@babylonjs/core 6.49.0 → 7.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (121) hide show
  1. package/Animations/runtimeAnimation.js +10 -3
  2. package/Animations/runtimeAnimation.js.map +1 -1
  3. package/Compute/computeEffect.d.ts +24 -2
  4. package/Compute/computeEffect.js +5 -9
  5. package/Compute/computeEffect.js.map +1 -1
  6. package/Compute/computeShader.d.ts +4 -4
  7. package/Compute/computeShader.js +1 -1
  8. package/Compute/computeShader.js.map +1 -1
  9. package/Engines/Extensions/engine.computeShader.d.ts +7 -2
  10. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  11. package/Engines/Extensions/engine.multiRender.js +1 -1
  12. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +12 -2
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.multiRender.js +1 -1
  18. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js +5 -2
  20. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  21. package/Engines/WebGPU/webgpuClearQuad.d.ts +2 -2
  22. package/Engines/WebGPU/webgpuClearQuad.js +8 -3
  23. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  24. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -0
  25. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  26. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -0
  27. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  28. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  29. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  30. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  31. package/Engines/WebGPU/webgpuTextureManager.js +6 -6
  32. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  33. package/Engines/nativeEngine.d.ts +1 -0
  34. package/Engines/nativeEngine.js.map +1 -1
  35. package/Engines/nullEngine.d.ts +1 -0
  36. package/Engines/nullEngine.js.map +1 -1
  37. package/Engines/renderTargetWrapper.d.ts +8 -0
  38. package/Engines/renderTargetWrapper.js +14 -1
  39. package/Engines/renderTargetWrapper.js.map +1 -1
  40. package/Engines/thinEngine.d.ts +6 -7
  41. package/Engines/thinEngine.js +25 -11
  42. package/Engines/thinEngine.js.map +1 -1
  43. package/Engines/webgpuEngine.d.ts +5 -2
  44. package/Engines/webgpuEngine.js +19 -8
  45. package/Engines/webgpuEngine.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.js +5 -0
  47. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -0
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  50. package/Materials/Node/Blocks/addBlock.d.ts +2 -15
  51. package/Materials/Node/Blocks/addBlock.js +4 -32
  52. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/baseMathBlock.d.ts +26 -0
  54. package/Materials/Node/Blocks/baseMathBlock.js +84 -0
  55. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -0
  56. package/Materials/Node/Blocks/divideBlock.d.ts +2 -15
  57. package/Materials/Node/Blocks/divideBlock.js +4 -32
  58. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/multiplyBlock.d.ts +2 -15
  60. package/Materials/Node/Blocks/multiplyBlock.js +4 -32
  61. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  62. package/Materials/Node/Blocks/subtractBlock.d.ts +2 -15
  63. package/Materials/Node/Blocks/subtractBlock.js +4 -32
  64. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  65. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +4 -0
  66. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +7 -0
  67. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  68. package/Materials/Node/nodeMaterialBuildState.js +1 -1
  69. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  70. package/Materials/Textures/renderTargetTexture.d.ts +6 -23
  71. package/Materials/Textures/renderTargetTexture.js +10 -6
  72. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  73. package/Materials/Textures/texture.d.ts +5 -2
  74. package/Materials/Textures/texture.js +10 -5
  75. package/Materials/Textures/texture.js.map +1 -1
  76. package/Materials/Textures/textureCreationOptions.d.ts +1 -0
  77. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  78. package/Materials/effect.d.ts +37 -2
  79. package/Materials/effect.js +10 -14
  80. package/Materials/effect.js.map +1 -1
  81. package/Materials/shaderMaterial.d.ts +5 -9
  82. package/Materials/shaderMaterial.js +2 -6
  83. package/Materials/shaderMaterial.js.map +1 -1
  84. package/Meshes/Builders/ribbonBuilder.js +32 -28
  85. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  86. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +4 -3
  87. package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
  88. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  89. package/Meshes/GreasedLine/greasedLineMesh.d.ts +0 -2
  90. package/Meshes/GreasedLine/greasedLineMesh.js +85 -77
  91. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  92. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +9 -3
  93. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  94. package/Meshes/Node/Blocks/mathBlock.d.ts +6 -0
  95. package/Meshes/Node/Blocks/mathBlock.js +95 -23
  96. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  97. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +4 -0
  98. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +7 -0
  99. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  100. package/Misc/greasedLineTools.d.ts +6 -0
  101. package/Misc/greasedLineTools.js +21 -0
  102. package/Misc/greasedLineTools.js.map +1 -1
  103. package/Rendering/reflectiveShadowMap.js +1 -1
  104. package/Rendering/reflectiveShadowMap.js.map +1 -1
  105. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
  106. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  107. package/Shaders/ShadersInclude/pbrDebug.js +2 -0
  108. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  109. package/ShadersWGSL/clearQuad.fragment.js +11 -0
  110. package/ShadersWGSL/clearQuad.fragment.js.map +1 -0
  111. package/ShadersWGSL/clearQuad.vertex.js +22 -0
  112. package/ShadersWGSL/clearQuad.vertex.js.map +1 -0
  113. package/node.js +1 -6
  114. package/node.js.map +1 -1
  115. package/package.json +1 -1
  116. package/Shaders/clearQuad.fragment.js +0 -10
  117. package/Shaders/clearQuad.fragment.js.map +0 -1
  118. package/Shaders/clearQuad.vertex.js +0 -19
  119. package/Shaders/clearQuad.vertex.js.map +0 -1
  120. /package/{Shaders → ShadersWGSL}/clearQuad.fragment.d.ts +0 -0
  121. /package/{Shaders → ShadersWGSL}/clearQuad.vertex.d.ts +0 -0
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n }\r\n}\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _ownerBlock: NodeMaterialBlock;\r\n /** @internal */\r\n public _connectedPoint: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _typeConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _defaultConnectionPointType: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._type = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n serializationObject.displayName = this.displayName;\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n }\r\n}\r\n"]}
@@ -96,7 +96,7 @@ export class NodeMaterialBuildState {
96
96
  this.compilationString = `\n${emitComments ? "//Attributes\n" : ""}${this._attributeDeclaration}\n${this.compilationString}`;
97
97
  }
98
98
  this.compilationString = "precision highp float;\n" + this.compilationString;
99
- this.compilationString = "#if defined(WEBGL2) || defines(WEBGPU)\nprecision highp sampler2DArray;\n#endif\n" + this.compilationString;
99
+ this.compilationString = "#if defined(WEBGL2) || defined(WEBGPU)\nprecision highp sampler2DArray;\n#endif\n" + this.compilationString;
100
100
  if (isFragmentMode) {
101
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  this.compilationString =
102
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  "#if defined(PREPASS)\r\n#extension GL_EXT_draw_buffers : require\r\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\r\nhighp vec4 gl_FragColor;\r\n#endif\r\n" +
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { Effect } from \"../effect\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defines(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { Effect } from \"../effect\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = Effect.IncludesShadersStore[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = Effect.IncludesShadersStore[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n this.sharedData.varyingDeclaration += `varying ${type} ${name};\\n`;\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: string, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n this._uniformDeclaration += `uniform ${type} ${name};\\n`;\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n}\r\n"]}
@@ -189,10 +189,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
189
189
  */
190
190
  clearColor: Color4;
191
191
  protected _size: TextureSize;
192
- protected _initialSizeParameter: number | {
193
- width: number;
194
- height: number;
195
- } | {
192
+ protected _initialSizeParameter: TextureSize | {
196
193
  ratio: number;
197
194
  };
198
195
  protected _sizeRatio: Nullable<number>;
@@ -277,11 +274,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
277
274
  * @param scene The scene the RTT belongs to. Default is the last created scene.
278
275
  * @param options The options for creating the render target texture.
279
276
  */
280
- constructor(name: string, size: number | {
281
- width: number;
282
- height: number;
283
- layers?: number;
284
- } | {
277
+ constructor(name: string, size: TextureSize | {
285
278
  ratio: number;
286
279
  }, scene?: Nullable<Scene>, options?: RenderTargetTextureOptions);
287
280
  /**
@@ -305,11 +298,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
305
298
  * @param noColorAttachment True (default: false) to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer)
306
299
  * @param useSRGBBuffer True (default: false) to create a SRGB texture
307
300
  */
308
- constructor(name: string, size: number | {
309
- width: number;
310
- height: number;
311
- layers?: number;
312
- } | {
301
+ constructor(name: string, size: TextureSize | {
313
302
  ratio: number;
314
303
  }, scene?: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean, samples?: number, creationFlags?: number, noColorAttachment?: boolean, useSRGBBuffer?: boolean);
315
304
  /**
@@ -324,10 +313,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
324
313
  createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean, samples?: number, format?: number): void;
325
314
  private _releaseRenderPassId;
326
315
  private _createRenderPassId;
327
- protected _processSizeParameter(size: number | {
328
- width: number;
329
- height: number;
330
- } | {
316
+ protected _processSizeParameter(size: TextureSize | {
331
317
  ratio: number;
332
318
  }, createRenderPassIds?: boolean): void;
333
319
  /**
@@ -380,7 +366,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
380
366
  */
381
367
  getRenderHeight(): number;
382
368
  /**
383
- * Gets the actual number of layers of the texture.
369
+ * Gets the actual number of layers of the texture or, in the case of a 3D texture, return the depth.
384
370
  * @returns the number of layers
385
371
  */
386
372
  getRenderLayers(): number;
@@ -410,10 +396,7 @@ export declare class RenderTargetTexture extends Texture implements IRenderTarge
410
396
  * - an object containing { width: number, height: number }
411
397
  * - or an object containing a ratio { ratio: number }
412
398
  */
413
- resize(size: number | {
414
- width: number;
415
- height: number;
416
- } | {
399
+ resize(size: TextureSize | {
417
400
  ratio: number;
418
401
  }): void;
419
402
  private _defaultRenderListPrepared;
@@ -473,7 +473,7 @@ export class RenderTargetTexture extends Texture {
473
473
  return this._size;
474
474
  }
475
475
  /**
476
- * Gets the actual number of layers of the texture.
476
+ * Gets the actual number of layers of the texture or, in the case of a 3D texture, return the depth.
477
477
  * @returns the number of layers
478
478
  */
479
479
  getRenderLayers() {
@@ -481,6 +481,10 @@ export class RenderTargetTexture extends Texture {
481
481
  if (layers) {
482
482
  return layers;
483
483
  }
484
+ const depth = this._size.depth;
485
+ if (depth) {
486
+ return depth;
487
+ }
484
488
  return 0;
485
489
  }
486
490
  /**
@@ -617,7 +621,7 @@ export class RenderTargetTexture extends Texture {
617
621
  this._defaultRenderListPrepared = false;
618
622
  let returnValue = checkReadiness;
619
623
  if (!checkReadiness) {
620
- if (this.is2DArray && !this.isMulti) {
624
+ if ((this.is2DArray || this.is3D) && !this.isMulti) {
621
625
  for (let layer = 0; layer < this.getRenderLayers(); layer++) {
622
626
  this._renderToTarget(0, useCameraPostProcess, dumpForDebug, layer, camera);
623
627
  scene.incrementRenderId();
@@ -640,7 +644,7 @@ export class RenderTargetTexture extends Texture {
640
644
  // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene
641
645
  scene.updateTransformMatrix();
642
646
  }
643
- const numLayers = this.is2DArray ? this.getRenderLayers() : this.isCube ? 6 : 1;
647
+ const numLayers = this.is2DArray || this.is3D ? this.getRenderLayers() : this.isCube ? 6 : 1;
644
648
  for (let layer = 0; layer < numLayers && returnValue; layer++) {
645
649
  let currentRenderList = null;
646
650
  const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
@@ -673,7 +677,7 @@ export class RenderTargetTexture extends Texture {
673
677
  }
674
678
  }
675
679
  this.onAfterRenderObservable.notifyObservers(layer);
676
- if (this.is2DArray || this.isCube) {
680
+ if (this.is2DArray || this.is3D || this.isCube) {
677
681
  scene.incrementRenderId();
678
682
  scene.resetCachedMaterial();
679
683
  }
@@ -812,7 +816,7 @@ export class RenderTargetTexture extends Texture {
812
816
  engine._debugPushGroup?.(`render to face #${faceIndex} layer #${layer}`, 1);
813
817
  // Bind
814
818
  this._prepareFrame(scene, faceIndex, layer, useCameraPostProcess);
815
- if (this.is2DArray) {
819
+ if (this.is2DArray || this.is3D) {
816
820
  engine.currentRenderPassId = this._renderPassIds[layer];
817
821
  this.onBeforeRenderObservable.notifyObservers(layer);
818
822
  }
@@ -827,7 +831,7 @@ export class RenderTargetTexture extends Texture {
827
831
  const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
828
832
  const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
829
833
  if (this.getCustomRenderList) {
830
- currentRenderList = this.getCustomRenderList(this.is2DArray ? layer : faceIndex, defaultRenderList, defaultRenderListLength);
834
+ currentRenderList = this.getCustomRenderList(this.is2DArray || this.is3D ? layer : faceIndex, defaultRenderList, defaultRenderListLength);
831
835
  }
832
836
  if (!currentRenderList) {
833
837
  // No custom render list provided, we prepare the rendering for the default list, but check