@babylonjs/core 6.7.0 → 6.8.1

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 (412) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -0
  5. package/Animations/animationGroup.js +12 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/easing.js.map +1 -1
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/Audio/sound.js.map +1 -1
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  11. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  12. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  15. package/Bones/bone.js.map +1 -1
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js.map +1 -1
  18. package/Buffers/dataBuffer.js.map +1 -1
  19. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  26. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  28. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  30. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  34. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js.map +1 -1
  36. package/Cameras/camera.js.map +1 -1
  37. package/Cameras/flyCamera.js.map +1 -1
  38. package/Cameras/followCamera.js.map +1 -1
  39. package/Cameras/freeCamera.js.map +1 -1
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Collisions/collider.js.map +1 -1
  42. package/Compute/computeEffect.js.map +1 -1
  43. package/Compute/computeShader.js +1 -5
  44. package/Compute/computeShader.js.map +1 -1
  45. package/Culling/Octrees/octree.js.map +1 -1
  46. package/Culling/boundingBox.js.map +1 -1
  47. package/Culling/boundingInfo.js.map +1 -1
  48. package/Culling/boundingSphere.js.map +1 -1
  49. package/Culling/ray.d.ts +7 -2
  50. package/Culling/ray.js +8 -3
  51. package/Culling/ray.js.map +1 -1
  52. package/Debug/debugLayer.js +1 -9
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Debug/skeletonViewer.js.map +1 -1
  55. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  56. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  58. package/Engines/Extensions/engine.multiview.d.ts +6 -1
  59. package/Engines/Extensions/engine.multiview.js +27 -7
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.renderTarget.js +1 -6
  62. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  63. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  64. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  65. package/Engines/Extensions/engine.webVR.js +1 -5
  66. package/Engines/Extensions/engine.webVR.js.map +1 -1
  67. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  68. package/Engines/Native/nativeInterfaces.js.map +1 -1
  69. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  70. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  71. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
  72. package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
  73. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  74. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  75. package/Engines/Processors/shaderProcessor.js +34 -14
  76. package/Engines/Processors/shaderProcessor.js.map +1 -1
  77. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
  78. package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
  79. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  81. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  83. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  85. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  89. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  90. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  92. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  93. package/Engines/engine.d.ts +8 -1
  94. package/Engines/engine.js.map +1 -1
  95. package/Engines/engineCapabilities.d.ts +2 -0
  96. package/Engines/engineCapabilities.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -0
  98. package/Engines/nativeEngine.js +16 -0
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/nullEngine.js +1 -9
  101. package/Engines/nullEngine.js.map +1 -1
  102. package/Engines/thinEngine.js +7 -9
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.js +3 -14
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  107. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  108. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  109. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  110. package/Gamepads/gamepad.js.map +1 -1
  111. package/Gizmos/cameraGizmo.js.map +1 -1
  112. package/Gizmos/gizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeRotationGizmo.js.map +1 -1
  115. package/Helpers/environmentHelper.js +2 -8
  116. package/Helpers/environmentHelper.js.map +1 -1
  117. package/Helpers/textureDome.js.map +1 -1
  118. package/Inputs/scene.inputManager.js +4 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.js +1 -8
  121. package/Layers/effectLayer.js.map +1 -1
  122. package/Layers/glowLayer.js +1 -12
  123. package/Layers/glowLayer.js.map +1 -1
  124. package/Layers/highlightLayer.js +1 -11
  125. package/Layers/highlightLayer.js.map +1 -1
  126. package/Legacy/legacy.js +1 -1
  127. package/Legacy/legacy.js.map +1 -1
  128. package/LensFlares/lensFlareSystem.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js +1 -4
  130. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  131. package/Lights/directionalLight.js.map +1 -1
  132. package/Lights/hemisphericLight.js.map +1 -1
  133. package/Lights/light.js.map +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Loading/loadingScreen.js.map +1 -1
  136. package/Loading/sceneLoader.d.ts +8 -8
  137. package/Loading/sceneLoader.js +35 -19
  138. package/Loading/sceneLoader.js.map +1 -1
  139. package/Materials/Background/backgroundMaterial.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  141. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  144. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/addBlock.js +2 -0
  155. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  159. package/Materials/Node/Blocks/customBlock.js +18 -2
  160. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/divideBlock.js +2 -0
  162. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  165. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  168. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  171. package/Materials/Node/nodeMaterial.d.ts +6 -1
  172. package/Materials/Node/nodeMaterial.js +6 -10
  173. package/Materials/Node/nodeMaterial.js.map +1 -1
  174. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  175. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  176. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  177. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  178. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  179. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  180. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  181. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  182. package/Materials/PBR/pbrMaterial.js +6 -13
  183. package/Materials/PBR/pbrMaterial.js.map +1 -1
  184. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  185. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  186. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  187. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  188. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  189. package/Materials/Textures/baseTexture.js.map +1 -1
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.js +1 -4
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.js.map +1 -1
  196. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  197. package/Materials/Textures/texture.js.map +1 -1
  198. package/Materials/Textures/videoTexture.js +9 -22
  199. package/Materials/Textures/videoTexture.js.map +1 -1
  200. package/Materials/colorCurves.js.map +1 -1
  201. package/Materials/effect.js.map +1 -1
  202. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  203. package/Materials/greasedLinePluginMaterial.js +553 -0
  204. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  205. package/Materials/imageProcessingConfiguration.js.map +1 -1
  206. package/Materials/index.d.ts +1 -0
  207. package/Materials/index.js +1 -0
  208. package/Materials/index.js.map +1 -1
  209. package/Materials/material.d.ts +3 -0
  210. package/Materials/material.decalMapConfiguration.js.map +1 -1
  211. package/Materials/material.detailMapConfiguration.js.map +1 -1
  212. package/Materials/material.js +40 -5
  213. package/Materials/material.js.map +1 -1
  214. package/Materials/materialPluginBase.d.ts +2 -2
  215. package/Materials/materialPluginBase.js +2 -2
  216. package/Materials/materialPluginBase.js.map +1 -1
  217. package/Materials/materialPluginManager.d.ts +3 -2
  218. package/Materials/materialPluginManager.js +3 -1
  219. package/Materials/materialPluginManager.js.map +1 -1
  220. package/Materials/multiMaterial.js +1 -1
  221. package/Materials/multiMaterial.js.map +1 -1
  222. package/Materials/shaderMaterial.d.ts +23 -4
  223. package/Materials/shaderMaterial.js +41 -21
  224. package/Materials/shaderMaterial.js.map +1 -1
  225. package/Materials/standardMaterial.d.ts +2 -1
  226. package/Materials/standardMaterial.js +4 -1
  227. package/Materials/standardMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.js.map +1 -1
  229. package/Maths/math.vector.d.ts +2 -1
  230. package/Maths/math.vector.js +3 -2
  231. package/Maths/math.vector.js.map +1 -1
  232. package/Meshes/Builders/decalBuilder.js +4 -4
  233. package/Meshes/Builders/decalBuilder.js.map +1 -1
  234. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  235. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  236. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  237. package/Meshes/Builders/index.d.ts +1 -0
  238. package/Meshes/Builders/index.js +1 -0
  239. package/Meshes/Builders/index.js.map +1 -1
  240. package/Meshes/abstractMesh.d.ts +3 -2
  241. package/Meshes/abstractMesh.js +5 -3
  242. package/Meshes/abstractMesh.js.map +1 -1
  243. package/Meshes/greasedLineMesh.d.ts +189 -0
  244. package/Meshes/greasedLineMesh.js +437 -0
  245. package/Meshes/greasedLineMesh.js.map +1 -0
  246. package/Meshes/index.d.ts +1 -0
  247. package/Meshes/index.js +1 -0
  248. package/Meshes/index.js.map +1 -1
  249. package/Meshes/mesh.d.ts +4 -0
  250. package/Meshes/mesh.js +20 -10
  251. package/Meshes/mesh.js.map +1 -1
  252. package/Meshes/mesh.vertexData.js.map +1 -1
  253. package/Meshes/meshUVSpaceRenderer.js +1 -8
  254. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  255. package/Meshes/transformNode.js.map +1 -1
  256. package/Misc/basis.js.map +1 -1
  257. package/Misc/deepCopier.js +8 -2
  258. package/Misc/deepCopier.js.map +1 -1
  259. package/Misc/dumpTools.d.ts +4 -3
  260. package/Misc/dumpTools.js +5 -4
  261. package/Misc/dumpTools.js.map +1 -1
  262. package/Misc/environmentTextureTools.js +1 -1
  263. package/Misc/environmentTextureTools.js.map +1 -1
  264. package/Misc/fileTools.js +10 -10
  265. package/Misc/fileTools.js.map +1 -1
  266. package/Misc/greasedLineTools.d.ts +141 -0
  267. package/Misc/greasedLineTools.js +263 -0
  268. package/Misc/greasedLineTools.js.map +1 -0
  269. package/Misc/index.d.ts +1 -0
  270. package/Misc/index.js +1 -0
  271. package/Misc/index.js.map +1 -1
  272. package/Misc/khronosTextureContainer.js.map +1 -1
  273. package/Misc/observable.d.ts +11 -0
  274. package/Misc/observable.js +26 -1
  275. package/Misc/observable.js.map +1 -1
  276. package/Misc/sceneOptimizer.js.map +1 -1
  277. package/Misc/screenshotTools.d.ts +15 -5
  278. package/Misc/screenshotTools.js +23 -13
  279. package/Misc/screenshotTools.js.map +1 -1
  280. package/Misc/smartArray.js.map +1 -1
  281. package/Misc/tools.d.ts +21 -9
  282. package/Misc/tools.js +21 -9
  283. package/Misc/tools.js.map +1 -1
  284. package/Misc/videoRecorder.js +1 -4
  285. package/Misc/videoRecorder.js.map +1 -1
  286. package/Misc/virtualJoystick.js +1 -4
  287. package/Misc/virtualJoystick.js.map +1 -1
  288. package/Misc/webRequest.js.map +1 -1
  289. package/Morph/morphTarget.js.map +1 -1
  290. package/Morph/morphTargetManager.js.map +1 -1
  291. package/Offline/database.js.map +1 -1
  292. package/Particles/baseParticleSystem.js.map +1 -1
  293. package/Particles/gpuParticleSystem.d.ts +1 -0
  294. package/Particles/gpuParticleSystem.js +5 -8
  295. package/Particles/gpuParticleSystem.js.map +1 -1
  296. package/Particles/particle.js.map +1 -1
  297. package/Particles/particleSystem.js +1 -1
  298. package/Particles/particleSystem.js.map +1 -1
  299. package/Particles/particleSystemSet.js.map +1 -1
  300. package/Physics/physicsHelper.js +4 -4
  301. package/Physics/physicsHelper.js.map +1 -1
  302. package/Physics/physicsRaycastResult.d.ts +3 -1
  303. package/Physics/physicsRaycastResult.js +10 -1
  304. package/Physics/physicsRaycastResult.js.map +1 -1
  305. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  306. package/Physics/v1/physicsImpostor.js.map +1 -1
  307. package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
  308. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  309. package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
  310. package/Physics/v2/Plugins/havokPlugin.js +9 -6
  311. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  312. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  313. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  314. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  315. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  316. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  318. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  319. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  320. package/PostProcesses/blurPostProcess.js.map +1 -1
  321. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  322. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  323. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  324. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  325. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/grainPostProcess.js.map +1 -1
  328. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  329. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  330. package/PostProcesses/postProcess.js.map +1 -1
  331. package/PostProcesses/refractionPostProcess.js.map +1 -1
  332. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  333. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  336. package/Probes/reflectionProbe.js.map +1 -1
  337. package/Rendering/boundingBoxRenderer.js +2 -4
  338. package/Rendering/boundingBoxRenderer.js.map +1 -1
  339. package/Rendering/depthPeelingRenderer.js.map +1 -1
  340. package/Rendering/depthRenderer.js.map +1 -1
  341. package/Rendering/geometryBufferRenderer.js.map +1 -1
  342. package/Rendering/outlineRenderer.js.map +1 -1
  343. package/Rendering/prePassRenderer.js.map +1 -1
  344. package/Rendering/renderingGroup.js.map +1 -1
  345. package/Rendering/renderingManager.js.map +1 -1
  346. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  347. package/Rendering/utilityLayerRenderer.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
  349. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrDebug.js +11 -2
  351. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  352. package/Shaders/velocity.fragment.d.ts +5 -0
  353. package/Shaders/velocity.fragment.js +13 -0
  354. package/Shaders/velocity.fragment.js.map +1 -0
  355. package/Shaders/velocity.vertex.d.ts +7 -0
  356. package/Shaders/velocity.vertex.js +23 -0
  357. package/Shaders/velocity.vertex.js.map +1 -0
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  360. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\r\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/reflectionFunction\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\n/**\r\n * Base block used to read a reflection texture from a sampler\r\n */\r\nexport abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _defineCubicName: string;\r\n /** @internal */\r\n public _defineExplicitName: string;\r\n /** @internal */\r\n public _defineProjectionName: string;\r\n /** @internal */\r\n public _defineLocalCubicName: string;\r\n /** @internal */\r\n public _defineSphericalName: string;\r\n /** @internal */\r\n public _definePlanarName: string;\r\n /** @internal */\r\n public _defineEquirectangularName: string;\r\n /** @internal */\r\n public _defineMirroredEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineEquirectangularFixedName: string;\r\n /** @internal */\r\n public _defineSkyboxName: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _reflectionPositionName: string;\r\n /** @internal */\r\n public _reflectionSizeName: string;\r\n\r\n protected _positionUVWName: string;\r\n protected _directionWName: string;\r\n protected _reflectionVectorName: string;\r\n /** @internal */\r\n public _reflectionCoordsName: string;\r\n /** @internal */\r\n public _reflectionMatrixName: string;\r\n protected _reflectionColorName: string;\r\n protected _worldPositionNameInFragmentOnlyMode: string;\r\n\r\n protected _texture: Nullable<BaseTexture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<BaseTexture> {\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<BaseTexture>) {\r\n if (this._texture === texture) {\r\n return;\r\n }\r\n\r\n const scene = texture?.getScene() ?? EngineStore.LastCreatedScene;\r\n\r\n if (!texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this._texture!);\r\n });\r\n }\r\n\r\n this._texture = texture;\r\n\r\n if (texture && scene) {\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(texture);\r\n });\r\n }\r\n }\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: ReflectionTextureBaseBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n protected static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as ReflectionTextureBaseBlock;\r\n return that._onGenerateOnlyFragmentCodeChanged();\r\n }\r\n\r\n protected _onGenerateOnlyFragmentCodeChanged(): boolean {\r\n this._setTarget();\r\n return true;\r\n }\r\n\r\n protected _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Create a new ReflectionTextureBaseBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"ReflectionTextureBaseBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get position(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public abstract get worldPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public abstract get worldNormal(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the world input component\r\n */\r\n public abstract get world(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public abstract get cameraPosition(): NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public abstract get view(): NodeMaterialConnectionPoint;\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n return this.texture;\r\n }\r\n\r\n public autoConfigure(material: NodeMaterial) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\");\r\n\r\n if (!positionInput) {\r\n positionInput = new InputBlock(\"position\");\r\n positionInput.setAsAttribute();\r\n }\r\n positionInput.output.connectTo(this.position);\r\n }\r\n\r\n if (!this.world.isConnected) {\r\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World);\r\n\r\n if (!worldInput) {\r\n worldInput = new InputBlock(\"world\");\r\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\r\n }\r\n worldInput.output.connectTo(this.world);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View);\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n const texture = this._getTexture();\r\n\r\n if (!texture || !texture.getTextureMatrix) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, texture.isCube, true);\r\n defines.setValue(this._defineLocalCubicName, (<any>texture).boundingBoxSize ? true : false, true);\r\n defines.setValue(this._defineExplicitName, texture.coordinatesMode === Constants.TEXTURE_EXPLICIT_MODE, true);\r\n defines.setValue(this._defineSkyboxName, texture.coordinatesMode === Constants.TEXTURE_SKYBOX_MODE, true);\r\n defines.setValue(this._defineCubicName, texture.coordinatesMode === Constants.TEXTURE_CUBIC_MODE || texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(\"INVERTCUBICMAP\", texture.coordinatesMode === Constants.TEXTURE_INVCUBIC_MODE, true);\r\n defines.setValue(this._defineSphericalName, texture.coordinatesMode === Constants.TEXTURE_SPHERICAL_MODE, true);\r\n defines.setValue(this._definePlanarName, texture.coordinatesMode === Constants.TEXTURE_PLANAR_MODE, true);\r\n defines.setValue(this._defineProjectionName, texture.coordinatesMode === Constants.TEXTURE_PROJECTION_MODE, true);\r\n defines.setValue(this._defineEquirectangularName, texture.coordinatesMode === Constants.TEXTURE_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE, true);\r\n defines.setValue(this._defineMirroredEquirectangularFixedName, texture.coordinatesMode === Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE, true);\r\n }\r\n\r\n public isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n const texture = this._getTexture();\r\n\r\n if (!mesh || !texture) {\r\n return;\r\n }\r\n\r\n effect.setMatrix(this._reflectionMatrixName, texture.getReflectionTextureMatrix());\r\n\r\n if (texture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, texture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, texture);\r\n }\r\n\r\n if ((<any>texture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>texture;\r\n effect.setVector3(this._reflectionPositionName, cubeTexture.boundingBoxPosition);\r\n effect.setVector3(this._reflectionSizeName, cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the code to inject in the vertex shader\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public handleVertexSide(state: NodeMaterialBuildState): string {\r\n if (this.generateOnlyFragmentCode && state.target === NodeMaterialBlockTargets.Vertex) {\r\n return \"\";\r\n }\r\n\r\n this._define3DName = state._getFreeDefineName(\"REFLECTIONMAP_3D\");\r\n this._defineCubicName = state._getFreeDefineName(\"REFLECTIONMAP_CUBIC\");\r\n this._defineSphericalName = state._getFreeDefineName(\"REFLECTIONMAP_SPHERICAL\");\r\n this._definePlanarName = state._getFreeDefineName(\"REFLECTIONMAP_PLANAR\");\r\n this._defineProjectionName = state._getFreeDefineName(\"REFLECTIONMAP_PROJECTION\");\r\n this._defineExplicitName = state._getFreeDefineName(\"REFLECTIONMAP_EXPLICIT\");\r\n this._defineEquirectangularName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n this._defineLocalCubicName = state._getFreeDefineName(\"USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n this._defineMirroredEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n this._defineEquirectangularFixedName = state._getFreeDefineName(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n this._defineSkyboxName = state._getFreeDefineName(\"REFLECTIONMAP_SKYBOX\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"REFLECTIONMAP_OPPOSITEZ\");\r\n\r\n this._reflectionMatrixName = state._getFreeVariableName(\"reflectionMatrix\");\r\n\r\n state._emitUniformFromString(this._reflectionMatrixName, \"mat4\");\r\n\r\n let code = \"\";\r\n\r\n this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName(\"worldPosition\");\r\n\r\n const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : \"v_\" + this.worldPosition.associatedVariableName;\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, \"vec4\")) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\r\\n`;\r\n }\r\n\r\n this._positionUVWName = state._getFreeVariableName(\"positionUVW\");\r\n this._directionWName = state._getFreeVariableName(\"directionW\");\r\n\r\n if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, \"vec3\", this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n \"vec3\",\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\r\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\r\\n`;\r\n code += `#endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Handles the inits for the fragment code path\r\n * @param state node material build state\r\n */\r\n public handleFragmentSideInits(state: NodeMaterialBuildState) {\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\r\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#else\\r\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\r\\n`;\r\n state._samplerDeclaration += `#endif\\r\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunction(\"ReciprocalPI\", \"#define RECIPROCAL_PI2 0.15915494\", \"\");\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" }],\r\n });\r\n\r\n this._reflectionColorName = state._getFreeVariableName(\"reflectionColor\");\r\n this._reflectionVectorName = state._getFreeVariableName(\"reflectionUVW\");\r\n this._reflectionCoordsName = state._getFreeVariableName(\"reflectionCoords\");\r\n\r\n this._reflectionPositionName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionPositionName, \"vec3\");\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, \"vec3\");\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param worldNormalVarName name of the world normal variable\r\n * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block\r\n * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates\r\n * @param doNotEmitInvertZ if true, does not emit the invertZ code\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false, doNotEmitInvertZ = false): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${this._directionWName})`;\r\n const positionUVW = `${this._positionUVWName}`;\r\n const vEyePosition = `${this.cameraPosition.associatedVariableName}`;\r\n const view = `${this.view.associatedVariableName}`;\r\n\r\n worldNormalVarName += \".xyz\";\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);\r\n #endif\\r\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\r\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};\r\n #else\r\n vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;\r\n #ifdef ${this._defineProjectionName}\r\n ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;\r\n #endif\r\n ${this._reflectionCoordsName}.y = 1.0 - ${this._reflectionCoordsName}.y;\r\n #endif\\r\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `\r\n #else\\r\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\r\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\r\\n`;\r\n }\r\n\r\n code += `#endif\\r\\n`;\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the code corresponding to the connected output points\r\n * @param state node material build state\r\n * @param varName name of the variable to output\r\n * @returns the shader code\r\n */\r\n public writeOutputs(state: NodeMaterialBuildState, varName: string): string {\r\n let code = \"\";\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n code += `${this._declareOutput(output, state)} = ${varName}.${output.name};\\r\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n if (this.texture.isCube) {\r\n const forcedExtension = (this.texture as CubeTexture).forcedExtension;\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\", undefined, undefined, ${\r\n this.texture.noMipmap\r\n }, null, undefined, undefined, undefined, ${this.texture._prefiltered}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\r\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\r\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
@@ -48,7 +48,7 @@ export declare class SceneDepthBlock extends NodeMaterialBlock {
48
48
  * @param state defines the state that will be used for the build
49
49
  */
50
50
  initialize(state: NodeMaterialBuildState): void;
51
- get target(): NodeMaterialBlockTargets;
51
+ get target(): NodeMaterialBlockTargets.Fragment | NodeMaterialBlockTargets.VertexAndFragment;
52
52
  private _getTexture;
53
53
  bind(effect: Effect, nodeMaterial: NodeMaterial): void;
54
54
  private _injectVertexCode;
@@ -1 +1 @@
1
- {"version":3,"file":"sceneDepthBlock.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/Materials/Node/Blocks/Dual/sceneDepthBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAE1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAGhF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAG3D,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,6BAA6B,CAAC;AAK7F;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,iBAAiB;IAqDlD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QArD5D;;WAEG;QAgBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAgBI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;WAEG;QAII,oBAAe,GAAG,KAAK,CAAC;QAS3B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,IAAI,EAAE,qCAAqC,CAAC,UAAU,EAAE,KAAK,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QAE9H,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE5G,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAChJ,CAAC;QAEF,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,iBAAiB,GAAG,KAAK,CAAC;IAC9C,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,EAAE;QACT,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,KAA6B;QAC3C,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;IACjD,CAAC;IAED,IAAW,MAAM;QACb,IAAI,CAAC,IAAI,CAAC,EAAE,CAAC,WAAW,EAAE;YACtB,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,WAAY,CAAC,OAAO,EAAE;YAC9B,OAAO,wBAAwB,CAAC,iBAAiB,CAAC;SACrD;QAED,OAAO,wBAAwB,CAAC,QAAQ,CAAC;IAC7C,CAAC;IAEO,WAAW,CAAC,KAAY;QAC5B,MAAM,aAAa,GAAG,KAAK,CAAC,mBAAmB,CAAC,SAAS,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,EAAE,SAAS,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE5I,OAAO,aAAa,CAAC,WAAW,EAAE,CAAC;IACvC,CAAC;IAEM,IAAI,CAAC,MAAc,EAAE,YAA0B;QAClD,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE1D,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC;IAClD,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,OAAO,CAAC,cAAe,CAAC,UAAU,CAAC,OAAO,EAAE;YAC5C,MAAM,iBAAiB,GAAG,OAAO,CAAC,cAAe,CAAC,UAAwB,CAAC;YAE3E,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE;gBAChC,KAAK,CAAC,sBAAsB,CACxB,OAAO,CAAC,sBAAsB,EAC9B,KAAK,GAAG,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,KAAK,qCAAqC,CAAC,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAC9J,CAAC;aACL;SACJ;QAED,IAAI,CAAC,WAAW,GAAG,OAAO,GAAG,OAAO,CAAC,sBAAsB,CAAC;QAE5D,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;QAEvD,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,WAAW,MAAM,OAAO,CAAC,sBAAsB,UAAU,CAAC;QAE7F,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,yBAAyB,CAAC,EAAE;YACzD,OAAO;SACV;QAED,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QAEpC,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC,YAAY,EAAE;gBACrB,IAAI,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;aAC/C;SACJ;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B,EAAE,UAAU,GAAG,KAAK;QACvE,MAAM,OAAO,GAAG,IAAI,CAAC,EAAE,CAAC;QAExB,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,WAAW,CAAC;YACxI,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,OAAO,CAAC,sBAAsB,WAAW,CAAC;YACxI,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,QAAQ,IAAI,CAAC,gBAAgB,gBAAgB,IAAI,CAAC,YAAY,KAAK,IAAI,CAAC,WAAW,QAAQ,CAAC;IAC3H,CAAC;IAEO,YAAY,CAAC,KAA6B,EAAE,MAAmC,EAAE,OAAe,EAAE,UAAU,GAAG,KAAK;QACxH,IAAI,UAAU,EAAE;YACZ,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;gBACpD,OAAO;aACV;YAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;YAC9G,OAAO;SACV;QAED,IAAI,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACjE,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;YAC9G,OAAO;SACV;QAED,KAAK,CAAC,iBAAiB,IAAI,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,IAAI,CAAC,gBAAgB,IAAI,OAAO,OAAO,CAAC;IAClH,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,GAAG,SAAS,CAAC,CAAC;QACtE,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;QAEtE,IAAI,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;YACnD,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;SAC9C;QAED,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE;YACpD,SAAS;YACT,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACxC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;SACV;QAED,WAAW;QACX,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,2BAA2B,CAAC,EAAE;YAC3D,OAAO;SACV;QAED,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QAExC,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;QAE9B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;YAChC,IAAI,MAAM,CAAC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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\r\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { InputBlock } from \"../Input/inputBlock\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { Effect } from \"../../../effect\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\n\r\n/**\r\n * Block used to retrieve the depth (zbuffer) of the scene\r\n * @since 5.0.0\r\n */\r\nexport class SceneDepthBlock extends NodeMaterialBlock {\r\n private _samplerName: string;\r\n private _mainUVName: string;\r\n private _tempTextureRead: string;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in non linear mode\r\n */\r\n @editableInPropertyPage(\"Use non linear depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.useNonLinearDepth) {\r\n sceneDepthBlock.storeCameraSpaceZ = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public useNonLinearDepth = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect)\r\n */\r\n @editableInPropertyPage(\"Store Camera space Z\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: {\r\n activatePreviewCommand: true,\r\n callback: (scene, block) => {\r\n const sceneDepthBlock = block as SceneDepthBlock;\r\n let retVal = false;\r\n if (sceneDepthBlock.storeCameraSpaceZ) {\r\n sceneDepthBlock.useNonLinearDepth = false;\r\n retVal = true;\r\n }\r\n scene.disableDepthRenderer();\r\n return retVal;\r\n },\r\n },\r\n })\r\n public storeCameraSpaceZ = false;\r\n\r\n /**\r\n * Defines if the depth renderer should be setup in full 32 bits float mode\r\n */\r\n @editableInPropertyPage(\"Force 32 bits float\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { activatePreviewCommand: true, callback: (scene) => scene.disableDepthRenderer() },\r\n })\r\n public force32itsFloat = false;\r\n\r\n /**\r\n * Create a new SceneDepthBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this.registerOutput(\"depth\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = false;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"SceneDepthBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the depth output component\r\n */\r\n public get depth(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"textureSampler\");\r\n }\r\n\r\n public get target() {\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _getTexture(scene: Scene): BaseTexture {\r\n const depthRenderer = scene.enableDepthRenderer(undefined, this.useNonLinearDepth, this.force32itsFloat, undefined, this.storeCameraSpaceZ);\r\n\r\n return depthRenderer.getDepthMap();\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial) {\r\n const texture = this._getTexture(nodeMaterial.getScene());\r\n\r\n effect.setTexture(this._samplerName, texture);\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n if (uvInput.connectedPoint!.ownerBlock.isInput) {\r\n const uvInputOwnerBlock = uvInput.connectedPoint!.ownerBlock as InputBlock;\r\n\r\n if (!uvInputOwnerBlock.isAttribute) {\r\n state._emitUniformFromString(\r\n uvInput.associatedVariableName,\r\n \"vec\" + (uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector3 ? \"3\" : uvInput.type === NodeMaterialBlockConnectionPointTypes.Vector4 ? \"4\" : \"2\")\r\n );\r\n }\r\n }\r\n\r\n this._mainUVName = \"vMain\" + uvInput.associatedVariableName;\r\n\r\n state._emitVaryingFromString(this._mainUVName, \"vec2\");\r\n\r\n state.compilationString += `${this._mainUVName} = ${uvInput.associatedVariableName}.xy;\\r\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\", true);\r\n }\r\n }\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${uvInput.associatedVariableName}.xy);\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this._samplerName}, ${this._mainUVName});\\r\\n`;\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n return;\r\n }\r\n\r\n state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\\r\\n`;\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n this._samplerName = state._getFreeVariableName(this.name + \"Sampler\");\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n\r\n if (state.sharedData.bindableBlocks.indexOf(this) < 0) {\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n state._emit2DSampler(this._samplerName);\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n state._emit2DSampler(this._samplerName);\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints) {\r\n this._writeOutput(state, output, \"r\");\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.useNonLinearDepth = this.useNonLinearDepth;\r\n serializationObject.storeCameraSpaceZ = this.storeCameraSpaceZ;\r\n serializationObject.force32itsFloat = this.force32itsFloat;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.useNonLinearDepth = serializationObject.useNonLinearDepth;\r\n this.storeCameraSpaceZ = !!serializationObject.storeCameraSpaceZ;\r\n this.force32itsFloat = serializationObject.force32itsFloat;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SceneDepthBlock\", SceneDepthBlock);\r\n"]}
@@ -1 +1 @@
1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\ndeclare type Effect = import(\"../../../effect\").Effect;\r\ndeclare type Mesh = import(\"../../../../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.rgb.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Float\r\n );\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n @editableInPropertyPage(\"Convert to gamma space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n @editableInPropertyPage(\"Convert to linear space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public useLogarithmicDepth = false;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (this.useLogarithmicDepth && mesh) {\r\n MaterialHelper.BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n if (this.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", \"float\");\r\n state._emitVaryingFromString(\"vFragmentDepth\", \"float\");\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `gl_FragColor = vec4(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = ${rgba.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toLinearSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toGammaSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.useLogarithmicDepth) {\r\n state.compilationString += `gl_FragDepthEXT = log2(vFragmentDepth) * logarithmicDepthConstant * 0.5;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport { MaterialHelper } from \"../../../materialHelper\";\r\n\r\ndeclare type NodeMaterial = import(\"../../nodeMaterial\").NodeMaterial;\r\ndeclare type Effect = import(\"../../../effect\").Effect;\r\ndeclare type Mesh = import(\"../../../../Meshes/mesh\").Mesh;\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.rgb.addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Float\r\n );\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n @editableInPropertyPage(\"Convert to gamma space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n @editableInPropertyPage(\"Convert to linear space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\")\r\n public useLogarithmicDepth = false;\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 \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (this.useLogarithmicDepth && mesh) {\r\n MaterialHelper.BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n if (this.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", \"float\");\r\n state._emitVaryingFromString(\"vFragmentDepth\", \"float\");\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `gl_FragColor = vec4(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = ${rgba.associatedVariableName};\\r\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n } else {\r\n state.compilationString += `gl_FragColor = vec4(${rgb.associatedVariableName}, ${aValue});\\r\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toLinearSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\r\\n`;\r\n state.compilationString += `gl_FragColor = toGammaSpace(gl_FragColor);\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.useLogarithmicDepth) {\r\n state.compilationString += `gl_FragDepthEXT = log2(vFragmentDepth) * logarithmicDepthConstant * 0.5;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\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.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
@@ -1 +1 @@
1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\n\r\n/**\r\n * Block used to convert a height vector to a normal\r\n */\r\nexport class HeightToNormalBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new HeightToNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[3].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the output should be generated in world or tangent space.\r\n * Note that in tangent space the result is also scaled by 0.5 and offsetted by 0.5 so that it can directly be used as a PerturbNormal.normalMapColor input\r\n */\r\n @editableInPropertyPage(\"Generate in world space instead of tangent space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public generateInWorldSpace: boolean = false;\r\n\r\n /**\r\n * Defines that the worldNormal input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldNormal input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationNormal: boolean = true;\r\n\r\n /**\r\n * Defines that the worldTangent input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldTangent input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationTangent: boolean = true;\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 \"HeightToNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n if (!this.generateInWorldSpace && !this.worldTangent.isConnected) {\r\n console.error(`You must connect the 'worldTangent' input of the ${this.name} block!`);\r\n }\r\n\r\n const startCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n vec3 biTangent = cross(normal, tangent);\r\n mat3 TBN = mat3(tangent, biTangent, normal);\r\n `;\r\n\r\n const endCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n result = TBN * result;\r\n result = result * vec3(0.5) + vec3(0.5);\r\n `;\r\n\r\n const heightToNormal = `\r\n vec4 heightToNormal(in float height, in vec3 position, in vec3 tangent, in vec3 normal) {\r\n ${startCode}\r\n ${this.automaticNormalizationTangent ? \"tangent = normalize(tangent);\" : \"\"}\r\n ${this.automaticNormalizationNormal ? \"normal = normalize(normal);\" : \"\"}\r\n vec3 worlddX = dFdx(position);\r\n vec3 worlddY = dFdy(position);\r\n vec3 crossX = cross(normal, worlddX);\r\n vec3 crossY = cross(normal, worlddY);\r\n float d = abs(dot(crossY, worlddX));\r\n vec3 inToNormal = vec3(((((height + dFdx(height)) - height) * crossY) + (((height + dFdy(height)) - height) * crossX)) * sign(d));\r\n inToNormal.y *= -1.0;\r\n vec3 result = normalize((d * normal) - inToNormal);\r\n ${endCode}\r\n return vec4(result, 0.);\r\n }`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n state._emitFunction(\"heightToNormal\", heightToNormal, \"// heightToNormal\");\r\n state.compilationString +=\r\n this._declareOutput(output, state) +\r\n ` = heightToNormal(${this.input.associatedVariableName}, ${this.worldPosition.associatedVariableName}, ${\r\n this.worldTangent.isConnected ? this.worldTangent.associatedVariableName : \"vec3(0.)\"\r\n }.xyz, ${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n if (this.xyz.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.xyz, state) + ` = ${this.output.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.generateInWorldSpace = ${this.generateInWorldSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationNormal = ${this.automaticNormalizationNormal};\\r\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationTangent = ${this.automaticNormalizationTangent};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateInWorldSpace = this.generateInWorldSpace;\r\n serializationObject.automaticNormalizationNormal = this.automaticNormalizationNormal;\r\n serializationObject.automaticNormalizationTangent = this.automaticNormalizationTangent;\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.generateInWorldSpace = serializationObject.generateInWorldSpace;\r\n this.automaticNormalizationNormal = serializationObject.automaticNormalizationNormal;\r\n this.automaticNormalizationTangent = serializationObject.automaticNormalizationTangent;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HeightToNormalBlock\", HeightToNormalBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\n\r\n/**\r\n * Block used to convert a height vector to a normal\r\n */\r\nexport class HeightToNormalBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new HeightToNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[3].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the output should be generated in world or tangent space.\r\n * Note that in tangent space the result is also scaled by 0.5 and offsetted by 0.5 so that it can directly be used as a PerturbNormal.normalMapColor input\r\n */\r\n @editableInPropertyPage(\"Generate in world space instead of tangent space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public generateInWorldSpace: boolean = false;\r\n\r\n /**\r\n * Defines that the worldNormal input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldNormal input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationNormal: boolean = true;\r\n\r\n /**\r\n * Defines that the worldTangent input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldTangent input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationTangent: boolean = true;\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 \"HeightToNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n if (!this.generateInWorldSpace && !this.worldTangent.isConnected) {\r\n console.error(`You must connect the 'worldTangent' input of the ${this.name} block!`);\r\n }\r\n\r\n const startCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n vec3 biTangent = cross(normal, tangent);\r\n mat3 TBN = mat3(tangent, biTangent, normal);\r\n `;\r\n\r\n const endCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n result = TBN * result;\r\n result = result * vec3(0.5) + vec3(0.5);\r\n `;\r\n\r\n const heightToNormal = `\r\n vec4 heightToNormal(in float height, in vec3 position, in vec3 tangent, in vec3 normal) {\r\n ${startCode}\r\n ${this.automaticNormalizationTangent ? \"tangent = normalize(tangent);\" : \"\"}\r\n ${this.automaticNormalizationNormal ? \"normal = normalize(normal);\" : \"\"}\r\n vec3 worlddX = dFdx(position);\r\n vec3 worlddY = dFdy(position);\r\n vec3 crossX = cross(normal, worlddX);\r\n vec3 crossY = cross(normal, worlddY);\r\n float d = abs(dot(crossY, worlddX));\r\n vec3 inToNormal = vec3(((((height + dFdx(height)) - height) * crossY) + (((height + dFdy(height)) - height) * crossX)) * sign(d));\r\n inToNormal.y *= -1.0;\r\n vec3 result = normalize((d * normal) - inToNormal);\r\n ${endCode}\r\n return vec4(result, 0.);\r\n }`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n state._emitFunction(\"heightToNormal\", heightToNormal, \"// heightToNormal\");\r\n state.compilationString +=\r\n this._declareOutput(output, state) +\r\n ` = heightToNormal(${this.input.associatedVariableName}, ${this.worldPosition.associatedVariableName}, ${\r\n this.worldTangent.isConnected ? this.worldTangent.associatedVariableName : \"vec3(0.)\"\r\n }.xyz, ${this.worldNormal.associatedVariableName});\\r\\n`;\r\n\r\n if (this.xyz.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.xyz, state) + ` = ${this.output.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.generateInWorldSpace = ${this.generateInWorldSpace};\\r\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationNormal = ${this.automaticNormalizationNormal};\\r\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationTangent = ${this.automaticNormalizationTangent};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateInWorldSpace = this.generateInWorldSpace;\r\n serializationObject.automaticNormalizationNormal = this.automaticNormalizationNormal;\r\n serializationObject.automaticNormalizationTangent = this.automaticNormalizationTangent;\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.generateInWorldSpace = serializationObject.generateInWorldSpace;\r\n this.automaticNormalizationNormal = serializationObject.automaticNormalizationNormal;\r\n this.automaticNormalizationTangent = serializationObject.automaticNormalizationTangent;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HeightToNormalBlock\", HeightToNormalBlock);\r\n"]}
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\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 \"ImageProcessingBlock\";\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[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n }\r\n\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${color.associatedVariableName};\\r\\n`;\r\n } else {\r\n state.compilationString += `${this._declareOutput(output, state)} = vec4(${color.associatedVariableName}, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.rgb, state) + ` = ${this.output.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\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.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../nodeMaterialDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\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 \"ImageProcessingBlock\";\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[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n }\r\n\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${this._declareOutput(output, state)} = ${color.associatedVariableName};\\r\\n`;\r\n } else {\r\n state.compilationString += `${this._declareOutput(output, state)} = vec4(${color.associatedVariableName}, 1.0);\\r\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `#else\\r\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\r\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName}.rgb = toLinearSpace(${color.associatedVariableName}.rgb);\\r\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.rgb, state) + ` = ${this.output.associatedVariableName}.xyz;\\r\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\r\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\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.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}