@babylonjs/core 7.24.0 → 7.25.1

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 (303) hide show
  1. package/Animations/animation.js +3 -3
  2. package/Animations/animation.js.map +1 -1
  3. package/Audio/sound.js +13 -6
  4. package/Audio/sound.js.map +1 -1
  5. package/Audio/weightedsound.js +6 -4
  6. package/Audio/weightedsound.js.map +1 -1
  7. package/Behaviors/Meshes/followBehavior.js +3 -3
  8. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  9. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  10. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  11. package/Compute/computeEffect.js +4 -4
  12. package/Compute/computeEffect.js.map +1 -1
  13. package/Engines/Extensions/engine.prefilteredCubeTexture.js +2 -3
  14. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  15. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  16. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  17. package/Engines/WebGPU/webgpuHardwareTexture.js +2 -2
  18. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -2
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -10
  22. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  23. package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
  24. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  25. package/Engines/abstractEngine.js +2 -2
  26. package/Engines/abstractEngine.js.map +1 -1
  27. package/Engines/engineCapabilities.d.ts +2 -0
  28. package/Engines/engineCapabilities.js.map +1 -1
  29. package/Engines/nativeEngine.js +3 -2
  30. package/Engines/nativeEngine.js.map +1 -1
  31. package/Engines/nullEngine.js +1 -0
  32. package/Engines/nullEngine.js.map +1 -1
  33. package/Engines/thinEngine.js +2 -0
  34. package/Engines/thinEngine.js.map +1 -1
  35. package/Engines/webgpuEngine.js +1 -0
  36. package/Engines/webgpuEngine.js.map +1 -1
  37. package/LensFlares/lensFlareSystem.js +2 -2
  38. package/LensFlares/lensFlareSystem.js.map +1 -1
  39. package/Loading/sceneLoader.js +3 -3
  40. package/Loading/sceneLoader.js.map +1 -1
  41. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -8
  42. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -2
  44. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
  46. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  47. package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
  48. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  49. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +2 -1
  50. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/colorMergerBlock.js +1 -1
  52. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  53. package/Materials/Node/Blocks/powBlock.js +1 -1
  54. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/vectorMergerBlock.js +1 -1
  56. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  57. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +3 -1
  58. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  59. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -2
  62. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  63. package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -2
  64. package/Materials/Textures/Filtering/hdrFiltering.js +12 -4
  65. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  66. package/Materials/Textures/Loaders/textureLoaderManager.d.ts +14 -1
  67. package/Materials/Textures/Loaders/textureLoaderManager.js +50 -21
  68. package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
  69. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +15 -1
  70. package/Materials/Textures/Procedurals/proceduralTexture.js +24 -1
  71. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  72. package/Materials/Textures/index.d.ts +6 -0
  73. package/Materials/Textures/index.js +8 -0
  74. package/Materials/Textures/index.js.map +1 -1
  75. package/Materials/Textures/texture.js +2 -2
  76. package/Materials/Textures/texture.js.map +1 -1
  77. package/Materials/effect.functions.js +4 -4
  78. package/Materials/effect.functions.js.map +1 -1
  79. package/Maths/math.color.js +6 -7
  80. package/Maths/math.color.js.map +1 -1
  81. package/Maths/math.path.js +5 -5
  82. package/Maths/math.path.js.map +1 -1
  83. package/Maths/math.scalar.d.ts +33 -191
  84. package/Maths/math.scalar.functions.d.ts +147 -0
  85. package/Maths/math.scalar.functions.js +247 -0
  86. package/Maths/math.scalar.functions.js.map +1 -1
  87. package/Maths/math.scalar.js +15 -303
  88. package/Maths/math.scalar.js.map +1 -1
  89. package/Meshes/Builders/decalBuilder.js +3 -3
  90. package/Meshes/Builders/decalBuilder.js.map +1 -1
  91. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +8 -1
  92. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +30 -13
  93. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  94. package/Meshes/Node/Blocks/conditionBlock.js +2 -2
  95. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  96. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +4 -4
  97. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  98. package/Meshes/Node/Blocks/noiseBlock.js +3 -3
  99. package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
  100. package/Meshes/geodesicMesh.js +3 -3
  101. package/Meshes/geodesicMesh.js.map +1 -1
  102. package/Meshes/trailMesh.js +4 -4
  103. package/Meshes/trailMesh.js.map +1 -1
  104. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +7 -7
  105. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  106. package/Misc/PerformanceViewer/performanceViewerCollector.js +2 -1
  107. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  108. package/Misc/basis.js +2 -3
  109. package/Misc/basis.js.map +1 -1
  110. package/Misc/dds.js +9 -9
  111. package/Misc/dds.js.map +1 -1
  112. package/Misc/dumpTools.js +2 -2
  113. package/Misc/dumpTools.js.map +1 -1
  114. package/Misc/environmentTextureTools.js +4 -4
  115. package/Misc/environmentTextureTools.js.map +1 -1
  116. package/Misc/reflector.js +3 -3
  117. package/Misc/reflector.js.map +1 -1
  118. package/Misc/screenshotTools.d.ts +2 -1
  119. package/Misc/screenshotTools.js +3 -2
  120. package/Misc/screenshotTools.js.map +1 -1
  121. package/Misc/tools.d.ts +6 -3
  122. package/Misc/tools.js +5 -3
  123. package/Misc/tools.js.map +1 -1
  124. package/Particles/EmitterTypes/coneParticleEmitter.js +10 -10
  125. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  126. package/Particles/EmitterTypes/cylinderParticleEmitter.js +9 -9
  127. package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
  128. package/Particles/EmitterTypes/hemisphericParticleEmitter.js +7 -7
  129. package/Particles/EmitterTypes/hemisphericParticleEmitter.js.map +1 -1
  130. package/Particles/EmitterTypes/meshParticleEmitter.js +4 -4
  131. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  132. package/Particles/EmitterTypes/pointParticleEmitter.js +4 -4
  133. package/Particles/EmitterTypes/pointParticleEmitter.js.map +1 -1
  134. package/Particles/EmitterTypes/sphereParticleEmitter.js +10 -10
  135. package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
  136. package/Particles/gpuParticleSystem.js +2 -2
  137. package/Particles/gpuParticleSystem.js.map +1 -1
  138. package/Particles/pointsCloudSystem.js +8 -8
  139. package/Particles/pointsCloudSystem.js.map +1 -1
  140. package/Physics/v1/Plugins/ammoJSPlugin.js +2 -2
  141. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  142. package/Physics/v2/physicsAggregate.js +2 -2
  143. package/Physics/v2/physicsAggregate.js.map +1 -1
  144. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -2
  145. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  146. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
  147. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  148. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +4 -4
  149. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  150. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -2
  151. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  152. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
  153. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +6 -0
  154. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  155. package/PostProcesses/postProcess.d.ts +4 -0
  156. package/PostProcesses/postProcess.js +1 -0
  157. package/PostProcesses/postProcess.js.map +1 -1
  158. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +0 -2
  159. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +46 -3
  160. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  161. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +0 -5
  162. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +33 -5
  163. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  164. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -3
  165. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +56 -18
  166. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  167. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +0 -2
  168. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +20 -2
  169. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  170. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +2 -14
  171. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +108 -36
  172. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  173. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +0 -2
  174. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +23 -11
  175. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  176. package/Rendering/depthPeelingRenderer.d.ts +7 -3
  177. package/Rendering/depthPeelingRenderer.js +38 -3
  178. package/Rendering/depthPeelingRenderer.js.map +1 -1
  179. package/Rendering/index.d.ts +44 -0
  180. package/Rendering/index.js +46 -0
  181. package/Rendering/index.js.map +1 -1
  182. package/Shaders/iblCombineVoxelGrids.fragment.d.ts +5 -0
  183. package/Shaders/{combineVoxelGrids.fragment.js → iblCombineVoxelGrids.fragment.js} +3 -3
  184. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -0
  185. package/Shaders/iblGenerateVoxelMip.fragment.d.ts +5 -0
  186. package/Shaders/{generateVoxelMip.fragment.js → iblGenerateVoxelMip.fragment.js} +3 -3
  187. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -0
  188. package/Shaders/iblShadowVoxelTracing.fragment.js +18 -10
  189. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  190. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +2 -1
  191. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -1
  192. package/Shaders/{voxelGrid.fragment.d.ts → iblVoxelGrid.fragment.d.ts} +1 -1
  193. package/Shaders/{voxelGrid.fragment.js → iblVoxelGrid.fragment.js} +3 -3
  194. package/Shaders/iblVoxelGrid.fragment.js.map +1 -0
  195. package/Shaders/{voxelSlabDebug.fragment.d.ts → iblVoxelGrid.vertex.d.ts} +1 -1
  196. package/Shaders/{voxelGrid.vertex.js → iblVoxelGrid.vertex.js} +8 -4
  197. package/Shaders/iblVoxelGrid.vertex.js.map +1 -0
  198. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  199. package/Shaders/{voxelGrid2dArrayDebug.fragment.js → iblVoxelGrid2dArrayDebug.fragment.js} +3 -3
  200. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  201. package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  202. package/Shaders/{voxelGrid3dDebug.fragment.js → iblVoxelGrid3dDebug.fragment.js} +3 -3
  203. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  204. package/Shaders/{combineVoxelGrids.fragment.d.ts → iblVoxelSlabDebug.fragment.d.ts} +1 -1
  205. package/Shaders/{voxelSlabDebug.fragment.js → iblVoxelSlabDebug.fragment.js} +3 -3
  206. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -0
  207. package/Shaders/iblVoxelSlabDebug.vertex.d.ts +5 -0
  208. package/Shaders/{voxelSlabDebug.vertex.js → iblVoxelSlabDebug.vertex.js} +3 -3
  209. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/lightFragment.js +7 -7
  211. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  212. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
  213. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +10 -0
  214. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -0
  215. package/ShadersWGSL/default.fragment.js +4 -0
  216. package/ShadersWGSL/default.fragment.js.map +1 -1
  217. package/ShadersWGSL/hdrFiltering.fragment.d.ts +9 -0
  218. package/ShadersWGSL/hdrFiltering.fragment.js +18 -0
  219. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -0
  220. package/ShadersWGSL/hdrFiltering.vertex.d.ts +5 -0
  221. package/ShadersWGSL/hdrFiltering.vertex.js +16 -0
  222. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -0
  223. package/ShadersWGSL/iblCombineVoxelGrids.fragment.d.ts +5 -0
  224. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +10 -0
  225. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -0
  226. package/ShadersWGSL/iblGenerateVoxelMip.fragment.d.ts +5 -0
  227. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +26 -0
  228. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -0
  229. package/ShadersWGSL/iblShadowAccumulation.fragment.d.ts +5 -0
  230. package/ShadersWGSL/iblShadowAccumulation.fragment.js +24 -0
  231. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -0
  232. package/ShadersWGSL/iblShadowDebug.fragment.d.ts +5 -0
  233. package/ShadersWGSL/iblShadowDebug.fragment.js +16 -0
  234. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -0
  235. package/ShadersWGSL/iblShadowGBufferDebug.fragment.d.ts +5 -0
  236. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +17 -0
  237. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -0
  238. package/ShadersWGSL/iblShadowSpatialBlur.fragment.d.ts +5 -0
  239. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +20 -0
  240. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -0
  241. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +5 -0
  242. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +163 -0
  243. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -0
  244. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +5 -0
  245. package/ShadersWGSL/iblShadowsCdfx.fragment.js +12 -0
  246. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +1 -0
  247. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +5 -0
  248. package/ShadersWGSL/iblShadowsCdfy.fragment.js +33 -0
  249. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +1 -0
  250. package/ShadersWGSL/iblShadowsCombine.fragment.d.ts +5 -0
  251. package/ShadersWGSL/iblShadowsCombine.fragment.js +10 -0
  252. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -0
  253. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +5 -0
  254. package/ShadersWGSL/iblShadowsIcdfx.fragment.js +18 -0
  255. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +1 -0
  256. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +5 -0
  257. package/ShadersWGSL/iblShadowsIcdfy.fragment.js +17 -0
  258. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +1 -0
  259. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
  260. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js +41 -0
  261. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
  262. package/{Shaders/voxelGrid3dDebug.fragment.d.ts → ShadersWGSL/iblVoxelGrid.fragment.d.ts} +1 -1
  263. package/ShadersWGSL/iblVoxelGrid.fragment.js +15 -0
  264. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -0
  265. package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +5 -0
  266. package/ShadersWGSL/iblVoxelGrid.vertex.js +14 -0
  267. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -0
  268. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
  269. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +10 -0
  270. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
  271. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
  272. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +22 -0
  273. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -0
  274. package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +5 -0
  275. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +12 -0
  276. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -0
  277. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +5 -0
  278. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +10 -0
  279. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -0
  280. package/{Shaders/generateVoxelMip.fragment.d.ts → ShadersWGSL/oitBackBlend.fragment.d.ts} +1 -1
  281. package/ShadersWGSL/oitBackBlend.fragment.js +11 -0
  282. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -0
  283. package/{Shaders/voxelGrid.vertex.d.ts → ShadersWGSL/oitFinal.fragment.d.ts} +1 -1
  284. package/ShadersWGSL/oitFinal.fragment.js +14 -0
  285. package/ShadersWGSL/oitFinal.fragment.js.map +1 -0
  286. package/ShadersWGSL/pbr.fragment.js +17 -8
  287. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  288. package/{Shaders/voxelSlabDebug.vertex.d.ts → ShadersWGSL/procedural.vertex.d.ts} +1 -1
  289. package/ShadersWGSL/procedural.vertex.js +16 -0
  290. package/ShadersWGSL/procedural.vertex.js.map +1 -0
  291. package/XR/features/WebXRHandTracking.d.ts +5 -0
  292. package/XR/features/WebXRHandTracking.js +34 -12
  293. package/XR/features/WebXRHandTracking.js.map +1 -1
  294. package/package.json +2 -2
  295. package/Shaders/combineVoxelGrids.fragment.js.map +0 -1
  296. package/Shaders/generateVoxelMip.fragment.js.map +0 -1
  297. package/Shaders/voxelGrid.fragment.js.map +0 -1
  298. package/Shaders/voxelGrid.vertex.js.map +0 -1
  299. package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +0 -5
  300. package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +0 -1
  301. package/Shaders/voxelGrid3dDebug.fragment.js.map +0 -1
  302. package/Shaders/voxelSlabDebug.fragment.js.map +0 -1
  303. package/Shaders/voxelSlabDebug.vertex.js.map +0 -1
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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"]}
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 = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${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 let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\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)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
@@ -981,14 +981,14 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
981
981
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
982
982
  replaceStrings: [
983
983
  { search: /{X}/g, replace: this._lightId.toString() },
984
- { search: new RegExp(`${isWebGPU ? "input." : ""}vPositionW`, "g"), replace: worldPosVarName + ".xyz" },
984
+ { search: new RegExp(`${isWebGPU ? "fragmentInputs." : ""}vPositionW`, "g"), replace: worldPosVarName + ".xyz" },
985
985
  ],
986
986
  });
987
987
  }
988
988
  else {
989
989
  state.compilationString += state._emitCodeFromInclude("lightFragment", comments, {
990
990
  repeatKey: "maxSimultaneousLights",
991
- substitutionVars: `${isWebGPU ? "input." : ""}vPositionW,${worldPosVarName}.xyz`,
991
+ substitutionVars: `${isWebGPU ? "fragmentInputs." : ""}vPositionW,${worldPosVarName}.xyz`,
992
992
  });
993
993
  }
994
994
  // _____________________________ Compute Final Lit Components ________________________