@babylonjs/core 7.18.0 → 7.19.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (419) hide show
  1. package/Animations/animationGroup.js +10 -2
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -58
  4. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +26 -75
  5. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/Materials/Background/backgroundMaterial.d.ts +5 -3
  9. package/Materials/Background/backgroundMaterial.js +26 -3
  10. package/Materials/Background/backgroundMaterial.js.map +1 -1
  11. package/Materials/Background/index.d.ts +4 -0
  12. package/Materials/Background/index.js +6 -0
  13. package/Materials/Background/index.js.map +1 -1
  14. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +3 -1
  15. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js +3 -1
  16. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  17. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -0
  18. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +22 -0
  19. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/fogBlock.d.ts +2 -1
  21. package/Materials/Node/Blocks/Dual/fogBlock.js +14 -1
  22. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/index.d.ts +28 -0
  24. package/Materials/Node/Blocks/Dual/index.js +33 -0
  25. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  26. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +2 -9
  27. package/Materials/Node/Blocks/Dual/lightBlock.js +32 -9
  28. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +2 -1
  30. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +14 -1
  31. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  32. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.d.ts +1 -3
  33. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +20 -3
  34. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  35. package/Materials/Node/Blocks/Fragment/index.d.ts +18 -0
  36. package/Materials/Node/Blocks/Fragment/index.js +22 -0
  37. package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
  38. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +2 -3
  39. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +65 -35
  40. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -0
  42. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +20 -0
  43. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  44. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +8 -7
  45. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -6
  47. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  48. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
  49. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -18
  50. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -12
  52. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/Vertex/bonesBlock.d.ts +1 -2
  54. package/Materials/Node/Blocks/Vertex/bonesBlock.js +12 -2
  55. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  56. package/Materials/Node/Blocks/Vertex/index.d.ts +12 -0
  57. package/Materials/Node/Blocks/Vertex/index.js +15 -0
  58. package/Materials/Node/Blocks/Vertex/index.js.map +1 -1
  59. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +1 -2
  60. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +22 -2
  61. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  62. package/Materials/Node/nodeMaterial.d.ts +2 -0
  63. package/Materials/Node/nodeMaterial.js +26 -0
  64. package/Materials/Node/nodeMaterial.js.map +1 -1
  65. package/Materials/Node/nodeMaterialBlock.d.ts +10 -0
  66. package/Materials/Node/nodeMaterialBlock.js +13 -0
  67. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  68. package/Materials/PBR/index.d.ts +4 -0
  69. package/Materials/PBR/index.js +5 -0
  70. package/Materials/PBR/index.js.map +1 -1
  71. package/Materials/PBR/pbrBaseMaterial.d.ts +12 -3
  72. package/Materials/PBR/pbrBaseMaterial.js +62 -20
  73. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  74. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  75. package/Materials/PBR/pbrMaterial.js +3 -2
  76. package/Materials/PBR/pbrMaterial.js.map +1 -1
  77. package/Materials/index.d.ts +4 -0
  78. package/Materials/index.js +6 -0
  79. package/Materials/index.js.map +1 -1
  80. package/Materials/material.d.ts +7 -0
  81. package/Materials/material.js +8 -0
  82. package/Materials/material.js.map +1 -1
  83. package/Materials/materialPluginManager.js +19 -1
  84. package/Materials/materialPluginManager.js.map +1 -1
  85. package/Materials/standardMaterial.d.ts +9 -3
  86. package/Materials/standardMaterial.js +30 -3
  87. package/Materials/standardMaterial.js.map +1 -1
  88. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  89. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  90. package/Meshes/Builders/linesBuilder.js +1 -0
  91. package/Meshes/Builders/linesBuilder.js.map +1 -1
  92. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.d.ts +6 -0
  93. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +12 -0
  94. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -0
  95. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +1 -1
  96. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +1 -1
  97. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  98. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +1 -1
  99. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +1 -1
  100. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  101. package/ShadersWGSL/ShadersInclude/bonesDeclaration.d.ts +1 -1
  102. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
  103. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/bonesVertex.d.ts +1 -1
  105. package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
  106. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +1 -1
  108. package/ShadersWGSL/ShadersInclude/bumpFragment.js +17 -17
  109. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +1 -1
  111. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -3
  112. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +1 -1
  114. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +22 -42
  115. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/bumpVertex.d.ts +5 -0
  117. package/ShadersWGSL/ShadersInclude/bumpVertex.js +14 -0
  118. package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -0
  119. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.d.ts +5 -0
  120. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +14 -0
  121. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -0
  122. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +1 -1
  123. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +1 -1
  124. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  125. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +1 -1
  126. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +1 -1
  127. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +1 -1
  129. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +1 -1
  130. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  131. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +1 -1
  132. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +1 -1
  135. package/ShadersWGSL/ShadersInclude/decalFragment.js +5 -4
  136. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
  137. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.d.ts +5 -0
  138. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +12 -0
  139. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -0
  140. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.d.ts +5 -0
  141. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +12 -0
  142. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -0
  143. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.d.ts +7 -0
  144. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +15 -0
  145. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -0
  146. package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +1 -1
  147. package/ShadersWGSL/ShadersInclude/depthPrePass.js +1 -1
  148. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  149. package/ShadersWGSL/ShadersInclude/fogFragment.d.ts +5 -0
  150. package/ShadersWGSL/ShadersInclude/fogFragment.js +16 -0
  151. package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -0
  152. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +1 -1
  153. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +2 -3
  154. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  155. package/ShadersWGSL/ShadersInclude/fogVertex.d.ts +1 -1
  156. package/ShadersWGSL/ShadersInclude/fogVertex.js +2 -2
  157. package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.d.ts +1 -1
  159. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +1 -1
  160. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  161. package/ShadersWGSL/ShadersInclude/fresnelFunction.d.ts +1 -1
  162. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +1 -1
  165. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +1 -1
  166. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +1 -1
  168. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
  169. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  170. package/ShadersWGSL/ShadersInclude/helperFunctions.d.ts +1 -1
  171. package/ShadersWGSL/ShadersInclude/helperFunctions.js +15 -6
  172. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  173. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.d.ts +1 -1
  174. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -3
  175. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.d.ts +1 -1
  177. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +5 -5
  178. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  179. package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +1 -1
  180. package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
  181. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  182. package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
  183. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  184. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
  186. package/ShadersWGSL/ShadersInclude/instancesVertex.js +4 -4
  187. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  188. package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +1 -1
  189. package/ShadersWGSL/ShadersInclude/lightFragment.js +8 -8
  190. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  191. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +1 -1
  192. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +2 -2
  193. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.d.ts +5 -0
  195. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +33 -0
  196. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -0
  197. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +1 -1
  198. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +1 -1
  199. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -1
  201. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -3
  202. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  203. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.d.ts +1 -1
  204. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +1 -1
  205. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
  206. package/ShadersWGSL/ShadersInclude/logDepthFragment.d.ts +5 -0
  207. package/ShadersWGSL/ShadersInclude/logDepthFragment.js +12 -0
  208. package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -0
  209. package/ShadersWGSL/ShadersInclude/logDepthVertex.d.ts +1 -1
  210. package/ShadersWGSL/ShadersInclude/logDepthVertex.js +2 -2
  211. package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
  212. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.d.ts +5 -0
  213. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +12 -0
  214. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -0
  215. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
  216. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  217. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  218. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
  219. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -6
  220. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  221. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
  222. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
  223. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  224. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
  225. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
  226. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  227. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
  228. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
  229. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  230. package/ShadersWGSL/ShadersInclude/oitDeclaration.d.ts +5 -0
  231. package/ShadersWGSL/ShadersInclude/oitDeclaration.js +13 -0
  232. package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -0
  233. package/ShadersWGSL/ShadersInclude/oitFragment.d.ts +5 -0
  234. package/ShadersWGSL/ShadersInclude/oitFragment.js +34 -0
  235. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -0
  236. package/ShadersWGSL/ShadersInclude/packingFunctions.d.ts +1 -1
  237. package/ShadersWGSL/ShadersInclude/packingFunctions.js +1 -1
  238. package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
  239. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +1 -1
  240. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +12 -8
  241. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  242. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +1 -1
  243. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +5 -6
  244. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  245. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +1 -1
  246. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +7 -8
  247. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  248. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +1 -1
  249. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +1 -1
  250. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +1 -1
  252. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +5 -5
  253. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  254. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +1 -1
  255. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +5 -5
  256. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  257. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +1 -1
  258. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +1 -1
  259. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  260. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +1 -1
  261. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
  262. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  263. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +1 -1
  264. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +6 -6
  265. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  266. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +1 -1
  267. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +7 -7
  268. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  269. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +1 -1
  270. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +1 -1
  271. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  272. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +1 -1
  273. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +4 -4
  274. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  275. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +1 -1
  276. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -5
  277. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  278. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +1 -1
  279. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +5 -5
  280. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  281. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +1 -1
  282. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +4 -4
  283. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  284. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.d.ts +5 -0
  285. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +19 -0
  286. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -0
  287. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +1 -1
  288. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +1 -1
  289. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  290. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +1 -1
  291. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +1 -1
  292. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  293. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +1 -1
  294. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +6 -6
  295. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  296. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +1 -1
  297. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +1 -1
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/lightFragment\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/shadowsVertex\";\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers, onlyUpdateBuffersList);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `vPositionW,${worldPosVariableName}.xyz`,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers, onlyUpdateBuffersList);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [{ search: /vPositionW/g, replace: worldPosVariableName }],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: `vPositionW,${worldPosVariableName}.xyz`,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
@@ -9,7 +9,6 @@ import type { Effect } from "../../../effect";
9
9
  import type { Mesh } from "../../../../Meshes/mesh";
10
10
  import type { Nullable } from "../../../../types";
11
11
  import type { Scene } from "../../../../scene";
12
- import "../../../../Shaders/ShadersInclude/reflectionFunction";
13
12
  import type { SubMesh } from "../../../..//Meshes/subMesh";
14
13
  /**
15
14
  * Base block used to read a reflection texture from a sampler
@@ -102,6 +101,8 @@ export declare abstract class ReflectionTextureBaseBlock extends NodeMaterialBlo
102
101
  */
103
102
  abstract get view(): NodeMaterialConnectionPoint;
104
103
  protected _getTexture(): Nullable<BaseTexture>;
104
+ initialize(state: NodeMaterialBuildState): void;
105
+ private _initShaderSourceAsync;
105
106
  /**
106
107
  * Auto configure the node based on the existing material
107
108
  * @param material defines the material to configure
@@ -6,7 +6,6 @@ import { RegisterClass } from "../../../../Misc/typeStore.js";
6
6
  import { InputBlock } from "../Input/inputBlock.js";
7
7
  import { NodeMaterialSystemValues } from "../../Enums/nodeMaterialSystemValues.js";
8
8
 
9
- import "../../../../Shaders/ShadersInclude/reflectionFunction.js";
10
9
  import { CubeTexture } from "../../../Textures/cubeTexture.js";
11
10
  import { Texture } from "../../../Textures/texture.js";
12
11
  import { EngineStore } from "../../../../Engines/engineStore.js";
@@ -69,6 +68,20 @@ export class ReflectionTextureBaseBlock extends NodeMaterialBlock {
69
68
  _getTexture() {
70
69
  return this.texture;
71
70
  }
71
+ initialize(state) {
72
+ this._initShaderSourceAsync(state.shaderLanguage);
73
+ }
74
+ async _initShaderSourceAsync(shaderLanguage) {
75
+ this._codeIsReady = false;
76
+ if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
77
+ await import("../../../../ShadersWGSL/ShadersInclude/reflectionFunction.js");
78
+ }
79
+ else {
80
+ await import("../../../../Shaders/ShadersInclude/reflectionFunction.js");
81
+ }
82
+ this._codeIsReady = true;
83
+ this.onCodeIsReadyObservable.notifyObservers(this);
84
+ }
72
85
  /**
73
86
  * Auto configure the node based on the existing material
74
87
  * @param material defines the material to configure
@@ -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\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 const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\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 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\\(worldPos: vec4f,worldNormal: vec3f\\)->vec3f/g, replace: \"fn 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_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const reflectionMatrix = (isWebGPU ? \"uniforms.\" : \"\") + this._reflectionMatrixName;\r\n const direction = `normalize(${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 ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeMirroredFixedEquirectangularCoords(${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"]}
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 { 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 public override initialize(state: NodeMaterialBuildState) {\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../../ShadersWGSL/ShadersInclude/reflectionFunction\");\r\n } else {\r\n await import(\"../../../../Shaders/ShadersInclude/reflectionFunction\");\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\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 const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\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 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\\(worldPos: vec4f,worldNormal: vec3f\\)->vec3f/g, replace: \"fn 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_${this.worldPosition.associatedVariableName}`;\r\n }\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const reflectionMatrix = (isWebGPU ? \"uniforms.\" : \"\") + this._reflectionMatrixName;\r\n const direction = `normalize(${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 ${state._declareLocalVar(this._reflectionVectorName, NodeMaterialBlockConnectionPointTypes.Vector3)} = computeMirroredFixedEquirectangularCoords(${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"]}
@@ -6,9 +6,6 @@ import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial";
6
6
  import type { Effect } from "../../../effect";
7
7
  import type { Mesh } from "../../../../Meshes/mesh";
8
8
  import type { Scene } from "../../../../scene";
9
- import "../../../../Shaders/ShadersInclude/helperFunctions";
10
- import "../../../../Shaders/ShadersInclude/imageProcessingDeclaration";
11
- import "../../../../Shaders/ShadersInclude/imageProcessingFunctions";
12
9
  /**
13
10
  * Block used to add image processing support to fragment shader
14
11
  */
@@ -44,6 +41,7 @@ export declare class ImageProcessingBlock extends NodeMaterialBlock {
44
41
  * @param state defines the state that will be used for the build
45
42
  */
46
43
  initialize(state: NodeMaterialBuildState): void;
44
+ private _initShaderSourceAsync;
47
45
  isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
48
46
  prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
49
47
  bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
@@ -4,9 +4,6 @@ import { NodeMaterialBlockConnectionPointTypes } from "../../Enums/nodeMaterialB
4
4
  import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
5
5
  import { RegisterClass } from "../../../../Misc/typeStore.js";
6
6
  import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
7
- import "../../../../Shaders/ShadersInclude/helperFunctions.js";
8
- import "../../../../Shaders/ShadersInclude/imageProcessingDeclaration.js";
9
- import "../../../../Shaders/ShadersInclude/imageProcessingFunctions.js";
10
7
  /**
11
8
  * Block used to add image processing support to fragment shader
12
9
  */
@@ -70,6 +67,26 @@ export class ImageProcessingBlock extends NodeMaterialBlock {
70
67
  state._excludeVariableName("txColorTransform");
71
68
  state._excludeVariableName("colorTransformSettings");
72
69
  state._excludeVariableName("ditherIntensity");
70
+ this._initShaderSourceAsync(state.shaderLanguage);
71
+ }
72
+ async _initShaderSourceAsync(shaderLanguage) {
73
+ this._codeIsReady = false;
74
+ if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
75
+ await Promise.all([
76
+ import("../../../../ShadersWGSL/ShadersInclude/helperFunctions.js"),
77
+ import("../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js"),
78
+ import("../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions.js"),
79
+ ]);
80
+ }
81
+ else {
82
+ await Promise.all([
83
+ import("../../../../Shaders/ShadersInclude/helperFunctions.js"),
84
+ import("../../../../Shaders/ShadersInclude/imageProcessingDeclaration.js"),
85
+ import("../../../../Shaders/ShadersInclude/imageProcessingFunctions.js"),
86
+ ]);
87
+ }
88
+ this._codeIsReady = true;
89
+ this.onCodeIsReadyObservable.notifyObservers(this);
73
90
  }
74
91
  isReady(mesh, nodeMaterial, defines) {
75
92
  if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\";\r\nimport \"../../../../Shaders/ShadersInclude/imageProcessingFunctions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n }\r\n\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n const overrideText = state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec3\" : \"\";\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${state._declareOutput(output)} = ${color.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(output)} = vec4${state.fSuffix}(${color.associatedVariableName}, 1.0);\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${color.associatedVariableName}.a);\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${color.associatedVariableName}.a);\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.rgb) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\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 serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\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 this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add image processing support to fragment shader\r\n */\r\nexport class ImageProcessingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new ImageProcessingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Color4);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 |\r\n NodeMaterialBlockConnectionPointTypes.Color4 |\r\n NodeMaterialBlockConnectionPointTypes.Vector3 |\r\n NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the input should be converted to linear space (default: true)\r\n */\r\n @editableInPropertyPage(\"Convert input to linear space\", PropertyTypeForEdition.Boolean, \"ADVANCED\")\r\n public convertInputToLinearSpace: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ImageProcessingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"exposureLinear\");\r\n state._excludeVariableName(\"contrast\");\r\n state._excludeVariableName(\"vInverseScreenSize\");\r\n state._excludeVariableName(\"vignetteSettings1\");\r\n state._excludeVariableName(\"vignetteSettings2\");\r\n state._excludeVariableName(\"vCameraColorCurveNegative\");\r\n state._excludeVariableName(\"vCameraColorCurveNeutral\");\r\n state._excludeVariableName(\"vCameraColorCurvePositive\");\r\n state._excludeVariableName(\"txColorTransform\");\r\n state._excludeVariableName(\"colorTransformSettings\");\r\n state._excludeVariableName(\"ditherIntensity\");\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/imageProcessingFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n if (!nodeMaterial.imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (defines._areImageProcessingDirty && nodeMaterial.imageProcessingConfiguration) {\r\n nodeMaterial.imageProcessingConfiguration.prepareDefines(defines);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (!nodeMaterial.imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n nodeMaterial.imageProcessingConfiguration.bind(effect);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n // Register for defines\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n // Register for blocking\r\n state.sharedData.blockingBlocks.push(this);\r\n\r\n // Register for binding\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n // Uniforms\r\n state.uniforms.push(\"exposureLinear\");\r\n state.uniforms.push(\"contrast\");\r\n state.uniforms.push(\"vInverseScreenSize\");\r\n state.uniforms.push(\"vignetteSettings1\");\r\n state.uniforms.push(\"vignetteSettings2\");\r\n state.uniforms.push(\"vCameraColorCurveNegative\");\r\n state.uniforms.push(\"vCameraColorCurveNeutral\");\r\n state.uniforms.push(\"vCameraColorCurvePositive\");\r\n state.uniforms.push(\"txColorTransform\");\r\n state.uniforms.push(\"colorTransformSettings\");\r\n state.uniforms.push(\"ditherIntensity\");\r\n\r\n // Emit code\r\n const color = this.color;\r\n const output = this._outputs[0];\r\n const comments = `//${this.name}`;\r\n const overrideText = state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec3\" : \"\";\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"imageProcessingFunctions\", comments);\r\n\r\n if (color.connectedPoint?.isConnected) {\r\n if (color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Color4 || color.connectedPoint!.type === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n state.compilationString += `${state._declareOutput(output)} = ${color.associatedVariableName};\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(output)} = vec4${state.fSuffix}(${color.associatedVariableName}, 1.0);\\n`;\r\n }\r\n state.compilationString += `#ifdef IMAGEPROCESSINGPOSTPROCESS\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${color.associatedVariableName}.a);\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `#ifdef IMAGEPROCESSING\\n`;\r\n if (this.convertInputToLinearSpace) {\r\n state.compilationString += `${output.associatedVariableName} = vec4${state.fSuffix}(toLinearSpace${overrideText}(${color.associatedVariableName}.rgb), ${color.associatedVariableName}.a);\\n`;\r\n }\r\n state.compilationString += `${output.associatedVariableName} = applyImageProcessing(${output.associatedVariableName});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (this.rgb.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.rgb) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n\r\n codeString += `${this._codeVariableName}.convertInputToLinearSpace = ${this.convertInputToLinearSpace};\\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 serializationObject.convertInputToLinearSpace = this.convertInputToLinearSpace;\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 this.convertInputToLinearSpace = serializationObject.convertInputToLinearSpace ?? true;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ImageProcessingBlock\", ImageProcessingBlock);\r\n"]}
@@ -13,3 +13,21 @@ export * from "./heightToNormalBlock";
13
13
  export * from "./fragDepthBlock";
14
14
  export * from "./shadowMapBlock";
15
15
  export * from "./prePassOutputBlock";
16
+ export * from "../../../../ShadersWGSL/ShadersInclude/helperFunctions";
17
+ export * from "../../../../ShadersWGSL/ShadersInclude/imageProcessingDeclaration";
18
+ export * from "../../../../ShadersWGSL/ShadersInclude/imageProcessingFunctions";
19
+ export * from "../../../../Shaders/ShadersInclude/helperFunctions";
20
+ export * from "../../../../Shaders/ShadersInclude/imageProcessingDeclaration";
21
+ export * from "../../../../Shaders/ShadersInclude/imageProcessingFunctions";
22
+ export * from "../../../../ShadersWGSL/ShadersInclude/bumpFragment";
23
+ export * from "../../../../ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions";
24
+ export * from "../../../../ShadersWGSL/ShadersInclude/bumpFragmentFunctions";
25
+ export * from "../../../../Shaders/ShadersInclude/bumpFragment";
26
+ export * from "../../../../Shaders/ShadersInclude/bumpFragmentMainFunctions";
27
+ export * from "../../../../Shaders/ShadersInclude/bumpFragmentFunctions";
28
+ export * from "../../../../ShadersWGSL/ShadersInclude/shadowMapVertexMetric";
29
+ export * from "../../../../ShadersWGSL/ShadersInclude/packingFunctions";
30
+ export * from "../../../../ShadersWGSL/ShadersInclude/shadowMapFragment";
31
+ export * from "../../../../Shaders/ShadersInclude/shadowMapVertexMetric";
32
+ export * from "../../../../Shaders/ShadersInclude/packingFunctions";
33
+ export * from "../../../../Shaders/ShadersInclude/shadowMapFragment";