@babylonjs/core 7.26.0 → 7.26.1

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Files changed (70) hide show
  1. package/Engines/Extensions/engine.readTexture.d.ts +2 -9
  2. package/Engines/Extensions/engine.readTexture.js +3 -76
  3. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  4. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  5. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  6. package/Engines/abstractEngine.functions.d.ts +9 -0
  7. package/Engines/abstractEngine.functions.js +76 -0
  8. package/Engines/abstractEngine.functions.js.map +1 -1
  9. package/Engines/abstractEngine.js +2 -2
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/Engines/engine.d.ts +2 -0
  12. package/Engines/engine.js +2 -0
  13. package/Engines/engine.js.map +1 -1
  14. package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +4 -0
  15. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +17 -0
  16. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  17. package/Materials/Node/Blocks/Dual/textureBlock.d.ts +2 -0
  18. package/Materials/Node/Blocks/Dual/textureBlock.js +30 -23
  19. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  20. package/Materials/Node/Blocks/index.d.ts +3 -0
  21. package/Materials/Node/Blocks/index.js +3 -0
  22. package/Materials/Node/Blocks/index.js.map +1 -1
  23. package/Materials/Node/Blocks/loopBlock.d.ts +49 -0
  24. package/Materials/Node/Blocks/loopBlock.js +110 -0
  25. package/Materials/Node/Blocks/loopBlock.js.map +1 -0
  26. package/Materials/Node/Blocks/storageReadBlock.d.ts +27 -0
  27. package/Materials/Node/Blocks/storageReadBlock.js +52 -0
  28. package/Materials/Node/Blocks/storageReadBlock.js.map +1 -0
  29. package/Materials/Node/Blocks/storageWriteBlock.d.ts +31 -0
  30. package/Materials/Node/Blocks/storageWriteBlock.js +62 -0
  31. package/Materials/Node/Blocks/storageWriteBlock.js.map +1 -0
  32. package/Materials/Node/nodeMaterial.d.ts +1 -0
  33. package/Materials/Node/nodeMaterial.js +44 -12
  34. package/Materials/Node/nodeMaterial.js.map +1 -1
  35. package/Materials/Node/nodeMaterialBlock.d.ts +6 -0
  36. package/Materials/Node/nodeMaterialBlock.js +46 -3
  37. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  38. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +6 -0
  39. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +9 -0
  40. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  41. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -0
  42. package/Materials/Node/nodeMaterialBuildState.js +2 -0
  43. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  44. package/Materials/Textures/cubeTexture.d.ts +0 -1
  45. package/Materials/Textures/cubeTexture.js +0 -1
  46. package/Materials/Textures/cubeTexture.js.map +1 -1
  47. package/Materials/Textures/renderTargetTexture.d.ts +2 -0
  48. package/Materials/Textures/renderTargetTexture.js +13 -2
  49. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  50. package/Materials/effectRenderer.d.ts +0 -1
  51. package/Materials/effectRenderer.js +0 -2
  52. package/Materials/effectRenderer.js.map +1 -1
  53. package/Materials/uniformBuffer.d.ts +0 -1
  54. package/Materials/uniformBuffer.js +0 -1
  55. package/Materials/uniformBuffer.js.map +1 -1
  56. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +3 -1
  57. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +19 -8
  58. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  59. package/Misc/dumpTools.js +103 -82
  60. package/Misc/dumpTools.js.map +1 -1
  61. package/Misc/index.d.ts +2 -0
  62. package/Misc/index.js +3 -0
  63. package/Misc/index.js.map +1 -1
  64. package/Misc/textureTools.d.ts +0 -2
  65. package/Misc/textureTools.js +11 -2
  66. package/Misc/textureTools.js.map +1 -1
  67. package/PostProcesses/postProcess.d.ts +0 -1
  68. package/PostProcesses/postProcess.js +0 -1
  69. package/PostProcesses/postProcess.js.map +1 -1
  70. package/package.json +1 -1
@@ -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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport type { PrePassTextureBlock } from \"../Input/prePassTextureBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock | PrePassTextureBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\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 private static _IsPrePassTextureBlock(block: Nullable<ImageSourceBlock | PrePassTextureBlock>): block is PrePassTextureBlock {\r\n return block?.getClassName() === \"PrePassTextureBlock\";\r\n }\r\n\r\n private get _isSourcePrePass() {\r\n return TextureBlock._IsPrePassTextureBlock(this._imageSource);\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n if (!TextureBlock._IsPrePassTextureBlock(this._imageSource)) {\r\n return this._imageSource.samplerName;\r\n }\r\n if (this.source.connectedPoint) {\r\n return this._imageSource.getSamplerName(this.source.connectedPoint);\r\n }\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"layer\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"lod\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the layer input component\r\n */\r\n public get layer(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the LOD input component\r\n */\r\n public get lod(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n public override get target() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n let parent = this.uv.connectedPoint;\r\n\r\n while (parent) {\r\n if (parent.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (parent.target === NodeMaterialBlockTargets.Neutral || parent.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = parent.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n parent = null;\r\n for (const input of parentBlock.inputs) {\r\n if (input.connectedPoint) {\r\n parent = input.connectedPoint;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n public override set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else if (material.mode !== NodeMaterialModes.ProceduralTexture) {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public override initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\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 if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (this._isSourcePrePass) {\r\n return true;\r\n }\r\n\r\n if (this.texture && !this.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) {\r\n if (this._isSourcePrePass) {\r\n effect.setFloat(this._textureInfoName, 1);\r\n }\r\n\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.declarationVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.declarationVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, NodeMaterialBlockConnectionPointTypes.Matrix, this._defineName);\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec2 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._getVaryingName(this._transformedUVName)} = ${vec2}(${this._textureTransformName} * ${vec4}(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n\r\n let automaticPrefix = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (uvInput.isConnectedToInputBlock && uvInput.associatedVariableName.indexOf(\"vertexInputs.\") === -1) {\r\n automaticPrefix = \"vertexInputs.\"; // Force the prefix\r\n }\r\n }\r\n\r\n state.compilationString += `${state._getVaryingName(this._mainUVName)} = ${automaticPrefix}${uvInput.associatedVariableName}.xy;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _getUVW(uvName: string): string {\r\n let coords = uvName;\r\n\r\n const is2DArrayTexture = this._texture?._texture?.is2DArray ?? false;\r\n const is3D = this._texture?._texture?.is3D ?? false;\r\n\r\n if (is2DArrayTexture) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n } else if (is3D) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n }\r\n\r\n return coords;\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return state.target === NodeMaterialBlockTargets.Vertex ? \"textureSampleLevel\" : \"textureSample\";\r\n }\r\n return this.lod.isConnected ? \"texture2DLodEXT\" : \"texture2D\";\r\n }\r\n\r\n private get _samplerLodSuffix() {\r\n return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : \"\";\r\n }\r\n\r\n private _generateTextureSample(uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n const isVertex = state.target === NodeMaterialBlockTargets.Vertex;\r\n return `${this._samplerFunc(state)}(${this.samplerName},${this.samplerName + Constants.AUTOSAMPLERSUFFIX}, ${this._getUVW(uv)}${this._samplerLodSuffix}${isVertex ? \", 0\" : \"\"})`;\r\n }\r\n return `${this._samplerFunc(state)}(${this.samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix})`;\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(state._getVaryingName(this._transformedUVName), state)};\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(this._mainUVName ? state._getVaryingName(this._mainUVName) : this.uv.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(uvInput.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = ${state._toLinearSpace(output)};\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${(state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || state.target === NodeMaterialBlockTargets.Fragment) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n const varName = state._getFreeVariableName(this.name);\r\n this._samplerName = varName + \"Texture\";\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\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}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${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 serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\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 { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { NodeMaterial } from \"../../nodeMaterial\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialModes } from \"../../Enums/nodeMaterialModes\";\r\nimport { Constants } from \"../../../../Engines/constants\";\r\nimport \"../../../../Shaders/ShadersInclude/helperFunctions\";\r\nimport { ImageSourceBlock } from \"./imageSourceBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport { EngineStore } from \"../../../../Engines/engineStore\";\r\nimport type { PrePassTextureBlock } from \"../Input/prePassTextureBlock\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to read a texture from a sampler\r\n */\r\nexport class TextureBlock extends NodeMaterialBlock {\r\n private _defineName: string;\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _tempTextureRead: string;\r\n private _samplerName: string;\r\n private _transformedUVName: string;\r\n private _textureTransformName: string;\r\n private _textureInfoName: string;\r\n private _mainUVName: string;\r\n private _mainUVDefineName: string;\r\n private _fragmentOnly: boolean;\r\n private _imageSource: Nullable<ImageSourceBlock | PrePassTextureBlock>;\r\n\r\n protected _texture: Nullable<Texture>;\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public get texture(): Nullable<Texture> {\r\n if (this.source.isConnected) {\r\n return (this.source.connectedPoint?.ownerBlock as ImageSourceBlock).texture;\r\n }\r\n return this._texture;\r\n }\r\n\r\n public set texture(texture: Nullable<Texture>) {\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 private static _IsPrePassTextureBlock(block: Nullable<ImageSourceBlock | PrePassTextureBlock>): block is PrePassTextureBlock {\r\n return block?.getClassName() === \"PrePassTextureBlock\";\r\n }\r\n\r\n private get _isSourcePrePass() {\r\n return TextureBlock._IsPrePassTextureBlock(this._imageSource);\r\n }\r\n\r\n /**\r\n * Gets the sampler name associated with this texture\r\n */\r\n public get samplerName(): string {\r\n if (this._imageSource) {\r\n if (!TextureBlock._IsPrePassTextureBlock(this._imageSource)) {\r\n return this._imageSource.samplerName;\r\n }\r\n if (this.source.connectedPoint) {\r\n return this._imageSource.getSamplerName(this.source.connectedPoint);\r\n }\r\n }\r\n return this._samplerName;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is linked to an ImageSourceBlock\r\n */\r\n public get hasImageSource(): boolean {\r\n return this.source.isConnected;\r\n }\r\n\r\n private _convertToGammaSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to gamma space\r\n */\r\n public set convertToGammaSpace(value: boolean) {\r\n if (value === this._convertToGammaSpace) {\r\n return;\r\n }\r\n\r\n this._convertToGammaSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToGammaSpace(): boolean {\r\n return this._convertToGammaSpace;\r\n }\r\n\r\n private _convertToLinearSpace = false;\r\n /**\r\n * Gets or sets a boolean indicating if content needs to be converted to linear space\r\n */\r\n public set convertToLinearSpace(value: boolean) {\r\n if (value === this._convertToLinearSpace) {\r\n return;\r\n }\r\n\r\n this._convertToLinearSpace = value;\r\n if (this.texture) {\r\n const scene = this.texture.getScene() ?? EngineStore.LastCreatedScene;\r\n scene?.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {\r\n return mat.hasTexture(this.texture!);\r\n });\r\n }\r\n }\r\n public get convertToLinearSpace(): boolean {\r\n return this._convertToLinearSpace;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if multiplication of texture with level should be disabled\r\n */\r\n public disableLevelMultiplication = false;\r\n\r\n /**\r\n * Create a new TextureBlock\r\n * @param name defines the block name\r\n * @param fragmentOnly\r\n */\r\n public constructor(name: string, fragmentOnly = false) {\r\n super(name, fragmentOnly ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._fragmentOnly = fragmentOnly;\r\n\r\n this.registerInput(\"uv\", NodeMaterialBlockConnectionPointTypes.AutoDetect, false, NodeMaterialBlockTargets.VertexAndFragment);\r\n this.registerInput(\r\n \"source\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n true,\r\n NodeMaterialBlockTargets.VertexAndFragment,\r\n new NodeMaterialConnectionPointCustomObject(\"source\", this, NodeMaterialConnectionPointDirection.Input, ImageSourceBlock, \"ImageSourceBlock\")\r\n );\r\n this.registerInput(\"layer\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"lod\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n\r\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n this.registerOutput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerOutput(\"level\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);\r\n\r\n this._inputs[0].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Vector2 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n\r\n this._inputs[0]._prioritizeVertex = !fragmentOnly;\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 \"TextureBlock\";\r\n }\r\n\r\n /**\r\n * Gets the uv input component\r\n */\r\n public get uv(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the source input component\r\n */\r\n public get source(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the layer input component\r\n */\r\n public get layer(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the LOD input component\r\n */\r\n public get lod(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the rgba output component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb output component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the r output component\r\n */\r\n public get r(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n /**\r\n * Gets the g output component\r\n */\r\n public get g(): NodeMaterialConnectionPoint {\r\n return this._outputs[3];\r\n }\r\n\r\n /**\r\n * Gets the b output component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._outputs[4];\r\n }\r\n\r\n /**\r\n * Gets the a output component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._outputs[5];\r\n }\r\n\r\n /**\r\n * Gets the level output component\r\n */\r\n public get level(): NodeMaterialConnectionPoint {\r\n return this._outputs[6];\r\n }\r\n\r\n private _isTiedToFragment(input: NodeMaterialConnectionPoint) {\r\n if (input.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Vertex) {\r\n return false;\r\n }\r\n\r\n if (input.target === NodeMaterialBlockTargets.Neutral || input.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n const parentBlock = input.ownerBlock;\r\n\r\n if (parentBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n for (const input of parentBlock.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n if (this._isTiedToFragment(input.connectedPoint!)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _getEffectiveTarget() {\r\n if (this._fragmentOnly) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n // TextureBlock has a special optimizations for uvs that come from the vertex shaders as they can be packed into a single varyings.\r\n // But we need to detect uvs coming from fragment then\r\n if (!this.uv.isConnected) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this.uv.sourceBlock!.isInput) {\r\n return NodeMaterialBlockTargets.VertexAndFragment;\r\n }\r\n\r\n if (this._isTiedToFragment(this.uv.connectedPoint!)) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n public override get target() {\r\n return this._getEffectiveTarget();\r\n }\r\n\r\n public override set target(value: NodeMaterialBlockTargets) {}\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.uv.isConnected) {\r\n if (material.mode === NodeMaterialModes.PostProcess) {\r\n const uvInput = material.getBlockByPredicate((b) => b.name === \"uv\" && additionalFilteringInfo(b));\r\n\r\n if (uvInput) {\r\n uvInput.connectTo(this);\r\n }\r\n } else if (material.mode !== NodeMaterialModes.ProceduralTexture) {\r\n const attributeName = material.mode === NodeMaterialModes.Particle ? \"particle_uv\" : \"uv\";\r\n\r\n let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName && additionalFilteringInfo(b));\r\n\r\n if (!uvInput) {\r\n uvInput = new InputBlock(\"uv\");\r\n uvInput.setAsAttribute(attributeName);\r\n }\r\n uvInput.output.connectTo(this.uv);\r\n }\r\n }\r\n }\r\n\r\n public override initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areTexturesDirty) {\r\n return;\r\n }\r\n\r\n if (this._mainUVDefineName !== undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\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 if (!this.texture || !this.texture.getTextureMatrix) {\r\n if (this._isMixed) {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n return;\r\n }\r\n\r\n const toGamma = this.convertToGammaSpace && this.texture && !this.texture.gammaSpace;\r\n const toLinear = this.convertToLinearSpace && this.texture && this.texture.gammaSpace;\r\n\r\n // Not a bug... Name defines the texture space not the required conversion\r\n defines.setValue(this._linearDefineName, toGamma, true);\r\n defines.setValue(this._gammaDefineName, toLinear, true);\r\n\r\n if (this._isMixed) {\r\n if (!this.texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines.setValue(this._defineName, true);\r\n if (defines[this._mainUVDefineName] == undefined) {\r\n defines.setValue(this._mainUVDefineName, false, true);\r\n }\r\n } else {\r\n defines.setValue(this._defineName, false, true);\r\n defines.setValue(this._mainUVDefineName, true, true);\r\n }\r\n }\r\n }\r\n\r\n public override isReady() {\r\n if (this._isSourcePrePass) {\r\n return true;\r\n }\r\n\r\n if (this.texture && !this.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) {\r\n if (this._isSourcePrePass) {\r\n effect.setFloat(this._textureInfoName, 1);\r\n }\r\n\r\n if (!this.texture) {\r\n return;\r\n }\r\n\r\n if (this._isMixed) {\r\n effect.setFloat(this._textureInfoName, this.texture.level);\r\n effect.setMatrix(this._textureTransformName, this.texture.getTextureMatrix());\r\n }\r\n\r\n if (!this._imageSource) {\r\n effect.setTexture(this._samplerName, this.texture);\r\n }\r\n }\r\n\r\n private get _isMixed() {\r\n return this.target !== NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const uvInput = this.uv;\r\n\r\n // Inject code in vertex\r\n this._defineName = state._getFreeDefineName(\"UVTRANSFORM\");\r\n this._mainUVDefineName = \"VMAIN\" + uvInput.declarationVariableName.toUpperCase();\r\n\r\n this._mainUVName = \"vMain\" + uvInput.declarationVariableName;\r\n this._transformedUVName = state._getFreeVariableName(\"transformedUV\");\r\n this._textureTransformName = state._getFreeVariableName(\"textureTransform\");\r\n this._textureInfoName = state._getFreeVariableName(\"textureInfoName\");\r\n\r\n this.level.associatedVariableName = this._textureInfoName;\r\n\r\n state._emitVaryingFromString(this._transformedUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._defineName);\r\n state._emitVaryingFromString(this._mainUVName, NodeMaterialBlockConnectionPointTypes.Vector2, this._mainUVDefineName);\r\n\r\n state._emitUniformFromString(this._textureTransformName, NodeMaterialBlockConnectionPointTypes.Matrix, this._defineName);\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n const vec2 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._getVaryingName(this._transformedUVName)} = ${vec2}(${this._textureTransformName} * ${vec4}(${uvInput.associatedVariableName}.xy, 1.0, 0.0));\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n\r\n let automaticPrefix = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (uvInput.isConnectedToInputBlock && uvInput.associatedVariableName.indexOf(\"vertexInputs.\") === -1) {\r\n automaticPrefix = \"vertexInputs.\"; // Force the prefix\r\n }\r\n }\r\n\r\n state.compilationString += `${state._getVaryingName(this._mainUVName)} = ${automaticPrefix}${uvInput.associatedVariableName}.xy;\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (!this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return;\r\n }\r\n\r\n this._writeTextureRead(state, true);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name, true);\r\n }\r\n }\r\n }\r\n\r\n private _getUVW(uvName: string): string {\r\n let coords = uvName;\r\n\r\n const is2DArrayTexture = this._texture?._texture?.is2DArray ?? false;\r\n const is3D = this._texture?._texture?.is3D ?? false;\r\n\r\n if (is2DArrayTexture) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n } else if (is3D) {\r\n const layerValue = this.layer.isConnected ? this.layer.associatedVariableName : \"0\";\r\n coords = `vec3(${uvName}, ${layerValue})`;\r\n }\r\n\r\n return coords;\r\n }\r\n\r\n private _samplerFunc(state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return state.target === NodeMaterialBlockTargets.Vertex ? \"textureSampleLevel\" : \"textureSample\";\r\n }\r\n return this.lod.isConnected ? \"texture2DLodEXT\" : \"texture2D\";\r\n }\r\n\r\n private get _samplerLodSuffix() {\r\n return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : \"\";\r\n }\r\n\r\n private _generateTextureSample(uv: string, state: NodeMaterialBuildState) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n const isVertex = state.target === NodeMaterialBlockTargets.Vertex;\r\n return `${this._samplerFunc(state)}(${this.samplerName},${this.samplerName + Constants.AUTOSAMPLERSUFFIX}, ${this._getUVW(uv)}${this._samplerLodSuffix}${isVertex ? \", 0\" : \"\"})`;\r\n }\r\n return `${this._samplerFunc(state)}(${this.samplerName}, ${this._getUVW(uv)}${this._samplerLodSuffix})`;\r\n }\r\n\r\n private _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n state.compilationString += `#ifdef ${this._defineName}\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(state._getVaryingName(this._transformedUVName), state)};\\n`;\r\n state.compilationString += `#elif defined(${this._mainUVDefineName})\\n`;\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(this._mainUVName ? state._getVaryingName(this._mainUVName) : this.uv.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n private _writeTextureRead(state: NodeMaterialBuildState, vertexMode = false) {\r\n const uvInput = this.uv;\r\n\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._generateTextureSample(uvInput.associatedVariableName, state)}${this._samplerLodSuffix};\\n`;\r\n return;\r\n }\r\n\r\n this._generateTextureLookup(state);\r\n }\r\n\r\n private _generateConversionCode(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string): void {\r\n if (swizzle !== \"a\") {\r\n // no conversion if the output is \"a\" (alpha)\r\n if (!this.texture || !this.texture.gammaSpace) {\r\n state.compilationString += `#ifdef ${this._linearDefineName}\r\n ${output.associatedVariableName} = toGammaSpace(${output.associatedVariableName});\r\n #endif\r\n `;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\r\n ${output.associatedVariableName} = ${state._toLinearSpace(output)};\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n private _writeOutput(state: NodeMaterialBuildState, output: NodeMaterialConnectionPoint, swizzle: string, vertexMode = false) {\r\n if (vertexMode) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n\r\n if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n return;\r\n }\r\n let complement = \"\";\r\n\r\n if (!this.disableLevelMultiplication) {\r\n complement = ` * ${(state.shaderLanguage === ShaderLanguage.WGSL ? \"uniforms.\" : \"\") + this._textureInfoName}`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = ${this._tempTextureRead}.${swizzle}${complement};\\n`;\r\n this._generateConversionCode(state, output, swizzle);\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (this.source.isConnected) {\r\n this._imageSource = this.source.connectedPoint!.ownerBlock as ImageSourceBlock;\r\n } else {\r\n this._imageSource = null;\r\n }\r\n\r\n if (state.target === NodeMaterialBlockTargets.Vertex || this._fragmentOnly || state.target === NodeMaterialBlockTargets.Fragment) {\r\n this._tempTextureRead = state._getFreeVariableName(\"tempTextureRead\");\r\n this._linearDefineName = state._getFreeDefineName(\"ISLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"ISGAMMA\");\r\n }\r\n\r\n if ((!this._isMixed && state.target === NodeMaterialBlockTargets.Fragment) || (this._isMixed && state.target === NodeMaterialBlockTargets.Vertex)) {\r\n if (!this._imageSource) {\r\n const varName = state._getFreeVariableName(this.name);\r\n this._samplerName = varName + \"Texture\";\r\n\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n // Declarations\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n // Fragment\r\n if (!this._outputs.some((o) => o.isConnectedInFragmentShader)) {\r\n return;\r\n }\r\n\r\n if (this._isMixed && !this._imageSource) {\r\n // Reexport the sampler\r\n if (this._texture?._texture?.is2DArray) {\r\n state._emit2DArraySampler(this._samplerName);\r\n } else {\r\n state._emit2DSampler(this._samplerName);\r\n }\r\n }\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n if (this._isMixed) {\r\n state._emitUniformFromString(this._textureInfoName, NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n this._writeTextureRead(state);\r\n\r\n for (const output of this._outputs) {\r\n if (output.hasEndpoints && output.name !== \"level\") {\r\n this._writeOutput(state, output, output.name);\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}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.disableLevelMultiplication = ${this.disableLevelMultiplication};\\n`;\r\n\r\n if (!this.texture) {\r\n return codeString;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\", null, ${this.texture.noMipmap}, ${this.texture.invertY}, ${this.texture.samplingMode});\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapU = ${this.texture.wrapU};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wrapV = ${this.texture.wrapV};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uAng = ${this.texture.uAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vAng = ${this.texture.vAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.wAng = ${this.texture.wAng};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uOffset = ${this.texture.uOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vOffset = ${this.texture.vOffset};\\n`;\r\n codeString += `${this._codeVariableName}.texture.uScale = ${this.texture.uScale};\\n`;\r\n codeString += `${this._codeVariableName}.texture.vScale = ${this.texture.vScale};\\n`;\r\n codeString += `${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 serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.fragmentOnly = this._fragmentOnly;\r\n serializationObject.disableLevelMultiplication = this.disableLevelMultiplication;\r\n if (!this.hasImageSource && this.texture && !this.texture.isRenderTarget && this.texture.getClassName() !== \"VideoTexture\") {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this._fragmentOnly = !!serializationObject.fragmentOnly;\r\n this.disableLevelMultiplication = !!serializationObject.disableLevelMultiplication;\r\n\r\n if (serializationObject.texture && !NodeMaterial.IgnoreTexturesAtLoadTime && serializationObject.texture.url !== undefined) {\r\n if (serializationObject.texture.url.indexOf(\"data:\") === 0) {\r\n rootUrl = \"\";\r\n } else if (urlRewriter) {\r\n serializationObject.texture.url = urlRewriter(serializationObject.texture.url);\r\n serializationObject.texture.name = serializationObject.texture.url;\r\n }\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl) as Texture;\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TextureBlock\", TextureBlock);\r\n"]}
@@ -62,3 +62,6 @@ export * from "./matrixTransposeBlock";
62
62
  export * from "./meshAttributeExistsBlock";
63
63
  export * from "./curveBlock";
64
64
  export * from "./colorConverterBlock";
65
+ export * from "./loopBlock";
66
+ export * from "./storageReadBlock";
67
+ export * from "./storageWriteBlock";
@@ -63,4 +63,7 @@ export * from "./matrixTransposeBlock.js";
63
63
  export * from "./meshAttributeExistsBlock.js";
64
64
  export * from "./curveBlock.js";
65
65
  export * from "./colorConverterBlock.js";
66
+ export * from "./loopBlock.js";
67
+ export * from "./storageReadBlock.js";
68
+ export * from "./storageWriteBlock.js";
66
69
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,YAAY,CAAC;AAC3B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC;AAC3B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,YAAY,CAAC;AAC3B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,sBAAsB,CAAC;AACrC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,YAAY,CAAC;AAC3B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Vertex/index\";\r\nexport * from \"./Fragment/index\";\r\nexport * from \"./Dual/index\";\r\nexport * from \"./Input/index\";\r\nexport * from \"./Teleport/index\";\r\nexport * from \"./multiplyBlock\";\r\nexport * from \"./addBlock\";\r\nexport * from \"./scaleBlock\";\r\nexport * from \"./clampBlock\";\r\nexport * from \"./crossBlock\";\r\nexport * from \"./customBlock\";\r\nexport * from \"./dotBlock\";\r\nexport * from \"./transformBlock\";\r\nexport * from \"./remapBlock\";\r\nexport * from \"./normalizeBlock\";\r\nexport * from \"./trigonometryBlock\";\r\nexport * from \"./colorMergerBlock\";\r\nexport * from \"./vectorMergerBlock\";\r\nexport * from \"./colorSplitterBlock\";\r\nexport * from \"./vectorSplitterBlock\";\r\nexport * from \"./lerpBlock\";\r\nexport * from \"./divideBlock\";\r\nexport * from \"./subtractBlock\";\r\nexport * from \"./stepBlock\";\r\nexport * from \"./oneMinusBlock\";\r\nexport * from \"./viewDirectionBlock\";\r\nexport * from \"./fresnelBlock\";\r\nexport * from \"./maxBlock\";\r\nexport * from \"./minBlock\";\r\nexport * from \"./distanceBlock\";\r\nexport * from \"./lengthBlock\";\r\nexport * from \"./negateBlock\";\r\nexport * from \"./powBlock\";\r\nexport * from \"./randomNumberBlock\";\r\nexport * from \"./arcTan2Block\";\r\nexport * from \"./smoothStepBlock\";\r\nexport * from \"./reciprocalBlock\";\r\nexport * from \"./replaceColorBlock\";\r\nexport * from \"./posterizeBlock\";\r\nexport * from \"./waveBlock\";\r\nexport * from \"./gradientBlock\";\r\nexport * from \"./nLerpBlock\";\r\nexport * from \"./worleyNoise3DBlock\";\r\nexport * from \"./simplexPerlin3DBlock\";\r\nexport * from \"./normalBlendBlock\";\r\nexport * from \"./rotate2dBlock\";\r\nexport * from \"./reflectBlock\";\r\nexport * from \"./refractBlock\";\r\nexport * from \"./desaturateBlock\";\r\nexport * from \"./PBR/index\";\r\nexport * from \"./Particle/index\";\r\nexport * from \"./modBlock\";\r\nexport * from \"./matrixBuilderBlock\";\r\nexport * from \"./conditionalBlock\";\r\nexport * from \"./cloudBlock\";\r\nexport * from \"./voronoiNoiseBlock\";\r\nexport * from \"./elbowBlock\";\r\nexport * from \"./triPlanarBlock\";\r\nexport * from \"./biPlanarBlock\";\r\nexport * from \"./matrixDeterminantBlock\";\r\nexport * from \"./matrixTransposeBlock\";\r\nexport * from \"./meshAttributeExistsBlock\";\r\nexport * from \"./curveBlock\";\r\nexport * from \"./colorConverterBlock\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,gBAAgB,CAAC;AAC/B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,eAAe,CAAC;AAC9B,cAAc,YAAY,CAAC;AAC3B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC;AACpC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,YAAY,CAAC;AAC3B,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,eAAe,CAAC;AAC9B,cAAc,YAAY,CAAC;AAC3B,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,mBAAmB,CAAC;AAClC,cAAc,qBAAqB,CAAC;AACpC,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,sBAAsB,CAAC;AACrC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,aAAa,CAAC;AAC5B,cAAc,kBAAkB,CAAC;AACjC,cAAc,YAAY,CAAC;AAC3B,cAAc,sBAAsB,CAAC;AACrC,cAAc,oBAAoB,CAAC;AACnC,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,4BAA4B,CAAC;AAC3C,cAAc,cAAc,CAAC;AAC7B,cAAc,uBAAuB,CAAC;AACtC,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,qBAAqB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./Vertex/index\";\r\nexport * from \"./Fragment/index\";\r\nexport * from \"./Dual/index\";\r\nexport * from \"./Input/index\";\r\nexport * from \"./Teleport/index\";\r\nexport * from \"./multiplyBlock\";\r\nexport * from \"./addBlock\";\r\nexport * from \"./scaleBlock\";\r\nexport * from \"./clampBlock\";\r\nexport * from \"./crossBlock\";\r\nexport * from \"./customBlock\";\r\nexport * from \"./dotBlock\";\r\nexport * from \"./transformBlock\";\r\nexport * from \"./remapBlock\";\r\nexport * from \"./normalizeBlock\";\r\nexport * from \"./trigonometryBlock\";\r\nexport * from \"./colorMergerBlock\";\r\nexport * from \"./vectorMergerBlock\";\r\nexport * from \"./colorSplitterBlock\";\r\nexport * from \"./vectorSplitterBlock\";\r\nexport * from \"./lerpBlock\";\r\nexport * from \"./divideBlock\";\r\nexport * from \"./subtractBlock\";\r\nexport * from \"./stepBlock\";\r\nexport * from \"./oneMinusBlock\";\r\nexport * from \"./viewDirectionBlock\";\r\nexport * from \"./fresnelBlock\";\r\nexport * from \"./maxBlock\";\r\nexport * from \"./minBlock\";\r\nexport * from \"./distanceBlock\";\r\nexport * from \"./lengthBlock\";\r\nexport * from \"./negateBlock\";\r\nexport * from \"./powBlock\";\r\nexport * from \"./randomNumberBlock\";\r\nexport * from \"./arcTan2Block\";\r\nexport * from \"./smoothStepBlock\";\r\nexport * from \"./reciprocalBlock\";\r\nexport * from \"./replaceColorBlock\";\r\nexport * from \"./posterizeBlock\";\r\nexport * from \"./waveBlock\";\r\nexport * from \"./gradientBlock\";\r\nexport * from \"./nLerpBlock\";\r\nexport * from \"./worleyNoise3DBlock\";\r\nexport * from \"./simplexPerlin3DBlock\";\r\nexport * from \"./normalBlendBlock\";\r\nexport * from \"./rotate2dBlock\";\r\nexport * from \"./reflectBlock\";\r\nexport * from \"./refractBlock\";\r\nexport * from \"./desaturateBlock\";\r\nexport * from \"./PBR/index\";\r\nexport * from \"./Particle/index\";\r\nexport * from \"./modBlock\";\r\nexport * from \"./matrixBuilderBlock\";\r\nexport * from \"./conditionalBlock\";\r\nexport * from \"./cloudBlock\";\r\nexport * from \"./voronoiNoiseBlock\";\r\nexport * from \"./elbowBlock\";\r\nexport * from \"./triPlanarBlock\";\r\nexport * from \"./biPlanarBlock\";\r\nexport * from \"./matrixDeterminantBlock\";\r\nexport * from \"./matrixTransposeBlock\";\r\nexport * from \"./meshAttributeExistsBlock\";\r\nexport * from \"./curveBlock\";\r\nexport * from \"./colorConverterBlock\";\r\nexport * from \"./loopBlock\";\r\nexport * from \"./storageReadBlock\";\r\nexport * from \"./storageWriteBlock\";\r\n"]}
@@ -0,0 +1,49 @@
1
+ import { NodeMaterialBlock } from "../nodeMaterialBlock";
2
+ import type { NodeMaterialBuildState } from "../nodeMaterialBuildState";
3
+ import type { NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint";
4
+ import type { Scene } from "../../../scene.js";
5
+ /**
6
+ * Block used to repeat code
7
+ */
8
+ export declare class LoopBlock extends NodeMaterialBlock {
9
+ /**
10
+ * Gets or sets number of iterations
11
+ * Will be ignored if the iterations input is connected
12
+ */
13
+ iterations: number;
14
+ /**
15
+ * Creates a new LoopBlock
16
+ * @param name defines the block name
17
+ */
18
+ constructor(name: string);
19
+ /**
20
+ * Gets the current class name
21
+ * @returns the class name
22
+ */
23
+ getClassName(): string;
24
+ /**
25
+ * Gets the main input component
26
+ */
27
+ get input(): NodeMaterialConnectionPoint;
28
+ /**
29
+ * Gets the iterations input component
30
+ */
31
+ get iterationsInput(): NodeMaterialConnectionPoint;
32
+ /**
33
+ * Gets the output component
34
+ */
35
+ get output(): NodeMaterialConnectionPoint;
36
+ /**
37
+ * Gets the index component which will be incremented at each iteration
38
+ */
39
+ get index(): NodeMaterialConnectionPoint;
40
+ /**
41
+ * Gets the loop ID component
42
+ */
43
+ get loopID(): NodeMaterialConnectionPoint;
44
+ protected _buildBlock(state: NodeMaterialBuildState): this;
45
+ protected _postBuildBlock(state: NodeMaterialBuildState): this;
46
+ protected _dumpPropertiesCode(): string;
47
+ serialize(): any;
48
+ _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
49
+ }
@@ -0,0 +1,110 @@
1
+ import { __decorate } from "../../../tslib.es6.js";
2
+ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
3
+ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
4
+ import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
5
+ import { RegisterClass } from "../../../Misc/typeStore.js";
6
+ import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
7
+ import { NodeMaterialConnectionPointCustomObject } from "../nodeMaterialConnectionPointCustomObject.js";
8
+ /**
9
+ * Block used to repeat code
10
+ */
11
+ export class LoopBlock extends NodeMaterialBlock {
12
+ /**
13
+ * Creates a new LoopBlock
14
+ * @param name defines the block name
15
+ */
16
+ constructor(name) {
17
+ super(name, NodeMaterialBlockTargets.Neutral);
18
+ /**
19
+ * Gets or sets number of iterations
20
+ * Will be ignored if the iterations input is connected
21
+ */
22
+ this.iterations = 4;
23
+ this.registerInput("input", NodeMaterialBlockConnectionPointTypes.AutoDetect);
24
+ this.registerInput("iterations", NodeMaterialBlockConnectionPointTypes.Float, true);
25
+ this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.BasedOnInput);
26
+ this.registerOutput("index", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);
27
+ this.registerOutput("loopID", NodeMaterialBlockConnectionPointTypes.Object, undefined, new NodeMaterialConnectionPointCustomObject("loopID", this, 1 /* NodeMaterialConnectionPointDirection.Output */, LoopBlock, "LoopBlock"));
28
+ this._outputs[0]._typeConnectionSource = this._inputs[0];
29
+ this._outputs[0]._forPostBuild = true;
30
+ this._outputs[2]._redirectedSource = this._inputs[0];
31
+ this._outputs[1]._preventBubbleUp = true;
32
+ this._outputs[2]._preventBubbleUp = true;
33
+ }
34
+ /**
35
+ * Gets the current class name
36
+ * @returns the class name
37
+ */
38
+ getClassName() {
39
+ return "LoopBlock";
40
+ }
41
+ /**
42
+ * Gets the main input component
43
+ */
44
+ get input() {
45
+ return this._inputs[0];
46
+ }
47
+ /**
48
+ * Gets the iterations input component
49
+ */
50
+ get iterationsInput() {
51
+ return this._inputs[1];
52
+ }
53
+ /**
54
+ * Gets the output component
55
+ */
56
+ get output() {
57
+ return this._outputs[0];
58
+ }
59
+ /**
60
+ * Gets the index component which will be incremented at each iteration
61
+ */
62
+ get index() {
63
+ return this._outputs[1];
64
+ }
65
+ /**
66
+ * Gets the loop ID component
67
+ */
68
+ get loopID() {
69
+ return this._outputs[2];
70
+ }
71
+ _buildBlock(state) {
72
+ super._buildBlock(state);
73
+ const output = this._outputs[0];
74
+ const index = this._outputs[1];
75
+ const indexName = state._getFreeVariableName("index");
76
+ const decl = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "var" : "int";
77
+ const castFloat = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "f32" : "float";
78
+ const castInt = state.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "i32" : "int";
79
+ // Declare storage variable and store initial value
80
+ state.compilationString += state._declareOutput(output) + ` = ${this.input.associatedVariableName};\n`;
81
+ // Iterations
82
+ const iterations = this.iterationsInput.isConnected ? `${castInt}(${this.iterationsInput.associatedVariableName})` : this.iterations;
83
+ // Loop
84
+ state.compilationString += `for (${decl} ${indexName} = 0; ${indexName} < ${iterations}; ${indexName}++){\n`;
85
+ state.compilationString += `${state._declareOutput(index)} = ${castFloat}(${indexName});\n`;
86
+ return this;
87
+ }
88
+ _postBuildBlock(state) {
89
+ super._postBuildBlock(state);
90
+ state.compilationString += `}\n`;
91
+ return this;
92
+ }
93
+ _dumpPropertiesCode() {
94
+ return super._dumpPropertiesCode() + `${this._codeVariableName}.iterations = ${this.iterations};\n`;
95
+ }
96
+ serialize() {
97
+ const serializationObject = super.serialize();
98
+ serializationObject.iterations = this.iterations;
99
+ return serializationObject;
100
+ }
101
+ _deserialize(serializationObject, scene, rootUrl) {
102
+ super._deserialize(serializationObject, scene, rootUrl);
103
+ this.iterations = serializationObject.iterations;
104
+ }
105
+ }
106
+ __decorate([
107
+ editableInPropertyPage("Iterations", 2 /* PropertyTypeForEdition.Int */)
108
+ ], LoopBlock.prototype, "iterations", void 0);
109
+ RegisterClass("BABYLON.LoopBlock", LoopBlock);
110
+ //# sourceMappingURL=loopBlock.js.map
@@ -0,0 +1 @@
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\n/**\r\n * Block used to repeat code\r\n */\r\nexport class LoopBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets number of iterations\r\n * Will be ignored if the iterations input is connected\r\n */\r\n @editableInPropertyPage(\"Iterations\", PropertyTypeForEdition.Int)\r\n public iterations = 4;\r\n\r\n /**\r\n * Creates a new LoopBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"iterations\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n this.registerOutput(\"index\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\r\n \"loopID\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n undefined,\r\n new NodeMaterialConnectionPointCustomObject(\"loopID\", this, NodeMaterialConnectionPointDirection.Output, LoopBlock, \"LoopBlock\")\r\n );\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n this._outputs[0]._forPostBuild = true;\r\n\r\n this._outputs[2]._redirectedSource = this._inputs[0];\r\n\r\n this._outputs[1]._preventBubbleUp = true;\r\n this._outputs[2]._preventBubbleUp = true;\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 \"LoopBlock\";\r\n }\r\n\r\n /**\r\n * Gets the main input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the iterations input component\r\n */\r\n public get iterationsInput(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\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 index component which will be incremented at each iteration\r\n */\r\n public get index(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the loop ID component\r\n */\r\n public get loopID(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n const index = this._outputs[1];\r\n\r\n const indexName = state._getFreeVariableName(\"index\");\r\n\r\n const decl = state.shaderLanguage === ShaderLanguage.WGSL ? \"var\" : \"int\";\r\n const castFloat = state.shaderLanguage === ShaderLanguage.WGSL ? \"f32\" : \"float\";\r\n const castInt = state.shaderLanguage === ShaderLanguage.WGSL ? \"i32\" : \"int\";\r\n\r\n // Declare storage variable and store initial value\r\n state.compilationString += state._declareOutput(output) + ` = ${this.input.associatedVariableName};\\n`;\r\n\r\n // Iterations\r\n const iterations = this.iterationsInput.isConnected ? `${castInt}(${this.iterationsInput.associatedVariableName})` : this.iterations;\r\n\r\n // Loop\r\n state.compilationString += `for (${decl} ${indexName} = 0; ${indexName} < ${iterations}; ${indexName}++){\\n`;\r\n state.compilationString += `${state._declareOutput(index)} = ${castFloat}(${indexName});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _postBuildBlock(state: NodeMaterialBuildState) {\r\n super._postBuildBlock(state);\r\n\r\n state.compilationString += `}\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n return super._dumpPropertiesCode() + `${this._codeVariableName}.iterations = ${this.iterations};\\n`;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.iterations = this.iterations;\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.iterations = serializationObject.iterations;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LoopBlock\", LoopBlock);\r\n"]}
@@ -0,0 +1,27 @@
1
+ import { NodeMaterialBlock } from "../nodeMaterialBlock";
2
+ import type { NodeMaterialBuildState } from "../nodeMaterialBuildState";
3
+ import { type NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint";
4
+ /**
5
+ * Block used to read from a variable within a loop
6
+ */
7
+ export declare class StorageReadBlock extends NodeMaterialBlock {
8
+ /**
9
+ * Creates a new StorageReadBlock
10
+ * @param name defines the block name
11
+ */
12
+ constructor(name: string);
13
+ /**
14
+ * Gets the current class name
15
+ * @returns the class name
16
+ */
17
+ getClassName(): string;
18
+ /**
19
+ * Gets the loop link component
20
+ */
21
+ get loopID(): NodeMaterialConnectionPoint;
22
+ /**
23
+ * Gets the value component
24
+ */
25
+ get value(): NodeMaterialConnectionPoint;
26
+ protected _buildBlock(state: NodeMaterialBuildState): this;
27
+ }
@@ -0,0 +1,52 @@
1
+ import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
+ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
+ import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
+ import { RegisterClass } from "../../../Misc/typeStore.js";
5
+ import { LoopBlock } from "./loopBlock.js";
6
+ import { NodeMaterialConnectionPointCustomObject } from "../nodeMaterialConnectionPointCustomObject.js";
7
+ /**
8
+ * Block used to read from a variable within a loop
9
+ */
10
+ export class StorageReadBlock extends NodeMaterialBlock {
11
+ /**
12
+ * Creates a new StorageReadBlock
13
+ * @param name defines the block name
14
+ */
15
+ constructor(name) {
16
+ super(name, NodeMaterialBlockTargets.Neutral);
17
+ this.registerInput("loopID", NodeMaterialBlockConnectionPointTypes.Object, false, undefined, new NodeMaterialConnectionPointCustomObject("loopID", this, 0 /* NodeMaterialConnectionPointDirection.Input */, LoopBlock, "LoopBlock"));
18
+ this.registerOutput("value", NodeMaterialBlockConnectionPointTypes.AutoDetect);
19
+ this._outputs[0]._linkedConnectionSource = this._inputs[0];
20
+ }
21
+ /**
22
+ * Gets the current class name
23
+ * @returns the class name
24
+ */
25
+ getClassName() {
26
+ return "StorageReadBlock";
27
+ }
28
+ /**
29
+ * Gets the loop link component
30
+ */
31
+ get loopID() {
32
+ return this._inputs[0];
33
+ }
34
+ /**
35
+ * Gets the value component
36
+ */
37
+ get value() {
38
+ return this._outputs[0];
39
+ }
40
+ _buildBlock(state) {
41
+ super._buildBlock(state);
42
+ const value = this.value;
43
+ if (!this.loopID.isConnected) {
44
+ return this;
45
+ }
46
+ const loopBlock = this.loopID.connectedPoint.ownerBlock;
47
+ state.compilationString += state._declareOutput(value) + ` = ${loopBlock.output.associatedVariableName};\n`;
48
+ return this;
49
+ }
50
+ }
51
+ RegisterClass("BABYLON.StorageReadBlock", StorageReadBlock);
52
+ //# sourceMappingURL=storageReadBlock.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"storageReadBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/storageReadBlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,uCAAuC,EAAE,MAAM,4CAA4C,CAAC;AACrG;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,iBAAiB;IACnD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,CAAC,aAAa,CACd,QAAQ,EACR,qCAAqC,CAAC,MAAM,EAC5C,KAAK,EACL,SAAS,EACT,IAAI,uCAAuC,CAAC,QAAQ,EAAE,IAAI,sDAA8C,SAAS,EAAE,WAAW,CAAC,CAClI,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAE/E,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,uBAAuB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC/D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAEzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,WAAW,EAAE;YAC1B,OAAO,IAAI,CAAC;SACf;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,cAAe,CAAC,UAAuB,CAAC;QAEtE,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,GAAG,MAAM,SAAS,CAAC,MAAM,CAAC,sBAAsB,KAAK,CAAC;QAE5G,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { NodeMaterialConnectionPointDirection, type NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { LoopBlock } from \"./loopBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../nodeMaterialConnectionPointCustomObject\";\r\n/**\r\n * Block used to read from a variable within a loop\r\n */\r\nexport class StorageReadBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new StorageReadBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\r\n \"loopID\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n false,\r\n undefined,\r\n new NodeMaterialConnectionPointCustomObject(\"loopID\", this, NodeMaterialConnectionPointDirection.Input, LoopBlock, \"LoopBlock\")\r\n );\r\n this.registerOutput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n\r\n this._outputs[0]._linkedConnectionSource = this._inputs[0];\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 \"StorageReadBlock\";\r\n }\r\n\r\n /**\r\n * Gets the loop link component\r\n */\r\n public get loopID(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the value component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const value = this.value;\r\n\r\n if (!this.loopID.isConnected) {\r\n return this;\r\n }\r\n\r\n const loopBlock = this.loopID.connectedPoint!.ownerBlock as LoopBlock;\r\n\r\n state.compilationString += state._declareOutput(value) + ` = ${loopBlock.output.associatedVariableName};\\n`;\r\n\r\n return this;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.StorageReadBlock\", StorageReadBlock);\r\n"]}
@@ -0,0 +1,31 @@
1
+ import { NodeMaterialBlock } from "../nodeMaterialBlock";
2
+ import type { NodeMaterialBuildState } from "../nodeMaterialBuildState";
3
+ import { type NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint";
4
+ /**
5
+ * Block used to write to a variable within a loop
6
+ */
7
+ export declare class StorageWriteBlock extends NodeMaterialBlock {
8
+ /**
9
+ * Creates a new StorageWriteBlock
10
+ * @param name defines the block name
11
+ */
12
+ constructor(name: string);
13
+ /**
14
+ * Gets the current class name
15
+ * @returns the class name
16
+ */
17
+ getClassName(): string;
18
+ /**
19
+ * Gets the loop link component
20
+ */
21
+ get loopID(): NodeMaterialConnectionPoint;
22
+ /**
23
+ * Gets the value component
24
+ */
25
+ get value(): NodeMaterialConnectionPoint;
26
+ /** Gets a boolean indicating that this connection will be used in the fragment shader
27
+ * @returns true if connected in fragment shader
28
+ */
29
+ isConnectedInFragmentShader(): boolean;
30
+ protected _buildBlock(state: NodeMaterialBuildState): this;
31
+ }