionMicrosurfaceInfosName},\r\n ${this._vReflectionInfosName},\r\n ${this.reflectionColor},\r\n #ifdef ANISOTROPIC\r\n anisotropicOut,\r\n #endif\r\n #if defined(${this._defineLODReflectionAlpha}) && !defined(${this._defineSkyboxName})\r\n NdotVUnclamped,\r\n #endif\r\n #ifdef ${this._defineLinearSpecularReflection}\r\n roughness,\r\n #endif\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n #endif\r\n #if defined(NORMAL) && defined(USESPHERICALINVERTEX)\r\n ${this._vEnvironmentIrradianceName},\r\n #endif\r\n #ifdef USESPHERICALFROMREFLECTIONMAP\r\n #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\r\n ${this._reflectionMatrixName},\r\n #endif\r\n #endif\r\n #ifdef USEIRRADIANCEMAP\r\n irradianceSampler, // ** not handled **\r\n #endif\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${this._define3DName}\r\n ${this._cubeSamplerName},\r\n ${this._cubeSamplerName},\r\n #else\r\n ${this._2DSamplerName},\r\n ${this._2DSamplerName},\r\n #endif\r\n #endif\r\n #ifdef REALTIME_FILTERING\r\n ${this._vReflectionFilteringInfoName},\r\n #endif\r\n reflectionOut\r\n );\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n this._defineLODReflectionAlpha = state._getFreeDefineName(\"LODINREFLECTIONALPHA\");\r\n this._defineLinearSpecularReflection = state._getFreeDefineName(\"LINEARSPECULARREFLECTION\");\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (this.texture) {\r\n codeString += `${this._codeVariableName}.texture.gammaSpace = ${this.texture.gammaSpace};\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.useSphericalHarmonics = ${this.useSphericalHarmonics};\\n`;\r\n codeString += `${this._codeVariableName}.forceIrradianceInFragment = ${this.forceIrradianceInFragment};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useSphericalHarmonics = this.useSphericalHarmonics;\r\n serializationObject.forceIrradianceInFragment = this.forceIrradianceInFragment;\r\n serializationObject.gammaSpace = this.texture?.gammaSpace ?? true;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useSphericalHarmonics = serializationObject.useSphericalHarmonics;\r\n this.forceIrradianceInFragment = serializationObject.forceIrradianceInFragment;\r\n if (this.texture) {\r\n this.texture.gammaSpace = serializationObject.gammaSpace;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionBlock\", ReflectionBlock);\r\n"]}
@@ -40,6 +40,7 @@ import { TrigonometryBlock, TrigonometryBlockOperations } from "./Blocks/trigono
40
40
  import { NodeMaterialSystemValues } from "./Enums/nodeMaterialSystemValues.js";
41
41
  import { EngineStore } from "../../Engines/engineStore.js";
42
42
  import { MaterialHelper } from "../materialHelper.js";
43
+ import { Logger } from "../../Misc/logger.js";
43
44
  const onCreatedEffectParameters = { effect: null, subMesh: null };
44
45
  /** @internal */
45
46
  export class NodeMaterialDefines extends MaterialDefines {
@@ -591,10 +592,10 @@ export class NodeMaterial extends PushMaterial {
591
592
  // Errors
592
593
  this._sharedData.emitErrors();
593
594
  if (verbose) {
594
- console.log("Vertex shader:");
595
- console.log(this._vertexCompilationState.compilationString);
596
- console.log("Fragment shader:");
597
- console.log(this._fragmentCompilationState.compilationString);
595
+ Logger.Log("Vertex shader:");
596
+ Logger.Log(this._vertexCompilationState.compilationString);
597
+ Logger.Log("Fragment shader:");
598
+ Logger.Log(this._fragmentCompilationState.compilationString);
598
599
  }
599
600
  this._buildWasSuccessful = true;
600
601
  this.onBuildObservable.notifyObservers(this);
@@ -741,7 +742,7 @@ export class NodeMaterial extends PushMaterial {
741
742
  */
742
743
  createPostProcess(camera, options = 1, samplingMode = 1, engine, reusable, textureType = 0, textureFormat = 5) {
743
744
  if (this.mode !== NodeMaterialModes.PostProcess) {
744
- console.log("Incompatible material mode");
745
+ Logger.Log("Incompatible material mode");
745
746
  return null;
746
747
  }
747
748
  return this._createEffectForPostProcess(null, camera, options, samplingMode, engine, reusable, textureType, textureFormat);
@@ -792,7 +793,7 @@ export class NodeMaterial extends PushMaterial {
792
793
  */
793
794
  createProceduralTexture(size, scene) {
794
795
  if (this.mode !== NodeMaterialModes.ProceduralTexture) {
795
- console.log("Incompatible material mode");
796
+ Logger.Log("Incompatible material mode");
796
797
  return null;
797
798
  }
798
799
  let tempName = this.name + this._buildId;
@@ -921,7 +922,7 @@ export class NodeMaterial extends PushMaterial {
921
922
  */
922
923
  createEffectForParticles(particleSystem, onCompiled, onError) {
923
924
  if (this.mode !== NodeMaterialModes.Particle) {
924
- console.log("Incompatible material mode");
925
+ Logger.Log("Incompatible material mode");
925
926
  return;
926
927
  }
927
928
  this._createEffectForParticles(particleSystem, BaseParticleSystem.BLENDMODE_ONEONE, onCompiled, onError);
@@ -933,7 +934,7 @@ export class NodeMaterial extends PushMaterial {
933
934
  */
934
935
  createAsShadowDepthWrapper(targetMaterial) {
935
936
  if (this.mode !== NodeMaterialModes.Material) {
936
- console.log("Incompatible material mode");
937
+ Logger.Log("Incompatible material mode");
937
938
  return;
938
939
  }
939
940
  targetMaterial.shadowDepthWrapper = new BABYLON.ShadowDepthWrapper(this, this.getScene());