@babylonjs/core 7.32.4 → 7.33.0

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 (126) hide show
  1. package/Decorators/nodeDecorator.d.ts +4 -0
  2. package/Decorators/nodeDecorator.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  6. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
  7. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  8. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +16 -0
  9. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +40 -7
  10. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  11. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +4 -4
  12. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  13. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +1 -1
  14. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  15. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -2
  16. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  17. package/Materials/Node/Blocks/PBR/refractionBlock.js +3 -3
  18. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  19. package/Materials/Node/Blocks/PBR/sheenBlock.js +2 -2
  20. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  21. package/Materials/Node/Blocks/clampBlock.js +2 -2
  22. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  24. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  25. package/Materials/Node/Blocks/conditionalBlock.js +19 -0
  26. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/curveBlock.js +37 -0
  28. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/loopBlock.js +1 -1
  30. package/Materials/Node/Blocks/loopBlock.js.map +1 -1
  31. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +1 -0
  32. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/transformBlock.d.ts +6 -0
  34. package/Materials/Node/Blocks/transformBlock.js +16 -1
  35. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  36. package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
  37. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  38. package/Materials/Node/Blocks/trigonometryBlock.js +29 -0
  39. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  40. package/Materials/Node/Blocks/waveBlock.js +13 -0
  41. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  42. package/Materials/Node/Blocks/worleyNoise3DBlock.js +1 -1
  43. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  44. package/Materials/Node/nodeMaterial.js.map +1 -1
  45. package/Materials/effectRenderer.d.ts +1 -1
  46. package/Materials/effectRenderer.js +2 -2
  47. package/Materials/effectRenderer.js.map +1 -1
  48. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +1 -1
  49. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -1
  50. package/Meshes/Node/Blocks/Set/aggregatorBlock.js +1 -0
  51. package/Meshes/Node/Blocks/Set/aggregatorBlock.js.map +1 -1
  52. package/Meshes/Node/Blocks/Set/latticeBlock.js +4 -4
  53. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  54. package/Meshes/Node/Blocks/Set/setColorsBlock.js +1 -1
  55. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  56. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js +1 -1
  57. package/Meshes/Node/Blocks/Set/setMaterialIDBlock.js.map +1 -1
  58. package/Meshes/Node/Blocks/Set/setNormalsBlock.js +1 -1
  59. package/Meshes/Node/Blocks/Set/setNormalsBlock.js.map +1 -1
  60. package/Meshes/Node/Blocks/Set/setPositionsBlock.js +1 -1
  61. package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
  62. package/Meshes/Node/Blocks/Set/setTangentsBlock.js +1 -1
  63. package/Meshes/Node/Blocks/Set/setTangentsBlock.js.map +1 -1
  64. package/Meshes/Node/Blocks/Set/setUVsBlock.js +2 -1
  65. package/Meshes/Node/Blocks/Set/setUVsBlock.js.map +1 -1
  66. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -1
  67. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  68. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -1
  69. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  70. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -1
  71. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  72. package/Meshes/Node/Blocks/Sources/discBlock.js +1 -1
  73. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  74. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -1
  75. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  76. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -1
  77. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  78. package/Meshes/Node/Blocks/Sources/meshBlock.js +1 -1
  79. package/Meshes/Node/Blocks/Sources/meshBlock.js.map +1 -1
  80. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -1
  81. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  82. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -1
  83. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  84. package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -1
  85. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  86. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
  87. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  88. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js +1 -1
  89. package/Meshes/Node/Blocks/Textures/geometryTextureFetchBlock.js.map +1 -1
  90. package/Meshes/Node/Blocks/booleanGeometryBlock.d.ts +5 -0
  91. package/Meshes/Node/Blocks/booleanGeometryBlock.js +43 -13
  92. package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
  93. package/Meshes/Node/Blocks/cleanGeometryBlock.js +1 -1
  94. package/Meshes/Node/Blocks/cleanGeometryBlock.js.map +1 -1
  95. package/Meshes/Node/Blocks/conditionBlock.js +1 -0
  96. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  97. package/Meshes/Node/Blocks/geometryClampBlock.js +2 -2
  98. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  99. package/Meshes/Node/Blocks/geometryCollectionBlock.js +1 -1
  100. package/Meshes/Node/Blocks/geometryCollectionBlock.js.map +1 -1
  101. package/Meshes/Node/Blocks/geometryCurveBlock.js +1 -0
  102. package/Meshes/Node/Blocks/geometryCurveBlock.js.map +1 -1
  103. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +3 -3
  104. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  105. package/Meshes/Node/Blocks/geometryTransformBlock.js +1 -1
  106. package/Meshes/Node/Blocks/geometryTransformBlock.js.map +1 -1
  107. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js +1 -0
  108. package/Meshes/Node/Blocks/geometryTrigonometryBlock.js.map +1 -1
  109. package/Meshes/Node/Blocks/mappingBlock.js +1 -0
  110. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  111. package/Meshes/Node/Blocks/mathBlock.js +1 -0
  112. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  113. package/Meshes/Node/Blocks/mergeGeometryBlock.js +1 -1
  114. package/Meshes/Node/Blocks/mergeGeometryBlock.js.map +1 -1
  115. package/Meshes/Node/Blocks/randomBlock.js +1 -0
  116. package/Meshes/Node/Blocks/randomBlock.js.map +1 -1
  117. package/Meshes/Node/nodeGeometry.js.map +1 -1
  118. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  119. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  120. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +12 -12
  121. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  122. package/Shaders/iblShadowAccumulation.fragment.js +2 -1
  123. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  124. package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
  125. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  126. package/package.json +1 -1
@@ -1 +1 @@
1
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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the refraction part of the sub surface module of the PBR material\r\n */\r\nexport class RefractionBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _refractionMatrixName: string;\r\n /** @internal */\r\n public _defineLODRefractionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularRefraction: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _vRefractionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vRefractionInfosName: string;\r\n /** @internal */\r\n public _vRefractionFilteringInfoName: string;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /** @internal */\r\n public indexOfRefractionConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @editableInPropertyPage(\"Link refraction to transparency\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public linkRefractionWithTransparency: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Invert refraction Y\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public invertRefractionY: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Use thickness as depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { update: true } })\r\n public useThicknessAsDepth: boolean = false;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Create a new RefractionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"volumeIndexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Output, RefractionBlock, \"RefractionBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"vRefractionPosition\");\r\n state._excludeVariableName(\"vRefractionSize\");\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 \"RefractionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint at distance input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the volume index of refraction input component\r\n */\r\n public get volumeIndexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the refraction object output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Refraction intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const refractionTexture = this._getTexture();\r\n const refraction = refractionTexture && refractionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"SS_REFRACTION\", refraction, true);\r\n\r\n if (!refraction) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, refractionTexture!.isCube, true);\r\n defines.setValue(this._defineLODRefractionAlpha, refractionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularRefraction, refractionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture!.invertZ : refractionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SS_LINKREFRACTIONTOTRANSPARENCY\", this.linkRefractionWithTransparency, true);\r\n defines.setValue(\"SS_GAMMAREFRACTION\", refractionTexture!.gammaSpace, true);\r\n defines.setValue(\"SS_RGBDREFRACTION\", refractionTexture!.isRGBD, true);\r\n defines.setValue(\"SS_USE_LOCAL_REFRACTIONMAP_CUBIC\", (<any>refractionTexture).boundingBoxSize ? true : false, true);\r\n defines.setValue(\"SS_USE_THICKNESS_AS_DEPTH\", this.useThicknessAsDepth, true);\r\n }\r\n\r\n public override isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const refractionTexture = this._getTexture();\r\n\r\n if (!refractionTexture) {\r\n return;\r\n }\r\n\r\n if (refractionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, refractionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, refractionTexture);\r\n }\r\n\r\n effect.setMatrix(this._refractionMatrixName, refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const indexOfRefraction = this.volumeIndexOfRefraction.connectInputBlock?.value ?? this.indexOfRefractionConnectionPoint.connectInputBlock?.value ?? 1.5;\r\n\r\n effect.setFloat4(this._vRefractionInfosName, refractionTexture.level, 1 / indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n\r\n effect.setFloat4(\r\n this._vRefractionMicrosurfaceInfosName,\r\n refractionTexture.getSize().width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1 / indexOfRefraction\r\n );\r\n\r\n const width = refractionTexture.getSize().width;\r\n\r\n effect.setFloat2(this._vRefractionFilteringInfoName, width, Math.log2(width));\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n effect.setVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n effect.setVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState): string {\r\n const code = \"\";\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n this._define3DName = state._getFreeDefineName(\"SS_REFRACTIONMAP_3D\");\r\n const refractionTexture = this._getTexture();\r\n\r\n if (refractionTexture) {\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._emitCubeSampler(this._cubeSamplerName, undefined, true);\r\n state._samplerDeclaration += `#else\\n`;\r\n state._emit2DSampler(this._2DSamplerName, undefined, true);\r\n state._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._defineLODRefractionAlpha = state._getFreeDefineName(\"SS_LODINREFRACTIONALPHA\");\r\n this._defineLinearSpecularRefraction = state._getFreeDefineName(\"SS_LINEARSPECULARREFRACTION\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"SS_REFRACTIONMAP_OPPOSITEZ\");\r\n\r\n this._refractionMatrixName = state._getFreeVariableName(\"refractionMatrix\");\r\n\r\n state._emitUniformFromString(this._refractionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n if (state.shaderLanguage !== ShaderLanguage.WGSL) {\r\n state._emitFunction(\r\n \"sampleRefraction\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefraction(s, c) textureCube(s, c)\r\n #else\r\n #define sampleRefraction(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleRefractionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefractionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleRefractionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n this._vRefractionMicrosurfaceInfosName = state._getFreeVariableName(\"vRefractionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionInfosName = state._getFreeVariableName(\"vRefractionInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionFilteringInfoName = state._getFreeVariableName(\"vRefractionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vRefractionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state._emitUniformFromString(\"vRefractionPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"vRefractionSize\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\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 if (this.texture) {\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.linkRefractionWithTransparency = ${this.linkRefractionWithTransparency};\\n`;\r\n codeString += `${this._codeVariableName}.invertRefractionY = ${this.invertRefractionY};\\n`;\r\n codeString += `${this._codeVariableName}.useThicknessAsDepth = ${this.useThicknessAsDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.linkRefractionWithTransparency = this.linkRefractionWithTransparency;\r\n serializationObject.invertRefractionY = this.invertRefractionY;\r\n serializationObject.useThicknessAsDepth = this.useThicknessAsDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.linkRefractionWithTransparency = serializationObject.linkRefractionWithTransparency;\r\n this.invertRefractionY = serializationObject.invertRefractionY;\r\n this.useThicknessAsDepth = !!serializationObject.useThicknessAsDepth;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RefractionBlock\", RefractionBlock);\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport type { BaseTexture } from \"../../../Textures/baseTexture\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { CubeTexture } from \"../../../Textures/cubeTexture\";\r\nimport { Texture } from \"../../../Textures/texture\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the refraction part of the sub surface module of the PBR material\r\n */\r\nexport class RefractionBlock extends NodeMaterialBlock {\r\n /** @internal */\r\n public _define3DName: string;\r\n /** @internal */\r\n public _refractionMatrixName: string;\r\n /** @internal */\r\n public _defineLODRefractionAlpha: string;\r\n /** @internal */\r\n public _defineLinearSpecularRefraction: string;\r\n /** @internal */\r\n public _defineOppositeZ: string;\r\n /** @internal */\r\n public _cubeSamplerName: string;\r\n /** @internal */\r\n public _2DSamplerName: string;\r\n /** @internal */\r\n public _vRefractionMicrosurfaceInfosName: string;\r\n /** @internal */\r\n public _vRefractionInfosName: string;\r\n /** @internal */\r\n public _vRefractionFilteringInfoName: string;\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * The properties below are set by the main PBR block prior to calling methods of this class.\r\n * This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.\r\n * It's less burden on the user side in the editor part.\r\n */\r\n\r\n /** @internal */\r\n public viewConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /** @internal */\r\n public indexOfRefractionConnectionPoint: NodeMaterialConnectionPoint;\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @editableInPropertyPage(\"Link refraction to transparency\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public linkRefractionWithTransparency: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Invert refraction Y\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public invertRefractionY: boolean = false;\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @editableInPropertyPage(\"Use thickness as depth\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { embedded: true, notifiers: { update: true } })\r\n public useThicknessAsDepth: boolean = false;\r\n\r\n /**\r\n * Gets or sets the texture associated with the node\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Create a new RefractionBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"tintAtDistance\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"volumeIndexOfRefraction\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"refraction\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"refraction\", this, NodeMaterialConnectionPointDirection.Output, RefractionBlock, \"RefractionBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"vRefractionPosition\");\r\n state._excludeVariableName(\"vRefractionSize\");\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 \"RefractionBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the tint at distance input component\r\n */\r\n public get tintAtDistance(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the volume index of refraction input component\r\n */\r\n public get volumeIndexOfRefraction(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the view input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this.viewConnectionPoint;\r\n }\r\n\r\n /**\r\n * Gets the refraction object output component\r\n */\r\n public get refraction(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Returns true if the block has a texture\r\n */\r\n public get hasTexture(): boolean {\r\n return !!this._getTexture();\r\n }\r\n\r\n protected _getTexture(): Nullable<BaseTexture> {\r\n if (this.texture) {\r\n return this.texture;\r\n }\r\n\r\n return this._scene.environmentTexture;\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.intensity.isConnected) {\r\n const intensityInput = new InputBlock(\"Refraction intensity\", NodeMaterialBlockTargets.Fragment, NodeMaterialBlockConnectionPointTypes.Float);\r\n intensityInput.value = 1;\r\n intensityInput.output.connectTo(this.intensity);\r\n }\r\n\r\n if (this.view && !this.view.isConnected) {\r\n let viewInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.View && additionalFilteringInfo(b));\r\n\r\n if (!viewInput) {\r\n viewInput = new InputBlock(\"view\");\r\n viewInput.setAsSystemValue(NodeMaterialSystemValues.View);\r\n }\r\n viewInput.output.connectTo(this.view);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n const refractionTexture = this._getTexture();\r\n const refraction = refractionTexture && refractionTexture.getTextureMatrix;\r\n\r\n defines.setValue(\"SS_REFRACTION\", refraction, true);\r\n\r\n if (!refraction) {\r\n return;\r\n }\r\n\r\n defines.setValue(this._define3DName, refractionTexture!.isCube, true);\r\n defines.setValue(this._defineLODRefractionAlpha, refractionTexture!.lodLevelInAlpha, true);\r\n defines.setValue(this._defineLinearSpecularRefraction, refractionTexture!.linearSpecularLOD, true);\r\n defines.setValue(this._defineOppositeZ, this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture!.invertZ : refractionTexture!.invertZ, true);\r\n\r\n defines.setValue(\"SS_LINKREFRACTIONTOTRANSPARENCY\", this.linkRefractionWithTransparency, true);\r\n defines.setValue(\"SS_GAMMAREFRACTION\", refractionTexture!.gammaSpace, true);\r\n defines.setValue(\"SS_RGBDREFRACTION\", refractionTexture!.isRGBD, true);\r\n defines.setValue(\"SS_USE_LOCAL_REFRACTIONMAP_CUBIC\", (<any>refractionTexture).boundingBoxSize ? true : false, true);\r\n defines.setValue(\"SS_USE_THICKNESS_AS_DEPTH\", this.useThicknessAsDepth, true);\r\n }\r\n\r\n public override isReady() {\r\n const texture = this._getTexture();\r\n\r\n if (texture && !texture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n super.bind(effect, nodeMaterial, mesh);\r\n\r\n const refractionTexture = this._getTexture();\r\n\r\n if (!refractionTexture) {\r\n return;\r\n }\r\n\r\n if (refractionTexture.isCube) {\r\n effect.setTexture(this._cubeSamplerName, refractionTexture);\r\n } else {\r\n effect.setTexture(this._2DSamplerName, refractionTexture);\r\n }\r\n\r\n effect.setMatrix(this._refractionMatrixName, refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const indexOfRefraction = this.volumeIndexOfRefraction.connectInputBlock?.value ?? this.indexOfRefractionConnectionPoint.connectInputBlock?.value ?? 1.5;\r\n\r\n effect.setFloat4(this._vRefractionInfosName, refractionTexture.level, 1 / indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n\r\n effect.setFloat4(\r\n this._vRefractionMicrosurfaceInfosName,\r\n refractionTexture.getSize().width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1 / indexOfRefraction\r\n );\r\n\r\n const width = refractionTexture.getSize().width;\r\n\r\n effect.setFloat2(this._vRefractionFilteringInfoName, width, Math.log2(width));\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n effect.setVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n effect.setVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param state current state of the node material building\r\n * @returns the shader code\r\n */\r\n public getCode(state: NodeMaterialBuildState): string {\r\n const code = \"\";\r\n\r\n state.sharedData.blockingBlocks.push(this);\r\n state.sharedData.textureBlocks.push(this);\r\n\r\n // Samplers\r\n this._cubeSamplerName = state._getFreeVariableName(this.name + \"CubeSampler\");\r\n state.samplers.push(this._cubeSamplerName);\r\n\r\n this._2DSamplerName = state._getFreeVariableName(this.name + \"2DSampler\");\r\n state.samplers.push(this._2DSamplerName);\r\n\r\n this._define3DName = state._getFreeDefineName(\"SS_REFRACTIONMAP_3D\");\r\n const refractionTexture = this._getTexture();\r\n\r\n if (refractionTexture) {\r\n state._samplerDeclaration += `#ifdef ${this._define3DName}\\n`;\r\n state._emitCubeSampler(this._cubeSamplerName, undefined, true);\r\n state._samplerDeclaration += `#else\\n`;\r\n state._emit2DSampler(this._2DSamplerName, undefined, true);\r\n state._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n // Fragment\r\n state.sharedData.blocksWithDefines.push(this);\r\n state.sharedData.bindableBlocks.push(this);\r\n\r\n this._defineLODRefractionAlpha = state._getFreeDefineName(\"SS_LODINREFRACTIONALPHA\");\r\n this._defineLinearSpecularRefraction = state._getFreeDefineName(\"SS_LINEARSPECULARREFRACTION\");\r\n this._defineOppositeZ = state._getFreeDefineName(\"SS_REFRACTIONMAP_OPPOSITEZ\");\r\n\r\n this._refractionMatrixName = state._getFreeVariableName(\"refractionMatrix\");\r\n\r\n state._emitUniformFromString(this._refractionMatrixName, NodeMaterialBlockConnectionPointTypes.Matrix);\r\n\r\n if (state.shaderLanguage !== ShaderLanguage.WGSL) {\r\n state._emitFunction(\r\n \"sampleRefraction\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefraction(s, c) textureCube(s, c)\r\n #else\r\n #define sampleRefraction(s, c) texture2D(s, c)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n\r\n state._emitFunction(\r\n \"sampleRefractionLod\",\r\n `\r\n #ifdef ${this._define3DName}\r\n #define sampleRefractionLod(s, c, l) textureCubeLodEXT(s, c, l)\r\n #else\r\n #define sampleRefractionLod(s, c, l) texture2DLodEXT(s, c, l)\r\n #endif\\n`,\r\n `//${this.name}`\r\n );\r\n }\r\n\r\n this._vRefractionMicrosurfaceInfosName = state._getFreeVariableName(\"vRefractionMicrosurfaceInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionMicrosurfaceInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionInfosName = state._getFreeVariableName(\"vRefractionInfos\");\r\n\r\n state._emitUniformFromString(this._vRefractionInfosName, NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n this._vRefractionFilteringInfoName = state._getFreeVariableName(\"vRefractionFilteringInfo\");\r\n\r\n state._emitUniformFromString(this._vRefractionFilteringInfoName, NodeMaterialBlockConnectionPointTypes.Vector2);\r\n\r\n state._emitUniformFromString(\"vRefractionPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state._emitUniformFromString(\"vRefractionSize\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n this._scene = state.sharedData.scene;\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 if (this.texture) {\r\n if (this.texture.isCube) {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.CubeTexture(\"${this.texture.name}\");\\n`;\r\n } else {\r\n codeString = `${this._codeVariableName}.texture = new BABYLON.Texture(\"${this.texture.name}\");\\n`;\r\n }\r\n codeString += `${this._codeVariableName}.texture.coordinatesMode = ${this.texture.coordinatesMode};\\n`;\r\n }\r\n\r\n codeString += `${this._codeVariableName}.linkRefractionWithTransparency = ${this.linkRefractionWithTransparency};\\n`;\r\n codeString += `${this._codeVariableName}.invertRefractionY = ${this.invertRefractionY};\\n`;\r\n codeString += `${this._codeVariableName}.useThicknessAsDepth = ${this.useThicknessAsDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n if (this.texture && !this.texture.isRenderTarget) {\r\n serializationObject.texture = this.texture.serialize();\r\n }\r\n\r\n serializationObject.linkRefractionWithTransparency = this.linkRefractionWithTransparency;\r\n serializationObject.invertRefractionY = this.invertRefractionY;\r\n serializationObject.useThicknessAsDepth = this.useThicknessAsDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.texture) {\r\n rootUrl = serializationObject.texture.url.indexOf(\"data:\") === 0 ? \"\" : rootUrl;\r\n if (serializationObject.texture.isCube) {\r\n this.texture = CubeTexture.Parse(serializationObject.texture, scene, rootUrl);\r\n } else {\r\n this.texture = Texture.Parse(serializationObject.texture, scene, rootUrl);\r\n }\r\n }\r\n\r\n this.linkRefractionWithTransparency = serializationObject.linkRefractionWithTransparency;\r\n this.invertRefractionY = serializationObject.invertRefractionY;\r\n this.useThicknessAsDepth = !!serializationObject.useThicknessAsDepth;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.RefractionBlock\", RefractionBlock);\r\n"]}
@@ -186,10 +186,10 @@ export class SheenBlock extends NodeMaterialBlock {
186
186
  }
187
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  }
188
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  __decorate([
189
- editableInPropertyPage("Albedo scaling", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { notifiers: { update: true } })
189
+ editableInPropertyPage("Albedo scaling", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: true } })
190
190
  ], SheenBlock.prototype, "albedoScaling", void 0);
191
191
  __decorate([
192
- editableInPropertyPage("Link sheen with albedo", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { notifiers: { update: true } })
192
+ editableInPropertyPage("Link sheen with albedo", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: true } })
193
193
  ], SheenBlock.prototype, "linkSheenWithAlbedo", void 0);
194
194
  RegisterClass("BABYLON.SheenBlock", SheenBlock);
195
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  //# sourceMappingURL=sheenBlock.js.map
@@ -1 +1 @@
1
- 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sContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the sheen module of the PBR material\r\n */\r\nexport class SheenBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SheenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Output, SheenBlock, \"SheenBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @editableInPropertyPage(\"Albedo scaling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public albedoScaling: boolean = false;\r\n\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @editableInPropertyPage(\"Link sheen with albedo\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public linkSheenWithAlbedo: boolean = false;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"sheenOut\");\r\n state._excludeVariableName(\"sheenMapData\");\r\n state._excludeVariableName(\"vSheenColor\");\r\n state._excludeVariableName(\"vSheenRoughness\");\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 \"SheenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen object output component\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"SHEEN\", true);\r\n defines.setValue(\"SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"SHEEN_LINKWITHALBEDO\", this.linkSheenWithAlbedo, true);\r\n defines.setValue(\"SHEEN_ROUGHNESS\", this.roughness.isConnected, true);\r\n defines.setValue(\"SHEEN_ALBEDOSCALING\", this.albedoScaling, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param state define the build state\r\n * @returns the shader code\r\n */\r\n public getCode(reflectionBlock: Nullable<ReflectionBlock>, state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n const color = this.color.isConnected ? this.color.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n const texture = `vec4${state.fSuffix}(0.)`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code = `#ifdef SHEEN\r\n ${isWebGPU ? \"var sheenOut: sheenOutParams\" : \"sheenOutParams sheenOut\"};\r\n\r\n ${state._declareLocalVar(\"vSheenColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${color}, ${intensity});\r\n\r\n sheenOut = sheenBlock(\r\n vSheenColor\r\n #ifdef SHEEN_ROUGHNESS\r\n , ${roughness}\r\n #endif\r\n , roughness\r\n #ifdef SHEEN_TEXTURE\r\n , ${texture}\r\n ${isWebGPU ? `, ${texture}Sampler` : \"\"}\r\n , 1.0\r\n #endif\r\n , reflectance\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n , baseColor\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef ENVIRONMENTBRDF\r\n , NdotV\r\n , environmentBrdf\r\n #endif\r\n #if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\r\n , AARoughnessFactors\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n , reflectionOut.reflectionCoords\r\n , NdotVUnclamped\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(RADIANCEOCCLUSION)\r\n , seo\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(${reflectionBlock?._define3DName})\r\n , eho\r\n #endif\r\n #endif\r\n );\r\n\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n surfaceAlbedo = sheenOut.surfaceAlbedo;\r\n #endif\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\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}.albedoScaling = ${this.albedoScaling};\\n`;\r\n codeString += `${this._codeVariableName}.linkSheenWithAlbedo = ${this.linkSheenWithAlbedo};\\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.albedoScaling = this.albedoScaling;\r\n serializationObject.linkSheenWithAlbedo = this.linkSheenWithAlbedo;\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.albedoScaling = serializationObject.albedoScaling;\r\n this.linkSheenWithAlbedo = serializationObject.linkSheenWithAlbedo;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SheenBlock\", SheenBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialConnectionPointDirection } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { NodeMaterialConnectionPointCustomObject } from \"../../nodeMaterialConnectionPointCustomObject\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { ReflectionBlock } from \"./reflectionBlock\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to implement the sheen module of the PBR material\r\n */\r\nexport class SheenBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new SheenBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"intensity\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"color\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"roughness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerOutput(\r\n \"sheen\",\r\n NodeMaterialBlockConnectionPointTypes.Object,\r\n NodeMaterialBlockTargets.Fragment,\r\n new NodeMaterialConnectionPointCustomObject(\"sheen\", this, NodeMaterialConnectionPointDirection.Output, SheenBlock, \"SheenBlock\")\r\n );\r\n }\r\n\r\n /**\r\n * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique.\r\n * It allows the strength of the sheen effect to not depend on the base color of the material,\r\n * making it easier to setup and tweak the effect\r\n */\r\n @editableInPropertyPage(\"Albedo scaling\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public albedoScaling: boolean = false;\r\n\r\n /**\r\n * Defines if the sheen is linked to the sheen color.\r\n */\r\n @editableInPropertyPage(\"Link sheen with albedo\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true, notifiers: { update: true } })\r\n public linkSheenWithAlbedo: boolean = false;\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"sheenOut\");\r\n state._excludeVariableName(\"sheenMapData\");\r\n state._excludeVariableName(\"vSheenColor\");\r\n state._excludeVariableName(\"vSheenRoughness\");\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 \"SheenBlock\";\r\n }\r\n\r\n /**\r\n * Gets the intensity input component\r\n */\r\n public get intensity(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the color input component\r\n */\r\n public get color(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the roughness input component\r\n */\r\n public get roughness(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the sheen object output component\r\n */\r\n public get sheen(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n super.prepareDefines(mesh, nodeMaterial, defines);\r\n\r\n defines.setValue(\"SHEEN\", true);\r\n defines.setValue(\"SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\", true, true);\r\n defines.setValue(\"SHEEN_LINKWITHALBEDO\", this.linkSheenWithAlbedo, true);\r\n defines.setValue(\"SHEEN_ROUGHNESS\", this.roughness.isConnected, true);\r\n defines.setValue(\"SHEEN_ALBEDOSCALING\", this.albedoScaling, true);\r\n }\r\n\r\n /**\r\n * Gets the main code of the block (fragment side)\r\n * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module\r\n * @param state define the build state\r\n * @returns the shader code\r\n */\r\n public getCode(reflectionBlock: Nullable<ReflectionBlock>, state: NodeMaterialBuildState): string {\r\n let code = \"\";\r\n\r\n const color = this.color.isConnected ? this.color.associatedVariableName : `vec3${state.fSuffix}(1.)`;\r\n const intensity = this.intensity.isConnected ? this.intensity.associatedVariableName : \"1.\";\r\n const roughness = this.roughness.isConnected ? this.roughness.associatedVariableName : \"0.\";\r\n const texture = `vec4${state.fSuffix}(0.)`;\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n code = `#ifdef SHEEN\r\n ${isWebGPU ? \"var sheenOut: sheenOutParams\" : \"sheenOutParams sheenOut\"};\r\n\r\n ${state._declareLocalVar(\"vSheenColor\", NodeMaterialBlockConnectionPointTypes.Vector4)} = vec4${state.fSuffix}(${color}, ${intensity});\r\n\r\n sheenOut = sheenBlock(\r\n vSheenColor\r\n #ifdef SHEEN_ROUGHNESS\r\n , ${roughness}\r\n #endif\r\n , roughness\r\n #ifdef SHEEN_TEXTURE\r\n , ${texture}\r\n ${isWebGPU ? `, ${texture}Sampler` : \"\"}\r\n , 1.0\r\n #endif\r\n , reflectance\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n , baseColor\r\n , surfaceAlbedo\r\n #endif\r\n #ifdef ENVIRONMENTBRDF\r\n , NdotV\r\n , environmentBrdf\r\n #endif\r\n #if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\r\n , AARoughnessFactors\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}${reflectionBlock?._vReflectionMicrosurfaceInfosName}\r\n , ${reflectionBlock?._vReflectionInfosName}\r\n , ${reflectionBlock?.reflectionColor}\r\n , ${isWebGPU ? \"uniforms.\" : \"\"}vLightingIntensity\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n , reflectionOut.reflectionCoords\r\n , NdotVUnclamped\r\n #ifndef LODBASEDMICROSFURACE\r\n #ifdef ${reflectionBlock?._define3DName}\r\n , ${reflectionBlock?._cubeSamplerName} \r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._cubeSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._cubeSamplerName}Sampler` : \"\"}\r\n #else\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n , ${reflectionBlock?._2DSamplerName}\r\n ${isWebGPU ? `, ${reflectionBlock?._2DSamplerName}Sampler` : \"\"}\r\n #endif\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(RADIANCEOCCLUSION)\r\n , seo\r\n #endif\r\n #if !defined(${reflectionBlock?._defineSkyboxName}) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(${reflectionBlock?._define3DName})\r\n , eho\r\n #endif\r\n #endif\r\n );\r\n\r\n #ifdef SHEEN_LINKWITHALBEDO\r\n surfaceAlbedo = sheenOut.surfaceAlbedo;\r\n #endif\r\n #endif\\n`;\r\n\r\n return code;\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n state.sharedData.blocksWithDefines.push(this);\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}.albedoScaling = ${this.albedoScaling};\\n`;\r\n codeString += `${this._codeVariableName}.linkSheenWithAlbedo = ${this.linkSheenWithAlbedo};\\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.albedoScaling = this.albedoScaling;\r\n serializationObject.linkSheenWithAlbedo = this.linkSheenWithAlbedo;\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.albedoScaling = serializationObject.albedoScaling;\r\n this.linkSheenWithAlbedo = serializationObject.linkSheenWithAlbedo;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SheenBlock\", SheenBlock);\r\n"]}
@@ -68,10 +68,10 @@ export class ClampBlock extends NodeMaterialBlock {
68
68
  }
69
69
  }
70
70
  __decorate([
71
- editableInPropertyPage("Minimum", 1 /* PropertyTypeForEdition.Float */)
71
+ editableInPropertyPage("Minimum", 1 /* PropertyTypeForEdition.Float */, undefined, { embedded: true })
72
72
  ], ClampBlock.prototype, "minimum", void 0);
73
73
  __decorate([
74
- editableInPropertyPage("Maximum", 1 /* PropertyTypeForEdition.Float */)
74
+ editableInPropertyPage("Maximum", 1 /* PropertyTypeForEdition.Float */, undefined, { embedded: true })
75
75
  ], ClampBlock.prototype, "maximum", void 0);
76
76
  RegisterClass("BABYLON.ClampBlock", ClampBlock);
77
77
  //# sourceMappingURL=clampBlock.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.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;AAExD,OAAO,EAAE,sBAAsB,EAA0B,MAAM,mCAAmC,CAAC;AAGnG;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,uCAA+B;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,uCAA+B;2CAC3C;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\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(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = 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 \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\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.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\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.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
1
+ {"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.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;AAExD,OAAO,EAAE,sBAAsB,EAA0B,MAAM,mCAAmC,CAAC;AAGnG;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,wCAAgC,SAAS,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;2CAC1E;AAGd;IADN,sBAAsB,CAAC,SAAS,wCAAgC,SAAS,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;2CAC1E;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float, undefined, { embedded: true })\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float, undefined, { embedded: true })\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\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(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = 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 \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\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.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\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.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
@@ -194,7 +194,7 @@ export class CloudBlock extends NodeMaterialBlock {
194
194
  }
195
195
  }
196
196
  __decorate([
197
- editableInPropertyPage("Octaves", 2 /* PropertyTypeForEdition.Int */)
197
+ editableInPropertyPage("Octaves", 2 /* PropertyTypeForEdition.Int */, undefined, { embedded: true })
198
198
  ], CloudBlock.prototype, "octaves", void 0);
199
199
  RegisterClass("BABYLON.CloudBlock", CloudBlock);
200
200
  //# sourceMappingURL=cloudBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\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 \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\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 protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.fSuffix;\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\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.octaves = this.octaves;\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.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int, undefined, { embedded: true })\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\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 \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\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 protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.fSuffix;\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\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.octaves = this.octaves;\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.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
@@ -1,7 +1,9 @@
1
+ import { __decorate } from "../../../tslib.es6.js";
1
2
  import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
3
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
+ import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
5
7
  /**
6
8
  * Operations supported by the ConditionalBlock block
7
9
  */
@@ -164,5 +166,22 @@ export class ConditionalBlock extends NodeMaterialBlock {
164
166
  return codeString;
165
167
  }
166
168
  }
169
+ __decorate([
170
+ editableInPropertyPage("Condition", 4 /* PropertyTypeForEdition.List */, "ADVANCED", {
171
+ notifiers: { rebuild: true },
172
+ embedded: true,
173
+ options: [
174
+ { label: "Equal", value: ConditionalBlockConditions.Equal },
175
+ { label: "NotEqual", value: ConditionalBlockConditions.NotEqual },
176
+ { label: "LessThan", value: ConditionalBlockConditions.LessThan },
177
+ { label: "GreaterThan", value: ConditionalBlockConditions.GreaterThan },
178
+ { label: "LessOrEqual", value: ConditionalBlockConditions.LessOrEqual },
179
+ { label: "GreaterOrEqual", value: ConditionalBlockConditions.GreaterOrEqual },
180
+ { label: "Xor", value: ConditionalBlockConditions.Xor },
181
+ { label: "And", value: ConditionalBlockConditions.And },
182
+ { label: "Or", value: ConditionalBlockConditions.Or },
183
+ ],
184
+ })
185
+ ], ConditionalBlock.prototype, "condition", void 0);
167
186
  RegisterClass("BABYLON.ConditionalBlock", ConditionalBlock);
168
187
  //# sourceMappingURL=conditionalBlock.js.map
@@ -1 +1 @@
1
- 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\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(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\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 \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}
1
+ 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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"core/Decorators/nodeDecorator\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n @editableInPropertyPage(\"Condition\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"Equal\", value: ConditionalBlockConditions.Equal },\r\n { label: \"NotEqual\", value: ConditionalBlockConditions.NotEqual },\r\n { label: \"LessThan\", value: ConditionalBlockConditions.LessThan },\r\n { label: \"GreaterThan\", value: ConditionalBlockConditions.GreaterThan },\r\n { label: \"LessOrEqual\", value: ConditionalBlockConditions.LessOrEqual },\r\n { label: \"GreaterOrEqual\", value: ConditionalBlockConditions.GreaterOrEqual },\r\n { label: \"Xor\", value: ConditionalBlockConditions.Xor },\r\n { label: \"And\", value: ConditionalBlockConditions.And },\r\n { label: \"Or\", value: ConditionalBlockConditions.Or },\r\n ],\r\n })\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\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(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\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 \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}
@@ -1,7 +1,9 @@
1
+ import { __decorate } from "../../../tslib.es6.js";
1
2
  import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
2
3
  import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
3
4
  import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
4
5
  import { RegisterClass } from "../../../Misc/typeStore.js";
6
+ import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js";
5
7
  /**
6
8
  * Types of curves supported by the Curve block
7
9
  */
@@ -277,5 +279,40 @@ export class CurveBlock extends NodeMaterialBlock {
277
279
  return codeString;
278
280
  }
279
281
  }
282
+ __decorate([
283
+ editableInPropertyPage("Type", 4 /* PropertyTypeForEdition.List */, "ADVANCED", {
284
+ notifiers: { rebuild: true },
285
+ embedded: true,
286
+ options: [
287
+ { label: "EaseInSine", value: CurveBlockTypes.EaseInSine },
288
+ { label: "EaseOutSine", value: CurveBlockTypes.EaseOutSine },
289
+ { label: "EaseInOutSine", value: CurveBlockTypes.EaseInOutSine },
290
+ { label: "EaseInQuad", value: CurveBlockTypes.EaseInQuad },
291
+ { label: "EaseOutQuad", value: CurveBlockTypes.EaseOutQuad },
292
+ { label: "EaseInOutQuad", value: CurveBlockTypes.EaseInOutQuad },
293
+ { label: "EaseInCubic", value: CurveBlockTypes.EaseInCubic },
294
+ { label: "EaseOutCubic", value: CurveBlockTypes.EaseOutCubic },
295
+ { label: "EaseInOutCubic", value: CurveBlockTypes.EaseInOutCubic },
296
+ { label: "EaseInQuart", value: CurveBlockTypes.EaseInQuart },
297
+ { label: "EaseOutQuart", value: CurveBlockTypes.EaseOutQuart },
298
+ { label: "EaseInOutQuart", value: CurveBlockTypes.EaseInOutQuart },
299
+ { label: "EaseInQuint", value: CurveBlockTypes.EaseInQuint },
300
+ { label: "EaseOutQuint", value: CurveBlockTypes.EaseOutQuint },
301
+ { label: "EaseInOutQuint", value: CurveBlockTypes.EaseInOutQuint },
302
+ { label: "EaseInExpo", value: CurveBlockTypes.EaseInExpo },
303
+ { label: "EaseOutExpo", value: CurveBlockTypes.EaseOutExpo },
304
+ { label: "EaseInOutExpo", value: CurveBlockTypes.EaseInOutExpo },
305
+ { label: "EaseInCirc", value: CurveBlockTypes.EaseInCirc },
306
+ { label: "EaseOutCirc", value: CurveBlockTypes.EaseOutCirc },
307
+ { label: "EaseInOutCirc", value: CurveBlockTypes.EaseInOutCirc },
308
+ { label: "EaseInBack", value: CurveBlockTypes.EaseInBack },
309
+ { label: "EaseOutBack", value: CurveBlockTypes.EaseOutBack },
310
+ { label: "EaseInOutBack", value: CurveBlockTypes.EaseInOutBack },
311
+ { label: "EaseInElastic", value: CurveBlockTypes.EaseInElastic },
312
+ { label: "EaseOutElastic", value: CurveBlockTypes.EaseOutElastic },
313
+ { label: "EaseInOutElastic", value: CurveBlockTypes.EaseInOutElastic },
314
+ ],
315
+ })
316
+ ], CurveBlock.prototype, "type", void 0);
280
317
  RegisterClass("BABYLON.CurveBlock", CurveBlock);
281
318
  //# sourceMappingURL=curveBlock.js.map