@babylonjs/core 7.11.0 → 7.11.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (50) hide show
  1. package/Actions/abstractActionManager.d.ts +4 -0
  2. package/Actions/abstractActionManager.js +4 -0
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -0
  5. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -0
  6. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  7. package/Engines/abstractEngine.js +2 -3
  8. package/Engines/abstractEngine.js.map +1 -1
  9. package/Engines/engine.js +1 -0
  10. package/Engines/engine.js.map +1 -1
  11. package/Engines/webgpuEngine.js +1 -0
  12. package/Engines/webgpuEngine.js.map +1 -1
  13. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -2
  14. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  15. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +4 -2
  16. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +56 -27
  17. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  18. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +4 -4
  19. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  21. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +1 -1
  23. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  24. package/Materials/Node/Blocks/Input/inputBlock.js +6 -0
  25. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  26. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -1
  27. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  28. package/Materials/Node/nodeMaterial.js +2 -0
  29. package/Materials/Node/nodeMaterial.js.map +1 -1
  30. package/Materials/Node/nodeMaterialBuildState.d.ts +25 -1
  31. package/Materials/Node/nodeMaterialBuildState.js +73 -3
  32. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  33. package/Materials/effectRenderer.d.ts +2 -1
  34. package/Materials/effectRenderer.js +5 -2
  35. package/Materials/effectRenderer.js.map +1 -1
  36. package/Meshes/abstractMesh.d.ts +7 -0
  37. package/Meshes/abstractMesh.js +10 -1
  38. package/Meshes/abstractMesh.js.map +1 -1
  39. package/Meshes/mesh.d.ts +11 -1
  40. package/Meshes/mesh.js +40 -0
  41. package/Meshes/mesh.js.map +1 -1
  42. package/Misc/observable.d.ts +6 -6
  43. package/Misc/observable.js +4 -4
  44. package/Misc/observable.js.map +1 -1
  45. package/Rendering/fluidRenderer/fluidRenderingObject.js +2 -2
  46. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  47. package/ShadersWGSL/ShadersInclude/reflectionFunction.d.ts +5 -0
  48. package/ShadersWGSL/ShadersInclude/reflectionFunction.js +71 -0
  49. package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -0
  50. package/package.json +1 -1
@@ -163,11 +163,19 @@ export class GaussianSplattingMaterial extends PushMaterial {
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  this._activeEffect.setFloat2("invViewport", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);
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  let focal = 1000;
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  if (camera) {
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+ /*
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+ more explicit version:
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+ const t = camera.getProjectionMatrix().m[5];
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+ const FovY = Math.atan(1.0 / t) * 2.0;
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+ focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);
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+ Using a shorter version here to not have tan(atan) and 2.0 factor
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+ */
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+ const t = camera.getProjectionMatrix().m[5];
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  if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {
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- focal = renderHeight / 2.0 / Math.tan(camera.fov / 2.0);
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+ focal = (renderHeight * t) / 2.0;
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  }
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  else {
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- focal = renderWidth / 2.0 / Math.tan(camera.fov / 2.0);
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+ focal = (renderWidth * t) / 2.0;
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  }
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  }
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  this._activeEffect.setFloat2("focal", focal, focal);
@@ -1 +1 @@
1
- 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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\"world\", \"view\", \"projection\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\", \"invViewport\", \"dataTextureSize\", \"focal\"];\r\n const samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\"];\r\n const uniformBuffers = [\"Scene\", \"Mesh\"];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n\r\n const engine = scene.getEngine();\r\n const camera = this.getScene().activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n this._activeEffect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = renderHeight / 2.0 / Math.tan(camera.fov / 2.0);\r\n } else {\r\n focal = renderWidth / 2.0 / Math.tan(camera.fov / 2.0);\r\n }\r\n }\r\n\r\n this._activeEffect.setFloat2(\"focal\", focal, focal);\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
1
+ 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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { addClipPlaneUniforms, bindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, false, defines);\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\"world\", \"view\", \"projection\", \"vFogInfos\", \"vFogColor\", \"logarithmicDepthConstant\", \"invViewport\", \"dataTextureSize\", \"focal\"];\r\n const samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\"];\r\n const uniformBuffers = [\"Scene\", \"Mesh\"];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n addClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n\r\n const engine = scene.getEngine();\r\n const camera = this.getScene().activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n this._activeEffect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n this._activeEffect.setFloat2(\"focal\", focal, focal);\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
@@ -124,20 +124,22 @@ export declare abstract class ReflectionTextureBaseBlock extends NodeMaterialBlo
124
124
  handleFragmentSideInits(state: NodeMaterialBuildState): void;
125
125
  /**
126
126
  * Generates the reflection coords code for the fragment code path
127
+ * @param state defines the build state
127
128
  * @param worldNormalVarName name of the world normal variable
128
129
  * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block
129
130
  * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates
130
131
  * @param doNotEmitInvertZ if true, does not emit the invertZ code
131
132
  * @returns the shader code
132
133
  */
133
- handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector?: boolean, doNotEmitInvertZ?: boolean): string;
134
+ handleFragmentSideCodeReflectionCoords(state: NodeMaterialBuildState, worldNormalVarName: string, worldPos?: string, onlyReflectionVector?: boolean, doNotEmitInvertZ?: boolean): string;
134
135
  /**
135
136
  * Generates the reflection color code for the fragment code path
137
+ * @param state defines the build state
136
138
  * @param lodVarName name of the lod variable
137
139
  * @param swizzleLookupTexture swizzle to use for the final color variable
138
140
  * @returns the shader code
139
141
  */
140
- handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture?: string): string;
142
+ handleFragmentSideCodeReflectionColor(state: NodeMaterialBuildState, lodVarName?: string, swizzleLookupTexture?: string): string;
141
143
  /**
142
144
  * Generates the code corresponding to the connected output points
143
145
  * @param state node material build state
@@ -12,6 +12,7 @@ import { Texture } from "../../../Textures/texture.js";
12
12
  import { EngineStore } from "../../../../Engines/engineStore.js";
13
13
  import { editableInPropertyPage, PropertyTypeForEdition } from "../../../../Decorators/nodeDecorator.js";
14
14
  import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialBlockConnectionPointTypes.js";
15
+ import { ShaderLanguage } from "../../../shaderLanguage.js";
15
16
  /**
16
17
  * Base block used to read a reflection texture from a sampler
17
18
  */
@@ -170,22 +171,38 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
170
171
  this._reflectionMatrixName = state._getFreeVariableName("reflectionMatrix");
171
172
  state._emitUniformFromString(this._reflectionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);
172
173
  let code = "";
174
+ const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;
173
175
  this._worldPositionNameInFragmentOnlyMode = state._getFreeVariableName("worldPosition");
174
176
  const worldPosVaryingName = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : "v_" + this.worldPosition.associatedVariableName;
175
177
  if (this.generateOnlyFragmentCode || state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {
176
- code += `${this.generateOnlyFragmentCode ? "vec4 " : ""}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\n`;
178
+ if (this.generateOnlyFragmentCode) {
179
+ code += `${state._declareLocalVar(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this.worldPosition.associatedVariableName};\n`;
180
+ }
181
+ else {
182
+ code += `${isWebGPU ? "vertexOutputs." : ""}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\n`;
183
+ }
177
184
  }
178
185
  this._positionUVWName = state._getFreeVariableName("positionUVW");
179
186
  this._directionWName = state._getFreeVariableName("directionW");
180
187
  if (this.generateOnlyFragmentCode || state._emitVaryingFromString(this._positionUVWName, NodeMaterialBlockConnectionPointTypes.Vector3, this._defineSkyboxName)) {
181
188
  code += `#ifdef ${this._defineSkyboxName}\n`;
182
- code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\n`;
189
+ if (this.generateOnlyFragmentCode) {
190
+ code += `${state._declareLocalVar(this._positionUVWName, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.position.associatedVariableName}.xyz;\n`;
191
+ }
192
+ else {
193
+ code += `${isWebGPU ? "vertexOutputs." : ""}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\n`;
194
+ }
183
195
  code += `#endif\n`;
184
196
  }
185
197
  if (this.generateOnlyFragmentCode ||
186
198
  state._emitVaryingFromString(this._directionWName, NodeMaterialBlockConnectionPointTypes.Vector3, `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`)) {
187
199
  code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\n`;
188
- code += `${this.generateOnlyFragmentCode ? "vec3 " : ""}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${this.position.associatedVariableName}.xyz, 0.0)));\n`;
200
+ if (this.generateOnlyFragmentCode) {
201
+ code += `${state._declareLocalVar(this._directionWName, NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(vec3${state.fSuffix}(${this.world.associatedVariableName} * vec4${state.fSuffix}(${this.position.associatedVariableName}.xyz, 0.0)));\n`;
202
+ }
203
+ else {
204
+ code += `${isWebGPU ? "vertexOutputs." : ""}${this._directionWName} = normalize(vec3${state.fSuffix}(${this.world.associatedVariableName} * vec4${state.fSuffix}(${this.position.associatedVariableName}.xyz, 0.0)));\n`;
205
+ }
189
206
  code += `#endif\n`;
190
207
  }
191
208
  return code;
@@ -203,9 +220,9 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
203
220
  this._2DSamplerName = state._getFreeVariableName(this.name + "2DSampler");
204
221
  state.samplers.push(this._2DSamplerName);
205
222
  state._samplerDeclaration += `#ifdef ${this._define3DName}\n`;
206
- state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\n`;
223
+ state._emitCubeSampler(this._cubeSamplerName, "", true);
207
224
  state._samplerDeclaration += `#else\n`;
208
- state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\n`;
225
+ state._emit2DSampler(this._2DSamplerName, "", true);
209
226
  state._samplerDeclaration += `#endif\n`;
210
227
  // Fragment
211
228
  state.sharedData.blocksWithDefines.push(this);
@@ -213,7 +230,10 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
213
230
  const comments = `//${this.name}`;
214
231
  state._emitFunctionFromInclude("helperFunctions", comments);
215
232
  state._emitFunctionFromInclude("reflectionFunction", comments, {
216
- replaceStrings: [{ search: /vec3 computeReflectionCoords/g, replace: "void DUMMYFUNC" }],
233
+ replaceStrings: [
234
+ { search: /vec3 computeReflectionCoords/g, replace: "void DUMMYFUNC" },
235
+ { search: /fn computeReflectionCoords/g, replace: "void DUMMYFUNC" },
236
+ ],
217
237
  });
218
238
  this._reflectionColorName = state._getFreeVariableName("reflectionColor");
219
239
  this._reflectionVectorName = state._getFreeVariableName("reflectionUVW");
@@ -225,61 +245,66 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
225
245
  }
226
246
  /**
227
247
  * Generates the reflection coords code for the fragment code path
248
+ * @param state defines the build state
228
249
  * @param worldNormalVarName name of the world normal variable
229
250
  * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block
230
251
  * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates
231
252
  * @param doNotEmitInvertZ if true, does not emit the invertZ code
232
253
  * @returns the shader code
233
254
  */
234
- handleFragmentSideCodeReflectionCoords(worldNormalVarName, worldPos, onlyReflectionVector = false, doNotEmitInvertZ = false) {
255
+ handleFragmentSideCodeReflectionCoords(state, worldNormalVarName, worldPos, onlyReflectionVector = false, doNotEmitInvertZ = false) {
235
256
  if (!worldPos) {
236
257
  worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;
237
258
  }
238
- const reflectionMatrix = this._reflectionMatrixName;
259
+ let reflectionMatrix = this._reflectionMatrixName;
239
260
  const direction = `normalize(${this._directionWName})`;
240
261
  const positionUVW = `${this._positionUVWName}`;
241
262
  const vEyePosition = `${this.cameraPosition.associatedVariableName}`;
242
263
  const view = `${this.view.associatedVariableName}`;
243
264
  worldNormalVarName += ".xyz";
265
+ if (state.shaderLanguage === ShaderLanguage.WGSL && !this.generateOnlyFragmentCode) {
266
+ worldPos = "fragmentInputs." + worldPos;
267
+ reflectionMatrix = "uniforms." + reflectionMatrix;
268
+ }
244
269
  let code = `
245
270
  #ifdef ${this._defineMirroredEquirectangularFixedName}
246
- vec3 ${this._reflectionVectorName} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});
271
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});
247
272
  #endif
248
273
 
249
274
  #ifdef ${this._defineEquirectangularFixedName}
250
- vec3 ${this._reflectionVectorName} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});
275
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});
251
276
  #endif
252
277
 
253
278
  #ifdef ${this._defineEquirectangularName}
254
- vec3 ${this._reflectionVectorName} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
279
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
255
280
  #endif
256
281
 
257
282
  #ifdef ${this._defineSphericalName}
258
- vec3 ${this._reflectionVectorName} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});
283
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});
259
284
  #endif
260
285
 
261
286
  #ifdef ${this._definePlanarName}
262
- vec3 ${this._reflectionVectorName} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
287
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
263
288
  #endif
264
289
 
265
290
  #ifdef ${this._defineCubicName}
266
291
  #ifdef ${this._defineLocalCubicName}
267
- vec3 ${this._reflectionVectorName} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});
292
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});
268
293
  #else
269
- vec3 ${this._reflectionVectorName} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
294
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});
270
295
  #endif
271
296
  #endif
272
297
 
273
298
  #ifdef ${this._defineProjectionName}
274
- vec3 ${this._reflectionVectorName} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});
299
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});
275
300
  #endif
276
301
 
277
302
  #ifdef ${this._defineSkyboxName}
278
- vec3 ${this._reflectionVectorName} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});
303
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});
279
304
  #endif
280
305
 
281
306
  #ifdef ${this._defineExplicitName}
282
- vec3 ${this._reflectionVectorName} = vec3(0, 0, 0);
307
+ ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3(0, 0, 0);
283
308
  #endif\n`;
284
309
  if (!doNotEmitInvertZ) {
285
310
  code += `#ifdef ${this._defineOppositeZ}
@@ -289,9 +314,9 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
289
314
  if (!onlyReflectionVector) {
290
315
  code += `
291
316
  #ifdef ${this._define3DName}
292
- vec3 ${this._reflectionCoordsName} = ${this._reflectionVectorName};
317
+ ${state._declareLocalVar(this._reflectionCoordsName, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this._reflectionVectorName};
293
318
  #else
294
- vec2 ${this._reflectionCoordsName} = ${this._reflectionVectorName}.xy;
319
+ ${state._declareLocalVar(this._reflectionCoordsName, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${this._reflectionVectorName}.xy;
295
320
  #ifdef ${this._defineProjectionName}
296
321
  ${this._reflectionCoordsName} /= ${this._reflectionVectorName}.z;
297
322
  #endif
@@ -302,27 +327,31 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
302
327
  }
303
328
  /**
304
329
  * Generates the reflection color code for the fragment code path
330
+ * @param state defines the build state
305
331
  * @param lodVarName name of the lod variable
306
332
  * @param swizzleLookupTexture swizzle to use for the final color variable
307
333
  * @returns the shader code
308
334
  */
309
- handleFragmentSideCodeReflectionColor(lodVarName, swizzleLookupTexture = ".rgb") {
310
- const colorType = "vec" + (swizzleLookupTexture.length === 0 ? "4" : swizzleLookupTexture.length - 1);
311
- let code = `${colorType} ${this._reflectionColorName};
335
+ handleFragmentSideCodeReflectionColor(state, lodVarName, swizzleLookupTexture = ".rgb") {
336
+ let colorType = NodeMaterialBlockConnectionPointTypes.Vector4;
337
+ if (swizzleLookupTexture.length === 3) {
338
+ colorType = NodeMaterialBlockConnectionPointTypes.Vector3;
339
+ }
340
+ let code = `${state._declareLocalVar(this._reflectionColorName, colorType)};
312
341
  #ifdef ${this._define3DName}\n`;
313
342
  if (lodVarName) {
314
- code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\n`;
343
+ code += `${this._reflectionColorName} = ${state._generateTextureSampleCubeLOD(this._reflectionVectorName, this._cubeSamplerName, lodVarName)}${swizzleLookupTexture};\n`;
315
344
  }
316
345
  else {
317
- code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\n`;
346
+ code += `${this._reflectionColorName} = ${state._generateTextureSampleCube(this._reflectionVectorName, this._cubeSamplerName)}${swizzleLookupTexture};\n`;
318
347
  }
319
348
  code += `
320
349
  #else\n`;
321
350
  if (lodVarName) {
322
- code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\n`;
351
+ code += `${this._reflectionColorName} =${state._generateTextureSampleLOD(this._reflectionCoordsName, this._2DSamplerName, lodVarName)}${swizzleLookupTexture};\n`;
323
352
  }
324
353
  else {
325
- code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\n`;
354
+ code += `${this._reflectionColorName} = ${state._generateTextureSample(this._reflectionCoordsName, this._2DSamplerName)}${swizzleLookupTexture};\n`;
326
355
  }
327
356
  code += `#endif\n`;
328
357
  return code;
@@ -1 +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 \"../../../../Decorators/nodeDecorator\";\r\nimport type { SubMesh } from \"../../../..//Meshes/subMesh\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\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 override 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 /**\r\n * Auto configure the node based on the existing material\r\n * @param material defines the material to configure\r\n * @param additionalFilteringInfo defines additional info to be used when filtering inputs (we might want to skip some non relevant blocks)\r\n */\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\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 && additionalFilteringInfo(b));\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 && additionalFilteringInfo(b));\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 override 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 override 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 override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, _subMesh?: SubMesh) {\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, NodeMaterialBlockConnectionPointTypes.Matrix);\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, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n code += `${this.generateOnlyFragmentCode ? \"vec4 \" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\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, NodeMaterialBlockConnectionPointTypes.Vector3, this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n code += `#endif\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n NodeMaterialBlockConnectionPointTypes.Vector3,\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\n`;\r\n code += `${this.generateOnlyFragmentCode ? \"vec3 \" : \"\"}${this._directionWName} = normalize(vec3(${this.world.associatedVariableName} * vec4(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n code += `#endif\\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}\\n`;\r\n state._samplerDeclaration += `uniform samplerCube ${this._cubeSamplerName};\\n`;\r\n state._samplerDeclaration += `#else\\n`;\r\n state._samplerDeclaration += `uniform sampler2D ${this._2DSamplerName};\\n`;\r\n state._samplerDeclaration += `#endif\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._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, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, NodeMaterialBlockConnectionPointTypes.Vector3);\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\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\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 - ${this._reflectionCoordsName}.y;\r\n #endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n const colorType = \"vec\" + (swizzleLookupTexture.length === 0 ? \"4\" : swizzleLookupTexture.length - 1);\r\n\r\n let code = `${colorType} ${this._reflectionColorName};\r\n #ifdef ${this._define3DName}\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = textureCubeLodEXT(${this._cubeSamplerName}, ${this._reflectionVectorName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = textureCube(${this._cubeSamplerName}, ${this._reflectionVectorName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `\r\n #else\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = texture2DLodEXT(${this._2DSamplerName}, ${this._reflectionCoordsName}, ${lodVarName})${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = texture2D(${this._2DSamplerName}, ${this._reflectionCoordsName})${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `#endif\\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 += `${state._declareOutput(output)} = ${varName}.${output.name};\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected override _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}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override 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 override _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 \"../../../../Decorators/nodeDecorator\";\r\nimport type { SubMesh } from \"../../../..//Meshes/subMesh\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\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 override 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 /**\r\n * Auto configure the node based on the existing material\r\n * @param material defines the material to configure\r\n * @param additionalFilteringInfo defines additional info to be used when filtering inputs (we might want to skip some non relevant blocks)\r\n */\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.position.isConnected) {\r\n let positionInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"position\" && additionalFilteringInfo(b));\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 && additionalFilteringInfo(b));\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 && additionalFilteringInfo(b));\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 override 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 override 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 override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, _subMesh?: SubMesh) {\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, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n let code = \"\";\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\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, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n if (this.generateOnlyFragmentCode) {\r\n code += `${state._declareLocalVar(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this.worldPosition.associatedVariableName};\\n`;\r\n } else {\r\n code += `${isWebGPU ? \"vertexOutputs.\" : \"\"}${worldPosVaryingName} = ${this.worldPosition.associatedVariableName};\\n`;\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, NodeMaterialBlockConnectionPointTypes.Vector3, this._defineSkyboxName)) {\r\n code += `#ifdef ${this._defineSkyboxName}\\n`;\r\n if (this.generateOnlyFragmentCode) {\r\n code += `${state._declareLocalVar(this._positionUVWName, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n } else {\r\n code += `${isWebGPU ? \"vertexOutputs.\" : \"\"}${this._positionUVWName} = ${this.position.associatedVariableName}.xyz;\\n`;\r\n }\r\n code += `#endif\\n`;\r\n }\r\n\r\n if (\r\n this.generateOnlyFragmentCode ||\r\n state._emitVaryingFromString(\r\n this._directionWName,\r\n NodeMaterialBlockConnectionPointTypes.Vector3,\r\n `defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})`\r\n )\r\n ) {\r\n code += `#if defined(${this._defineEquirectangularFixedName}) || defined(${this._defineMirroredEquirectangularFixedName})\\n`;\r\n if (this.generateOnlyFragmentCode) {\r\n code += `${state._declareLocalVar(this._directionWName, NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(vec3${state.fSuffix}(${this.world.associatedVariableName} * vec4${state.fSuffix}(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n } else {\r\n code += `${isWebGPU ? \"vertexOutputs.\" : \"\"}${this._directionWName} = normalize(vec3${state.fSuffix}(${this.world.associatedVariableName} * vec4${state.fSuffix}(${\r\n this.position.associatedVariableName\r\n }.xyz, 0.0)));\\n`;\r\n }\r\n code += `#endif\\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 ${this._define3DName}\\n`;\r\n state._emitCubeSampler(this._cubeSamplerName, \"\", true);\r\n state._samplerDeclaration += `#else\\n`;\r\n state._emit2DSampler(this._2DSamplerName, \"\", true);\r\n state._samplerDeclaration += `#endif\\n`;\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"reflectionFunction\", comments, {\r\n replaceStrings: [\r\n { search: /vec3 computeReflectionCoords/g, replace: \"void DUMMYFUNC\" },\r\n { search: /fn computeReflectionCoords/g, replace: \"void DUMMYFUNC\" },\r\n ],\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, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._reflectionSizeName = state._getFreeVariableName(\"vReflectionPosition\");\r\n state._emitUniformFromString(this._reflectionSizeName, NodeMaterialBlockConnectionPointTypes.Vector3);\r\n }\r\n\r\n /**\r\n * Generates the reflection coords code for the fragment code path\r\n * @param state defines the build state\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(\r\n state: NodeMaterialBuildState,\r\n worldNormalVarName: string,\r\n worldPos?: string,\r\n onlyReflectionVector = false,\r\n doNotEmitInvertZ = false\r\n ): string {\r\n if (!worldPos) {\r\n worldPos = this.generateOnlyFragmentCode ? this._worldPositionNameInFragmentOnlyMode : `v_${this.worldPosition.associatedVariableName}`;\r\n }\r\n let reflectionMatrix = this._reflectionMatrixName;\r\n const direction = `normalize(${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 if (state.shaderLanguage === ShaderLanguage.WGSL && !this.generateOnlyFragmentCode) {\r\n worldPos = \"fragmentInputs.\" + worldPos;\r\n\r\n reflectionMatrix = \"uniforms.\" + reflectionMatrix;\r\n }\r\n\r\n let code = `\r\n #ifdef ${this._defineMirroredEquirectangularFixedName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeMirroredFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularFixedName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeFixedEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${direction});\r\n #endif\r\n\r\n #ifdef ${this._defineEquirectangularName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeEquirectangularCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSphericalName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeSphericalCoords(${worldPos}, ${worldNormalVarName}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._definePlanarName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computePlanarCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineCubicName}\r\n #ifdef ${this._defineLocalCubicName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeCubicLocalCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix}, ${this._reflectionSizeName}, ${this._reflectionPositionName});\r\n #else\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeCubicCoords(${worldPos}, ${worldNormalVarName}, ${vEyePosition}.xyz, ${reflectionMatrix});\r\n #endif\r\n #endif\r\n\r\n #ifdef ${this._defineProjectionName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeProjectionCoords(${worldPos}, ${view}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineSkyboxName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeSkyBoxCoords(${positionUVW}, ${reflectionMatrix});\r\n #endif\r\n\r\n #ifdef ${this._defineExplicitName}\r\n ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3(0, 0, 0);\r\n #endif\\n`;\r\n\r\n if (!doNotEmitInvertZ) {\r\n code += `#ifdef ${this._defineOppositeZ}\r\n ${this._reflectionVectorName}.z *= -1.0;\r\n #endif\\n`;\r\n }\r\n\r\n if (!onlyReflectionVector) {\r\n code += `\r\n #ifdef ${this._define3DName}\r\n ${state._declareLocalVar(this._reflectionCoordsName, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this._reflectionVectorName};\r\n #else\r\n ${state._declareLocalVar(this._reflectionCoordsName, NodeMaterialBlockConnectionPointTypes.Vector2)} = ${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 - ${this._reflectionCoordsName}.y;\r\n #endif\\n`;\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * Generates the reflection color code for the fragment code path\r\n * @param state defines the build state\r\n * @param lodVarName name of the lod variable\r\n * @param swizzleLookupTexture swizzle to use for the final color variable\r\n * @returns the shader code\r\n */\r\n public handleFragmentSideCodeReflectionColor(state: NodeMaterialBuildState, lodVarName?: string, swizzleLookupTexture = \".rgb\"): string {\r\n let colorType = NodeMaterialBlockConnectionPointTypes.Vector4;\r\n\r\n if (swizzleLookupTexture.length === 3) {\r\n colorType = NodeMaterialBlockConnectionPointTypes.Vector3;\r\n }\r\n\r\n let code = `${state._declareLocalVar(this._reflectionColorName, colorType)};\r\n #ifdef ${this._define3DName}\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} = ${state._generateTextureSampleCubeLOD(this._reflectionVectorName, this._cubeSamplerName, lodVarName)}${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = ${state._generateTextureSampleCube(this._reflectionVectorName, this._cubeSamplerName)}${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `\r\n #else\\n`;\r\n\r\n if (lodVarName) {\r\n code += `${this._reflectionColorName} =${state._generateTextureSampleLOD(this._reflectionCoordsName, this._2DSamplerName, lodVarName)}${swizzleLookupTexture};\\n`;\r\n } else {\r\n code += `${this._reflectionColorName} = ${state._generateTextureSample(this._reflectionCoordsName, this._2DSamplerName)}${swizzleLookupTexture};\\n`;\r\n }\r\n\r\n code += `#endif\\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 += `${state._declareOutput(output)} = ${varName}.${output.name};\\n`;\r\n }\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n return this;\r\n }\r\n\r\n protected override _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}, ${forcedExtension ? '\"' + forcedExtension + '\"' : \"null\"});\\n`;\r\n } else {\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null);\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ReflectionTextureBaseBlock\", ReflectionTextureBaseBlock);\r\n"]}
@@ -141,7 +141,7 @@ export class ReflectionTextureBlock extends ReflectionTextureBaseBlock {
141
141
  _buildBlock(state) {
142
142
  super._buildBlock(state);
143
143
  if (!this.texture) {
144
- state.compilationString += this.writeOutputs(state, "vec4(0.)");
144
+ state.compilationString += this.writeOutputs(state, `vec4${state.fSuffix}(0.)`);
145
145
  return this;
146
146
  }
147
147
  if (state.target !== NodeMaterialBlockTargets.Fragment) {
@@ -153,9 +153,9 @@ export class ReflectionTextureBlock extends ReflectionTextureBaseBlock {
153
153
  }
154
154
  this.handleFragmentSideInits(state);
155
155
  const normalWUnit = state._getFreeVariableName("normalWUnit");
156
- state.compilationString += `vec4 ${normalWUnit} = normalize(${this.worldNormal.associatedVariableName});\n`;
157
- state.compilationString += this.handleFragmentSideCodeReflectionCoords(normalWUnit);
158
- state.compilationString += this.handleFragmentSideCodeReflectionColor(undefined, "");
156
+ state.compilationString += `${state._declareLocalVar(normalWUnit, NodeMaterialBlockConnectionPointTypes.Vector4)} = normalize(${this.worldNormal.associatedVariableName});\n`;
157
+ state.compilationString += this.handleFragmentSideCodeReflectionCoords(state, normalWUnit);
158
+ state.compilationString += this.handleFragmentSideCodeReflectionColor(state, undefined, "");
159
159
  state.compilationString += this.writeOutputs(state, this._reflectionColorName);
160
160
  return this;
161
161
  }