@babylonjs/core 7.35.2 → 7.37.0

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 (272) hide show
  1. package/Collisions/gpuPicker.js.map +1 -1
  2. package/Engines/Extensions/engine.multiRender.d.ts +11 -0
  3. package/Engines/Extensions/engine.multiRender.js +71 -32
  4. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  5. package/Engines/Extensions/engine.rawTexture.d.ts +8 -8
  6. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +1 -13
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  10. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -0
  11. package/Engines/WebGL/webGLRenderTargetWrapper.js +37 -7
  12. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +11 -0
  14. package/Engines/WebGPU/Extensions/engine.multiRender.js +30 -11
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +9 -9
  17. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -5
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  21. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -2
  22. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  23. package/Engines/WebGPU/webgpuConstants.d.ts +6 -0
  24. package/Engines/WebGPU/webgpuConstants.js +6 -0
  25. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  26. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -1
  27. package/Engines/WebGPU/webgpuHardwareTexture.js +5 -4
  28. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  29. package/Engines/WebGPU/webgpuTextureHelper.js +18 -0
  30. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  31. package/Engines/WebGPU/webgpuTextureManager.js +8 -2
  32. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  33. package/Engines/abstractEngine.d.ts +12 -1
  34. package/Engines/abstractEngine.js +4 -4
  35. package/Engines/abstractEngine.js.map +1 -1
  36. package/Engines/constants.d.ts +17 -1
  37. package/Engines/constants.js +17 -1
  38. package/Engines/constants.js.map +1 -1
  39. package/Engines/engine.d.ts +31 -1
  40. package/Engines/engine.js +17 -1
  41. package/Engines/engine.js.map +1 -1
  42. package/Engines/engineCapabilities.d.ts +2 -0
  43. package/Engines/engineCapabilities.js.map +1 -1
  44. package/Engines/nativeEngine.js +1 -0
  45. package/Engines/nativeEngine.js.map +1 -1
  46. package/Engines/nullEngine.d.ts +2 -2
  47. package/Engines/nullEngine.js +3 -2
  48. package/Engines/nullEngine.js.map +1 -1
  49. package/Engines/renderTargetWrapper.d.ts +33 -1
  50. package/Engines/renderTargetWrapper.js +64 -4
  51. package/Engines/renderTargetWrapper.js.map +1 -1
  52. package/Engines/thinEngine.d.ts +13 -1
  53. package/Engines/thinEngine.functions.d.ts +4 -0
  54. package/Engines/thinEngine.functions.js +17 -0
  55. package/Engines/thinEngine.functions.js.map +1 -1
  56. package/Engines/thinEngine.js +151 -32
  57. package/Engines/thinEngine.js.map +1 -1
  58. package/Engines/thinWebGPUEngine.d.ts +2 -0
  59. package/Engines/thinWebGPUEngine.js +7 -0
  60. package/Engines/thinWebGPUEngine.js.map +1 -1
  61. package/Engines/webgpuEngine.d.ts +12 -3
  62. package/Engines/webgpuEngine.js +40 -9
  63. package/Engines/webgpuEngine.js.map +1 -1
  64. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +8 -0
  65. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +22 -1
  66. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/inputBlock.d.ts +4 -9
  68. package/FrameGraph/Node/Blocks/inputBlock.js +15 -25
  69. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  70. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +10 -2
  71. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
  72. package/FrameGraph/Passes/renderPass.d.ts +10 -10
  73. package/FrameGraph/Passes/renderPass.js +10 -10
  74. package/FrameGraph/Passes/renderPass.js.map +1 -1
  75. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +10 -5
  76. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +29 -14
  77. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  78. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -0
  79. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +11 -6
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +30 -13
  82. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  83. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -6
  84. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  85. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +1 -1
  86. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -1
  87. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +3 -3
  88. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +33 -32
  89. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  90. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -2
  91. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +8 -12
  92. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  93. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +13 -18
  94. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  95. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +15 -2
  96. package/FrameGraph/Tasks/Texture/clearTextureTask.js +17 -4
  97. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  98. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +2 -2
  99. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  100. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -3
  101. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  102. package/FrameGraph/frameGraph.d.ts +11 -74
  103. package/FrameGraph/frameGraph.js +12 -126
  104. package/FrameGraph/frameGraph.js.map +1 -1
  105. package/FrameGraph/frameGraphRenderContext.d.ts +17 -8
  106. package/FrameGraph/frameGraphRenderContext.js +55 -43
  107. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  108. package/FrameGraph/frameGraphRenderTarget.d.ts +16 -0
  109. package/FrameGraph/frameGraphRenderTarget.js +67 -0
  110. package/FrameGraph/frameGraphRenderTarget.js.map +1 -0
  111. package/FrameGraph/frameGraphTask.d.ts +4 -3
  112. package/FrameGraph/frameGraphTask.js +41 -8
  113. package/FrameGraph/frameGraphTask.js.map +1 -1
  114. package/FrameGraph/frameGraphTextureManager.d.ts +130 -22
  115. package/FrameGraph/frameGraphTextureManager.js +312 -130
  116. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  117. package/FrameGraph/frameGraphTypes.d.ts +28 -13
  118. package/FrameGraph/frameGraphTypes.js.map +1 -1
  119. package/FrameGraph/index.d.ts +1 -0
  120. package/FrameGraph/index.js +1 -0
  121. package/FrameGraph/index.js.map +1 -1
  122. package/Helpers/environmentHelper.js.map +1 -1
  123. package/Layers/effectLayer.d.ts +1 -1
  124. package/Layers/effectLayer.js.map +1 -1
  125. package/Layers/glowLayer.d.ts +1 -1
  126. package/Layers/glowLayer.js.map +1 -1
  127. package/Layers/highlightLayer.d.ts +1 -1
  128. package/Layers/highlightLayer.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  130. package/Materials/Node/Blocks/conditionalBlock.d.ts +2 -0
  131. package/Materials/Node/Blocks/conditionalBlock.js +13 -0
  132. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  133. package/Materials/Node/nodeMaterial.js.map +1 -1
  134. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +12 -4
  135. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  136. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  137. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  138. package/Materials/Textures/baseTexture.js.map +1 -1
  139. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  140. package/Materials/Textures/internalTexture.d.ts +20 -0
  141. package/Materials/Textures/internalTexture.js +48 -0
  142. package/Materials/Textures/internalTexture.js.map +1 -1
  143. package/Materials/Textures/mirrorTexture.js.map +1 -1
  144. package/Materials/Textures/multiRenderTarget.d.ts +5 -0
  145. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  146. package/Materials/Textures/rawCubeTexture.d.ts +2 -2
  147. package/Materials/Textures/rawCubeTexture.js +2 -2
  148. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  149. package/Materials/Textures/rawTexture.js.map +1 -1
  150. package/Materials/Textures/rawTexture2DArray.d.ts +1 -1
  151. package/Materials/Textures/rawTexture2DArray.js +1 -1
  152. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  153. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  154. package/Materials/Textures/rawTexture3D.js +1 -1
  155. package/Materials/Textures/rawTexture3D.js.map +1 -1
  156. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  157. package/Materials/Textures/textureCreationOptions.d.ts +6 -6
  158. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  159. package/Materials/drawWrapper.d.ts +6 -1
  160. package/Materials/drawWrapper.js +18 -2
  161. package/Materials/drawWrapper.js.map +1 -1
  162. package/Materials/effect.d.ts +6 -1
  163. package/Materials/effect.functions.d.ts +5 -0
  164. package/Materials/effect.functions.js +19 -0
  165. package/Materials/effect.functions.js.map +1 -1
  166. package/Materials/effect.js +22 -20
  167. package/Materials/effect.js.map +1 -1
  168. package/Materials/effect.webgl.functions.js +12 -4
  169. package/Materials/effect.webgl.functions.js.map +1 -1
  170. package/Maths/math.color.d.ts +16 -0
  171. package/Maths/math.color.js +16 -0
  172. package/Maths/math.color.js.map +1 -1
  173. package/Maths/math.vector.d.ts +32 -0
  174. package/Maths/math.vector.js +32 -0
  175. package/Maths/math.vector.js.map +1 -1
  176. package/Meshes/Compression/dracoCompression.d.ts +3 -1
  177. package/Meshes/Compression/dracoCompression.js +5 -2
  178. package/Meshes/Compression/dracoCompression.js.map +1 -1
  179. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -1
  180. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  181. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  182. package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +0 -1
  183. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +1 -9
  184. package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -1
  185. package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +0 -1
  186. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +1 -9
  187. package/Meshes/Node/Blocks/Matrices/rotationYBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Matrices/rotationZBlock.d.ts +0 -1
  189. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js +1 -9
  190. package/Meshes/Node/Blocks/Matrices/rotationZBlock.js.map +1 -1
  191. package/Meshes/Node/Blocks/Set/latticeBlock.js +3 -1
  192. package/Meshes/Node/Blocks/Set/latticeBlock.js.map +1 -1
  193. package/Meshes/Node/Blocks/conditionBlock.d.ts +2 -0
  194. package/Meshes/Node/Blocks/conditionBlock.js +15 -0
  195. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/geometryClampBlock.d.ts +4 -4
  197. package/Meshes/Node/Blocks/geometryClampBlock.js +16 -25
  198. package/Meshes/Node/Blocks/geometryClampBlock.js.map +1 -1
  199. package/Meshes/Node/Blocks/geometryLerpBlock.js +2 -2
  200. package/Meshes/Node/Blocks/geometryLerpBlock.js.map +1 -1
  201. package/Meshes/Node/Blocks/geometryNLerpBlock.js +2 -2
  202. package/Meshes/Node/Blocks/geometryNLerpBlock.js.map +1 -1
  203. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js +2 -2
  204. package/Meshes/Node/Blocks/geometryReplaceColorBlock.js.map +1 -1
  205. package/Meshes/Node/Blocks/geometryRotate2dBlock.js +2 -2
  206. package/Meshes/Node/Blocks/geometryRotate2dBlock.js.map +1 -1
  207. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js +3 -3
  208. package/Meshes/Node/Blocks/geometrySmoothStepBlock.js.map +1 -1
  209. package/Meshes/Node/Blocks/geometryStepBlock.js +2 -2
  210. package/Meshes/Node/Blocks/geometryStepBlock.js.map +1 -1
  211. package/Meshes/Node/nodeGeometry.js +1 -1
  212. package/Meshes/Node/nodeGeometry.js.map +1 -1
  213. package/Meshes/Node/nodeGeometryBlock.d.ts +3 -1
  214. package/Meshes/Node/nodeGeometryBlock.js +2 -1
  215. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  216. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +10 -2
  217. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  218. package/Meshes/abstractMesh.d.ts +5 -3
  219. package/Meshes/abstractMesh.js +9 -7
  220. package/Meshes/abstractMesh.js.map +1 -1
  221. package/Meshes/subMesh.d.ts +5 -3
  222. package/Meshes/subMesh.js +9 -7
  223. package/Meshes/subMesh.js.map +1 -1
  224. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  225. package/Misc/dds.d.ts +1 -1
  226. package/Misc/dds.js.map +1 -1
  227. package/Misc/environmentTextureTools.js.map +1 -1
  228. package/Misc/observable.d.ts +1 -3
  229. package/Misc/observable.js +9 -7
  230. package/Misc/observable.js.map +1 -1
  231. package/Misc/screenshotTools.js.map +1 -1
  232. package/Misc/snapshotRenderingHelper.js +3 -0
  233. package/Misc/snapshotRenderingHelper.js.map +1 -1
  234. package/Misc/textureTools.js.map +1 -1
  235. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  236. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  237. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  238. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  239. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  240. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  241. package/PostProcesses/blurPostProcess.js.map +1 -1
  242. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  243. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  244. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  245. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  246. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  247. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  248. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  249. package/PostProcesses/grainPostProcess.js.map +1 -1
  250. package/PostProcesses/highlightsPostProcess.d.ts +1 -1
  251. package/PostProcesses/highlightsPostProcess.js +1 -1
  252. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  253. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  254. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  255. package/PostProcesses/passPostProcess.js.map +1 -1
  256. package/PostProcesses/postProcess.d.ts +1 -1
  257. package/PostProcesses/postProcess.js.map +1 -1
  258. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  259. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  260. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  261. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  262. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  263. package/PostProcesses/tonemapPostProcess.js +1 -1
  264. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  265. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  266. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  267. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  268. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  269. package/Rendering/prePassRenderer.js.map +1 -1
  270. package/ShadersWGSL/pbr.fragment.js +4 -3
  271. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  272. package/package.json +1 -1
@@ -170,11 +170,19 @@ export class NodeMaterialConnectionPoint {
170
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  if (this._connectedPoint) {
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  return this._connectedPoint.type;
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  }
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- if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {
174
- if (this._linkedConnectionSource.connectedPoint._redirectedSource && this._linkedConnectionSource.connectedPoint._redirectedSource.isConnected) {
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- return this._linkedConnectionSource.connectedPoint._redirectedSource.type;
173
+ if (this._linkedConnectionSource) {
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+ if (this._linkedConnectionSource.isConnected) {
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+ if (this._linkedConnectionSource.connectedPoint._redirectedSource && this._linkedConnectionSource.connectedPoint._redirectedSource.isConnected) {
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+ return this._linkedConnectionSource.connectedPoint._redirectedSource.type;
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+ }
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+ return this._linkedConnectionSource.type;
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  }
177
- return this._linkedConnectionSource.type;
180
+ if (this._linkedConnectionSource._defaultConnectionPointType) {
181
+ return this._linkedConnectionSource._defaultConnectionPointType;
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+ }
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+ }
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+ if (this._defaultConnectionPointType) {
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+ return this._defaultConnectionPointType;
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  }
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  }
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  if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
1
+ 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Enum used to define the compatibility state between two connection points\r\n */\r\nexport const enum NodeMaterialConnectionPointCompatibilityStates {\r\n /** Points are compatibles */\r\n Compatible,\r\n /** Points are incompatible because of their types */\r\n TypeIncompatible,\r\n /** Points are incompatible because of their targets (vertex vs fragment) */\r\n TargetIncompatible,\r\n /** Points are incompatible because they are in the same hierarchy **/\r\n HierarchyIssue,\r\n}\r\n\r\n/**\r\n * Defines the direction of a connection point\r\n */\r\nexport const enum NodeMaterialConnectionPointDirection {\r\n /** Input */\r\n Input,\r\n /** Output */\r\n Output,\r\n}\r\n\r\n/**\r\n * Defines a connection point for a block\r\n */\r\nexport class NodeMaterialConnectionPoint {\r\n /**\r\n * Checks if two types are equivalent\r\n * @param type1 type 1 to check\r\n * @param type2 type 2 to check\r\n * @returns true if both types are equivalent, else false\r\n */\r\n public static AreEquivalentTypes(type1: number, type2: number): boolean {\r\n switch (type1) {\r\n case NodeMaterialBlockConnectionPointTypes.Vector3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Vector4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Color4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color3: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return true;\r\n }\r\n break;\r\n }\r\n case NodeMaterialBlockConnectionPointTypes.Color4: {\r\n if (type2 === NodeMaterialBlockConnectionPointTypes.Vector4) {\r\n return true;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _preventBubbleUp = false;\r\n\r\n /** @internal */\r\n public readonly _ownerBlock: NodeMaterialBlock;\r\n\r\n private _connectedPointBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _connectedPointTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n private get _connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPointBackingField;\r\n }\r\n\r\n private set _connectedPoint(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._connectedPointBackingField === value) {\r\n return;\r\n }\r\n\r\n this._connectedPointTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._connectedPointBackingField = value));\r\n if (this._connectedPointBackingField) {\r\n this._connectedPointTypeChangedObserver = this._connectedPointBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private readonly _endpoints = new Array<NodeMaterialConnectionPoint>();\r\n private _associatedVariableName: string;\r\n private readonly _direction: NodeMaterialConnectionPointDirection;\r\n\r\n /** @internal */\r\n public _redirectedSource: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _typeConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _typeConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _typeConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._typeConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _typeConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._typeConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._typeConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._typeConnectionSourceBackingField = value));\r\n if (this._typeConnectionSourceBackingField) {\r\n this._typeConnectionSourceTypeChangedObserver = this._typeConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n private _defaultConnectionPointTypeBackingField: Nullable<NodeMaterialBlockConnectionPointTypes> = null;\r\n\r\n /** @internal */\r\n public get _defaultConnectionPointType(): Nullable<NodeMaterialBlockConnectionPointTypes> {\r\n return this._defaultConnectionPointTypeBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _defaultConnectionPointType(value: Nullable<NodeMaterialBlockConnectionPointTypes>) {\r\n this._updateTypeDependentState(() => (this._defaultConnectionPointTypeBackingField = value));\r\n }\r\n\r\n private _linkedConnectionSourceBackingField: Nullable<NodeMaterialConnectionPoint> = null;\r\n private _linkedConnectionSourceTypeChangedObserver: Nullable<Observer<NodeMaterialBlockConnectionPointTypes>>;\r\n\r\n /** @internal */\r\n public get _linkedConnectionSource(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._linkedConnectionSourceBackingField;\r\n }\r\n\r\n /** @internal */\r\n public set _linkedConnectionSource(value: Nullable<NodeMaterialConnectionPoint>) {\r\n if (this._linkedConnectionSourceBackingField === value) {\r\n return;\r\n }\r\n\r\n this._linkedConnectionSourceTypeChangedObserver?.remove();\r\n this._updateTypeDependentState(() => (this._linkedConnectionSourceBackingField = value));\r\n if (this._linkedConnectionSourceBackingField) {\r\n this._linkedConnectionSourceTypeChangedObserver = this._linkedConnectionSourceBackingField.onTypeChangedObservable.add(() => {\r\n this._notifyTypeChanged();\r\n });\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _acceptedConnectionPointType: Nullable<NodeMaterialConnectionPoint> = null;\r\n\r\n private _type = NodeMaterialBlockConnectionPointTypes.Float;\r\n\r\n /** @internal */\r\n public _enforceAssociatedVariableName = false;\r\n\r\n /** @internal */\r\n public _forPostBuild = false;\r\n\r\n /** Gets the direction of the point */\r\n public get direction() {\r\n return this._direction;\r\n }\r\n\r\n /** Indicates that this connection point needs dual validation before being connected to another point */\r\n public needDualDirectionValidation: boolean = false;\r\n\r\n /**\r\n * Gets or sets the additional types supported by this connection point\r\n */\r\n public acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Gets or sets the additional types excluded by this connection point\r\n */\r\n public excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[] = [];\r\n\r\n /**\r\n * Observable triggered when this point is connected\r\n */\r\n public readonly onConnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when this point is disconnected\r\n */\r\n public readonly onDisconnectionObservable = new Observable<NodeMaterialConnectionPoint>();\r\n\r\n /**\r\n * Observable triggered when the type of the connection point is changed\r\n */\r\n public readonly onTypeChangedObservable = new Observable<NodeMaterialBlockConnectionPointTypes>();\r\n private _isTypeChangeObservableNotifying = false;\r\n\r\n /**\r\n * Gets the declaration variable name in the shader\r\n */\r\n public get declarationVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).declarationVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.declarationVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n /**\r\n * Gets or sets the associated variable name in the shader\r\n */\r\n public get associatedVariableName(): string {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).associatedVariableName;\r\n }\r\n\r\n if ((!this._enforceAssociatedVariableName || !this._associatedVariableName) && this._connectedPoint) {\r\n return this._connectedPoint.associatedVariableName;\r\n }\r\n\r\n return this._associatedVariableName;\r\n }\r\n\r\n public set associatedVariableName(value: string) {\r\n this._associatedVariableName = value;\r\n }\r\n\r\n /** Get the inner type (ie AutoDetect for instance instead of the inferred one) */\r\n public get innerType() {\r\n if (this._linkedConnectionSource && this._linkedConnectionSource.isConnected) {\r\n return this.type;\r\n }\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point type (default is float)\r\n */\r\n public get type(): NodeMaterialBlockConnectionPointTypes {\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n if (this._ownerBlock.isInput) {\r\n return (this._ownerBlock as InputBlock).type;\r\n }\r\n\r\n if (this._connectedPoint) {\r\n return this._connectedPoint.type;\r\n }\r\n\r\n if (this._linkedConnectionSource) {\r\n if (this._linkedConnectionSource.isConnected) {\r\n if (this._linkedConnectionSource.connectedPoint!._redirectedSource && this._linkedConnectionSource.connectedPoint!._redirectedSource.isConnected) {\r\n return this._linkedConnectionSource.connectedPoint!._redirectedSource.type;\r\n }\r\n return this._linkedConnectionSource.type;\r\n }\r\n if (this._linkedConnectionSource._defaultConnectionPointType) {\r\n return this._linkedConnectionSource._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n if (this._type === NodeMaterialBlockConnectionPointTypes.BasedOnInput) {\r\n if (this._typeConnectionSource) {\r\n if (!this._typeConnectionSource.isConnected && this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n return this._typeConnectionSource.type;\r\n } else if (this._defaultConnectionPointType) {\r\n return this._defaultConnectionPointType;\r\n }\r\n }\r\n\r\n return this._type;\r\n }\r\n\r\n public set type(value: NodeMaterialBlockConnectionPointTypes) {\r\n this._updateTypeDependentState(() => (this._type = value));\r\n }\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public readonly name: string;\r\n\r\n /**\r\n * Gets or sets the connection point name\r\n */\r\n public displayName: string;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point can be omitted\r\n */\r\n public isOptional: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that this connection point is exposed on a frame\r\n */\r\n public isExposedOnFrame: boolean = false;\r\n\r\n /**\r\n * Gets or sets number indicating the position that the port is exposed to on a frame\r\n */\r\n public exposedPortPosition: number = -1;\r\n\r\n /**\r\n * Gets or sets a string indicating that this uniform must be defined under a #ifdef\r\n */\r\n public define: string;\r\n\r\n /** @internal */\r\n public _prioritizeVertex = false;\r\n\r\n private _target: NodeMaterialBlockTargets = NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n /** Gets or sets the target of that connection point */\r\n public get target(): NodeMaterialBlockTargets {\r\n if (!this._prioritizeVertex || !this._ownerBlock) {\r\n return this._target;\r\n }\r\n\r\n if (this._target !== NodeMaterialBlockTargets.VertexAndFragment) {\r\n return this._target;\r\n }\r\n\r\n if (this._ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return NodeMaterialBlockTargets.Fragment;\r\n }\r\n\r\n return NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to another NodeMaterialBlock\r\n */\r\n public get isConnected(): boolean {\r\n return this.connectedPoint !== null || this.hasEndpoints;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that the current point is connected to an input block\r\n */\r\n public get isConnectedToInputBlock(): boolean {\r\n return this.connectedPoint !== null && this.connectedPoint.ownerBlock.isInput;\r\n }\r\n\r\n /**\r\n * Gets a the connected input block (if any)\r\n */\r\n public get connectInputBlock(): Nullable<InputBlock> {\r\n if (!this.isConnectedToInputBlock) {\r\n return null;\r\n }\r\n\r\n return this.connectedPoint!.ownerBlock as InputBlock;\r\n }\r\n\r\n /** Get the other side of the connection (if any) */\r\n public get connectedPoint(): Nullable<NodeMaterialConnectionPoint> {\r\n return this._connectedPoint;\r\n }\r\n\r\n /** Get the block that owns this connection point */\r\n public get ownerBlock(): NodeMaterialBlock {\r\n return this._ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the other side of this connection (if any) */\r\n public get sourceBlock(): Nullable<NodeMaterialBlock> {\r\n if (!this._connectedPoint) {\r\n return null;\r\n }\r\n\r\n return this._connectedPoint.ownerBlock;\r\n }\r\n\r\n /** Get the block connected on the endpoints of this connection (if any) */\r\n public get connectedBlocks(): Array<NodeMaterialBlock> {\r\n if (this._endpoints.length === 0) {\r\n return [];\r\n }\r\n\r\n return this._endpoints.map((e) => e.ownerBlock);\r\n }\r\n\r\n /** Gets the list of connected endpoints */\r\n public get endpoints() {\r\n return this._endpoints;\r\n }\r\n\r\n /** Gets a boolean indicating if that output point is connected to at least one input */\r\n public get hasEndpoints(): boolean {\r\n return this._endpoints && this._endpoints.length > 0;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection has a path to the vertex output*/\r\n public get isDirectlyConnectedToVertexOutput(): boolean {\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the vertex shader */\r\n public get isConnectedInVertexShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.target === NodeMaterialBlockTargets.Vertex) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader */\r\n public get isConnectedInFragmentShader(): boolean {\r\n if (this.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (!this.hasEndpoints) {\r\n return false;\r\n }\r\n\r\n for (const endpoint of this._endpoints) {\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n return true;\r\n }\r\n\r\n if (endpoint.ownerBlock.target === NodeMaterialBlockTargets.Neutral || endpoint.ownerBlock.target === NodeMaterialBlockTargets.VertexAndFragment) {\r\n if (endpoint.ownerBlock.isConnectedInFragmentShader()) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Creates a block suitable to be used as an input for this input point.\r\n * If null is returned, a block based on the point type will be created.\r\n * @returns The returned string parameter is the name of the output point of NodeMaterialBlock (first parameter of the returned array) that can be connected to the input\r\n */\r\n public createCustomInputBlock(): Nullable<[NodeMaterialBlock, string]> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Creates a new connection point\r\n * @param name defines the connection point name\r\n * @param ownerBlock defines the block hosting this connection point\r\n * @param direction defines the direction of the connection point\r\n */\r\n public constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection) {\r\n this._ownerBlock = ownerBlock;\r\n this.name = name;\r\n this._direction = direction;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialConnectionPoint\"\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"NodeMaterialConnectionPoint\";\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a boolean\r\n */\r\n public canConnectTo(connectionPoint: NodeMaterialConnectionPoint) {\r\n return this.checkCompatibilityState(connectionPoint) === NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Gets a number indicating if the current point can be connected to another point\r\n * @param connectionPoint defines the other connection point\r\n * @returns a number defining the compatibility state\r\n */\r\n public checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates {\r\n const ownerBlock = this._ownerBlock;\r\n const otherBlock = connectionPoint.ownerBlock;\r\n\r\n if (ownerBlock.target === NodeMaterialBlockTargets.Fragment) {\r\n // Let's check we are not going reverse\r\n\r\n if (otherBlock.target === NodeMaterialBlockTargets.Vertex) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n\r\n for (const output of otherBlock.outputs) {\r\n if (output.ownerBlock.target != NodeMaterialBlockTargets.Neutral && output.isConnectedInVertexShader) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TargetIncompatible;\r\n }\r\n }\r\n }\r\n\r\n if (this.type !== connectionPoint.type && connectionPoint.innerType !== NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n // Equivalents\r\n if (NodeMaterialConnectionPoint.AreEquivalentTypes(this.type, connectionPoint.type)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n // Accepted types\r\n if (\r\n (connectionPoint.acceptedConnectionPointTypes && connectionPoint.acceptedConnectionPointTypes.indexOf(this.type) !== -1) ||\r\n (connectionPoint._acceptedConnectionPointType && NodeMaterialConnectionPoint.AreEquivalentTypes(connectionPoint._acceptedConnectionPointType.type, this.type))\r\n ) {\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n } else {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n }\r\n\r\n // Excluded\r\n if (connectionPoint.excludedConnectionPointTypes && connectionPoint.excludedConnectionPointTypes.indexOf(this.type) !== -1) {\r\n return NodeMaterialConnectionPointCompatibilityStates.TypeIncompatible;\r\n }\r\n\r\n // Check hierarchy\r\n let targetBlock = otherBlock;\r\n let sourceBlock = ownerBlock;\r\n if (this.direction === NodeMaterialConnectionPointDirection.Input) {\r\n targetBlock = ownerBlock;\r\n sourceBlock = otherBlock;\r\n }\r\n\r\n if (targetBlock.isAnAncestorOf(sourceBlock)) {\r\n return NodeMaterialConnectionPointCompatibilityStates.HierarchyIssue;\r\n }\r\n\r\n return NodeMaterialConnectionPointCompatibilityStates.Compatible;\r\n }\r\n\r\n /**\r\n * Connect this point to another connection point\r\n * @param connectionPoint defines the other connection point\r\n * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)\r\n * @returns the current connection point\r\n */\r\n public connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints = false): NodeMaterialConnectionPoint {\r\n if (!ignoreConstraints && !this.canConnectTo(connectionPoint)) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Cannot connect these two connectors.\";\r\n }\r\n\r\n this._endpoints.push(connectionPoint);\r\n connectionPoint._connectedPoint = this;\r\n\r\n this._enforceAssociatedVariableName = false;\r\n\r\n this.onConnectionObservable.notifyObservers(connectionPoint);\r\n connectionPoint.onConnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disconnect this point from one of his endpoint\r\n * @param endpoint defines the other connection point\r\n * @returns the current connection point\r\n */\r\n public disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint {\r\n const index = this._endpoints.indexOf(endpoint);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._endpoints.splice(index, 1);\r\n endpoint._connectedPoint = null;\r\n this._enforceAssociatedVariableName = false;\r\n endpoint._enforceAssociatedVariableName = false;\r\n\r\n this.onDisconnectionObservable.notifyObservers(endpoint);\r\n endpoint.onDisconnectionObservable.notifyObservers(this);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Fill the list of excluded connection point types with all types other than those passed in the parameter\r\n * @param mask Types (ORed values of NodeMaterialBlockConnectionPointTypes) that are allowed, and thus will not be pushed to the excluded list\r\n */\r\n public addExcludedConnectionPointFromAllowedTypes(mask: number): void {\r\n let bitmask = 1;\r\n while (bitmask < NodeMaterialBlockConnectionPointTypes.All) {\r\n if (!(mask & bitmask)) {\r\n this.excludedConnectionPointTypes.push(bitmask);\r\n }\r\n bitmask = bitmask << 1;\r\n }\r\n }\r\n\r\n /**\r\n * Serializes this point in a JSON representation\r\n * @param isInput defines if the connection point is an input (default is true)\r\n * @returns the serialized point object\r\n */\r\n public serialize(isInput = true): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.name = this.name;\r\n if (this.displayName) {\r\n serializationObject.displayName = this.displayName;\r\n }\r\n\r\n if (isInput && this.connectedPoint) {\r\n serializationObject.inputName = this.name;\r\n serializationObject.targetBlockId = this.connectedPoint.ownerBlock.uniqueId;\r\n serializationObject.targetConnectionName = this.connectedPoint.name;\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n if (this.isExposedOnFrame || this.exposedPortPosition >= 0) {\r\n serializationObject.isExposedOnFrame = true;\r\n serializationObject.exposedPortPosition = this.exposedPortPosition;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n this.onConnectionObservable.clear();\r\n this.onDisconnectionObservable.clear();\r\n this.onTypeChangedObservable.clear();\r\n\r\n this._connectedPoint = null;\r\n this._typeConnectionSource = null;\r\n this._linkedConnectionSource = null;\r\n }\r\n\r\n private _updateTypeDependentState(update: () => void) {\r\n const previousType = this.type;\r\n update();\r\n if (this.type !== previousType) {\r\n this._notifyTypeChanged();\r\n }\r\n }\r\n\r\n private _notifyTypeChanged() {\r\n // Disallow re-entrancy\r\n if (this._isTypeChangeObservableNotifying) {\r\n return;\r\n }\r\n\r\n this._isTypeChangeObservableNotifying = true;\r\n this.onTypeChangedObservable.notifyObservers(this.type);\r\n this._isTypeChangeObservableNotifying = false;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD;;;;GAIG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAoB,OAAO,CAAC,KAAa;QACrC,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAoB,OAAO;QACvB,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,wBAAwB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,aAAa,GAAI,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QAChJ,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACa,gBAAgB;QAC5B,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;YACtB,OAAO;QACX,CAAC;QACA,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAa,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC1F,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * Only for WebGL backends\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public override set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n public override get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_INT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = (this.getScene()!.getEngine() as Engine).createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n (this.getScene()!.getEngine() as Engine).bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public override getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
1
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@@ -1 +1 @@
1
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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Matrix, Vector4, Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport type { Color4, Color3 } from \"../../../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTextureOptions } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: Texture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: Texture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`, 1);\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n engine._debugPopGroup?.(1);\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}
1
+ 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{ serialize } from \"../../../Misc/decorators\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport type { Matrix, Vector4, Vector3, Vector2 } from \"../../../Maths/math.vector\";\r\nimport type { Color4, Color3 } from \"../../../Maths/math.color\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport { SceneComponentConstants } from \"../../../sceneComponent\";\r\n\r\nimport { Material } from \"../../../Materials/material\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { RenderTargetTextureOptions } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture\";\r\nimport { ProceduralTextureSceneComponent } from \"./proceduralTextureSceneComponent\";\r\n\r\nimport type { DataBuffer } from \"../../../Buffers/dataBuffer\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { NodeMaterial } from \"../../Node/nodeMaterial\";\r\nimport type { TextureSize } from \"../../../Materials/Textures/textureCreationOptions\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { DrawWrapper } from \"../../drawWrapper\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options to create a procedural texture\r\n */\r\nexport interface IProceduralTextureCreationOptions extends RenderTargetTextureOptions {\r\n /**\r\n * Defines a fallback texture in case there were issues to create the custom texture\r\n */\r\n fallbackTexture?: Nullable<Texture>;\r\n /**\r\n * The shader language of the shader. (default: GLSL)\r\n */\r\n shaderLanguage?: ShaderLanguage;\r\n /**\r\n * Additional async code to run before preparing the effect\r\n */\r\n extraInitializationsAsync?: () => Promise<void>;\r\n}\r\n\r\n/**\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n */\r\nexport class ProceduralTexture extends Texture {\r\n /**\r\n * Define if the texture is enabled or not (disabled texture will not render)\r\n */\r\n @serialize()\r\n public isEnabled = true;\r\n\r\n /**\r\n * Define if the texture must be cleared before rendering (default is true)\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n\r\n /**\r\n * Callback called when the texture is generated\r\n */\r\n public onGenerated: () => void;\r\n\r\n /**\r\n * Event raised when the texture is generated\r\n */\r\n public onGeneratedObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Event raised before the texture is generated\r\n */\r\n public onBeforeGenerationObservable = new Observable<ProceduralTexture>();\r\n\r\n /**\r\n * Gets or sets the node material used to create this texture (null if the texture was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Define the list of custom preprocessor defines used in the shader\r\n */\r\n public defines: string = \"\";\r\n\r\n /** @internal */\r\n @serialize()\r\n public _generateMipMaps: boolean;\r\n\r\n private _drawWrapper: DrawWrapper;\r\n\r\n /** @internal */\r\n public _textures: { [key: string]: Texture } = {};\r\n\r\n /** @internal */\r\n protected _fallbackTexture: Nullable<Texture>;\r\n\r\n /** @internal */\r\n private _shaderLanguage: ShaderLanguage;\r\n\r\n /**\r\n * Gets the shader language type used to generate vertex and fragment source code.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n @serialize()\r\n private _size: TextureSize;\r\n private _textureType: number;\r\n private _currentRefreshId = -1;\r\n private _frameId = -1;\r\n private _refreshRate = 1;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _uniforms = new Array<string>();\r\n private _samplers = new Array<string>();\r\n private _fragment: any;\r\n\r\n private _floats: { [key: string]: number } = {};\r\n private _ints: { [key: string]: number } = {};\r\n private _floatsArrays: { [key: string]: number[] } = {};\r\n private _colors3: { [key: string]: Color3 } = {};\r\n private _colors4: { [key: string]: Color4 } = {};\r\n private _vectors2: { [key: string]: Vector2 } = {};\r\n private _vectors3: { [key: string]: Vector3 } = {};\r\n private _vectors4: { [key: string]: Vector4 } = {};\r\n private _matrices: { [key: string]: Matrix } = {};\r\n\r\n private _fallbackTextureUsed = false;\r\n private _fullEngine: AbstractEngine;\r\n\r\n private _cachedDefines: Nullable<string> = null;\r\n\r\n private _contentUpdateId = -1;\r\n private _contentData: Nullable<Promise<ArrayBufferView>>;\r\n\r\n private _rtWrapper: Nullable<RenderTargetWrapper> = null;\r\n private _options: IProceduralTextureCreationOptions;\r\n\r\n /**\r\n * Instantiates a new procedural texture.\r\n * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.\r\n * This is the base class of any Procedural texture and contains most of the shareable code.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/proceduralTextures\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the texture to create\r\n * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later:\r\n * * object: \\{ fragmentElement: \"fragmentShaderCode\" \\}, used with shader code in script tags\r\n * * object: \\{ fragmentSource: \"fragment shader code string\" \\}, the string contains the shader code\r\n * * string: the string contains a name \"XXX\" to lookup in Effect.ShadersStore[\"XXXFragmentShader\"]\r\n * @param scene Define the scene the texture belongs to\r\n * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture\r\n * @param generateMipMaps Define if the texture should creates mip maps or not\r\n * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)\r\n * @param textureType The FBO internal texture type\r\n */\r\n constructor(\r\n name: string,\r\n size: TextureSize,\r\n fragment: any,\r\n scene: Nullable<Scene>,\r\n fallbackTexture: Nullable<Texture> | IProceduralTextureCreationOptions = null,\r\n generateMipMaps = true,\r\n isCube = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(null, scene, !generateMipMaps);\r\n\r\n if (fallbackTexture !== null && !(fallbackTexture instanceof Texture)) {\r\n this._options = fallbackTexture;\r\n this._fallbackTexture = fallbackTexture.fallbackTexture ?? null;\r\n } else {\r\n this._options = {};\r\n this._fallbackTexture = fallbackTexture;\r\n }\r\n\r\n this._shaderLanguage = this._options.shaderLanguage ?? ShaderLanguage.GLSL;\r\n\r\n scene = this.getScene() || EngineStore.LastCreatedScene!;\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PROCEDURALTEXTURE);\r\n if (!component) {\r\n component = new ProceduralTextureSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n scene.proceduralTextures.push(this);\r\n\r\n this._fullEngine = scene.getEngine();\r\n\r\n this.name = name;\r\n this.isRenderTarget = true;\r\n this._size = size;\r\n this._textureType = textureType;\r\n this._generateMipMaps = generateMipMaps;\r\n this._drawWrapper = new DrawWrapper(this._fullEngine);\r\n\r\n this.setFragment(fragment);\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._fullEngine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createRtWrapper(isCube: boolean, size: TextureSize, generateMipMaps: boolean, textureType: number) {\r\n if (isCube) {\r\n this._rtWrapper = this._fullEngine.createRenderTargetCubeTexture(size as number, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n this.setFloat(\"face\", 0);\r\n } else {\r\n this._rtWrapper = this._fullEngine.createRenderTargetTexture(size, {\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n type: textureType,\r\n ...this._options,\r\n });\r\n if (this._rtWrapper.is3D) {\r\n this.setFloat(\"layer\", 0);\r\n this.setInt(\"layerNum\", 0);\r\n }\r\n }\r\n return this._rtWrapper;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _setEffect(effect: Effect) {\r\n this._drawWrapper.effect = effect;\r\n }\r\n\r\n /**\r\n * Gets texture content (Use this function wisely as reading from a texture can be slow)\r\n * @returns an ArrayBufferView promise (Uint8Array or Float32Array)\r\n */\r\n public getContent(): Nullable<Promise<ArrayBufferView>> {\r\n if (this._contentData && this._frameId === this._contentUpdateId) {\r\n return this._contentData;\r\n }\r\n\r\n if (this._contentData) {\r\n this._contentData.then((buffer) => {\r\n this._contentData = this.readPixels(0, 0, buffer);\r\n this._contentUpdateId = this._frameId;\r\n });\r\n } else {\r\n this._contentData = this.readPixels(0, 0);\r\n this._contentUpdateId = this._frameId;\r\n }\r\n\r\n return this._contentData;\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._fullEngine;\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public override _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n\r\n if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Resets the texture in order to recreate its associated resources.\r\n * This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code\r\n */\r\n public reset(): void {\r\n this._drawWrapper.effect?.dispose();\r\n this._drawWrapper.effect = null;\r\n this._cachedDefines = null;\r\n }\r\n\r\n protected _getDefines(): string {\r\n return this.defines;\r\n }\r\n\r\n /**\r\n * Executes a function when the texture will be ready to be drawn.\r\n * @param func The callback to be used.\r\n */\r\n public executeWhenReady(func: (texture: ProceduralTexture) => void): void {\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n\r\n const effect = this.getEffect();\r\n if (effect) {\r\n effect.executeWhenCompiled(() => {\r\n func(this);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Is the texture ready to be used ? (rendered at least once)\r\n * @returns true if ready, otherwise, false.\r\n */\r\n public override isReady(): boolean {\r\n const engine = this._fullEngine;\r\n\r\n if (this.nodeMaterialSource) {\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n if (!this._fragment) {\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return true;\r\n }\r\n\r\n if (!this._texture) {\r\n return false;\r\n }\r\n\r\n const defines = this._getDefines();\r\n if (this._drawWrapper.effect && defines === this._cachedDefines && this._drawWrapper.effect.isReady()) {\r\n return true;\r\n }\r\n\r\n const shaders = {\r\n vertex: \"procedural\",\r\n fragmentElement: this._fragment.fragmentElement,\r\n fragmentSource: this._fragment.fragmentSource,\r\n fragment: typeof this._fragment === \"string\" ? this._fragment : undefined,\r\n };\r\n\r\n if (this._cachedDefines !== defines) {\r\n this._cachedDefines = defines;\r\n\r\n this._drawWrapper.effect = engine.createEffect(\r\n shaders,\r\n [VertexBuffer.PositionKind],\r\n this._uniforms,\r\n this._samplers,\r\n defines,\r\n undefined,\r\n undefined,\r\n () => {\r\n this._rtWrapper?.dispose();\r\n this._rtWrapper = this._texture = null;\r\n\r\n if (this._fallbackTexture) {\r\n this._texture = this._fallbackTexture._texture;\r\n\r\n if (this._texture) {\r\n this._texture.incrementReferences();\r\n }\r\n }\r\n\r\n this._fallbackTextureUsed = true;\r\n },\r\n undefined,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this._options.extraInitializationsAsync) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../../ShadersWGSL/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/procedural.vertex\"), this._options.extraInitializationsAsync()]);\r\n }\r\n } else {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../../ShadersWGSL/procedural.vertex\");\r\n } else {\r\n await import(\"../../../Shaders/procedural.vertex\");\r\n }\r\n }\r\n }\r\n );\r\n }\r\n\r\n return this._drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the texture and start bak from scratch.\r\n * Could be useful to regenerate the texture if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Set the fragment shader to use in order to render the texture.\r\n * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.\r\n */\r\n public setFragment(fragment: any) {\r\n this._fragment = fragment;\r\n }\r\n\r\n /**\r\n * Define the refresh rate of the texture or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n @serialize()\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /** @internal */\r\n public _shouldRender(): boolean {\r\n if (!this.isEnabled || !this.isReady() || !this._texture) {\r\n if (this._texture) {\r\n this._texture.isReady = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (this._fallbackTextureUsed) {\r\n return false;\r\n }\r\n\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n this._frameId++;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * Get the size the texture is rendering at.\r\n * @returns the size (on cube texture it is always squared)\r\n */\r\n public getRenderSize(): TextureSize {\r\n return this._size;\r\n }\r\n\r\n /**\r\n * Resize the texture to new value.\r\n * @param size Define the new size the texture should have\r\n * @param generateMipMaps Define whether the new texture should create mip maps\r\n */\r\n public resize(size: TextureSize, generateMipMaps: boolean): void {\r\n if (this._fallbackTextureUsed || !this._rtWrapper || !this._texture) {\r\n return;\r\n }\r\n\r\n const isCube = this._texture.isCube;\r\n this._rtWrapper.dispose();\r\n\r\n const rtWrapper = this._createRtWrapper(isCube, size, generateMipMaps, this._textureType);\r\n this._texture = rtWrapper.texture;\r\n\r\n // Update properties\r\n this._size = size;\r\n this._generateMipMaps = generateMipMaps;\r\n }\r\n\r\n private _checkUniform(uniformName: string): void {\r\n if (this._uniforms.indexOf(uniformName) === -1) {\r\n this._uniforms.push(uniformName);\r\n }\r\n }\r\n\r\n /**\r\n * Set a texture in the shader program used to render.\r\n * @param name Define the name of the uniform samplers as defined in the shader\r\n * @param texture Define the texture to bind to this sampler\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setTexture(name: string, texture: Texture): ProceduralTexture {\r\n if (this._samplers.indexOf(name) === -1) {\r\n this._samplers.push(name);\r\n }\r\n this._textures[name] = texture;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a float in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloat(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floats[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a int in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setInt(name: string, value: number): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._ints[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set an array of floats in the shader.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setFloats(name: string, value: number[]): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._floatsArrays[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Color3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor3(name: string, value: Color3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Color4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setColor4(name: string, value: Color4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._colors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec2 in the shader from a Vector2.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector2(name: string, value: Vector2): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors2[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec3 in the shader from a Vector3.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector3(name: string, value: Vector3): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors3[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a vec4 in the shader from a Vector4.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setVector4(name: string, value: Vector4): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._vectors4[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Set a mat4 in the shader from a MAtrix.\r\n * @param name Define the name of the uniform as defined in the shader\r\n * @param value Define the value to give to the uniform\r\n * @returns the texture itself allowing \"fluent\" like uniform updates\r\n */\r\n public setMatrix(name: string, value: Matrix): ProceduralTexture {\r\n this._checkUniform(name);\r\n this._matrices[name] = value;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Render the texture to its associated render target.\r\n * @param useCameraPostProcess Define if camera post process should be applied to the texture\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public render(useCameraPostProcess?: boolean): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const engine = this._fullEngine;\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n this.onBeforeGenerationObservable.notifyObservers(this);\r\n engine.setState(false);\r\n\r\n if (!this.nodeMaterialSource) {\r\n // Texture\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._ints) {\r\n this._drawWrapper.effect!.setInt(name, this._ints[name]);\r\n }\r\n\r\n // Float\r\n for (const name in this._floats) {\r\n this._drawWrapper.effect!.setFloat(name, this._floats[name]);\r\n }\r\n\r\n // Floats\r\n for (const name in this._floatsArrays) {\r\n this._drawWrapper.effect!.setArray(name, this._floatsArrays[name]);\r\n }\r\n\r\n // Color3\r\n for (const name in this._colors3) {\r\n this._drawWrapper.effect!.setColor3(name, this._colors3[name]);\r\n }\r\n\r\n // Color4\r\n for (const name in this._colors4) {\r\n const color = this._colors4[name];\r\n this._drawWrapper.effect!.setFloat4(name, color.r, color.g, color.b, color.a);\r\n }\r\n\r\n // Vector2\r\n for (const name in this._vectors2) {\r\n this._drawWrapper.effect!.setVector2(name, this._vectors2[name]);\r\n }\r\n\r\n // Vector3\r\n for (const name in this._vectors3) {\r\n this._drawWrapper.effect!.setVector3(name, this._vectors3[name]);\r\n }\r\n\r\n // Vector4\r\n for (const name in this._vectors4) {\r\n this._drawWrapper.effect!.setVector4(name, this._vectors4[name]);\r\n }\r\n\r\n // Matrix\r\n for (const name in this._matrices) {\r\n this._drawWrapper.effect!.setMatrix(name, this._matrices[name]);\r\n }\r\n }\r\n\r\n if (!this._texture || !this._rtWrapper) {\r\n return;\r\n }\r\n\r\n engine._debugPushGroup?.(`procedural texture generation for ${this.name}`, 1);\r\n\r\n const viewPort = engine.currentViewport;\r\n if (this.isCube) {\r\n for (let face = 0; face < 6; face++) {\r\n engine.bindFramebuffer(this._rtWrapper, face, undefined, undefined, true);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n this._drawWrapper.effect!.setFloat(\"face\", face);\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, true);\r\n }\r\n } else {\r\n let numLayers = 1;\r\n if (this._rtWrapper.is3D) {\r\n numLayers = this._rtWrapper.depth;\r\n } else if (this._rtWrapper.is2DArray) {\r\n numLayers = this._rtWrapper.layers;\r\n }\r\n for (let layer = 0; layer < numLayers; layer++) {\r\n engine.bindFramebuffer(this._rtWrapper, 0, undefined, undefined, true, 0, layer);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._drawWrapper.effect!);\r\n\r\n if (this._rtWrapper.is3D || this._rtWrapper.is2DArray) {\r\n this._drawWrapper.effect?.setFloat(\"layer\", numLayers !== 1 ? layer / (numLayers - 1) : 0);\r\n this._drawWrapper.effect?.setInt(\"layerNum\", layer);\r\n for (const name in this._textures) {\r\n this._drawWrapper.effect!.setTexture(name, this._textures[name]);\r\n }\r\n }\r\n\r\n // Clear\r\n if (this.autoClear) {\r\n engine.clear(scene.clearColor, true, false, false);\r\n }\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n // Unbind and restore viewport\r\n engine.unBindFramebuffer(this._rtWrapper, !this._generateMipMaps);\r\n }\r\n }\r\n\r\n if (viewPort) {\r\n engine.setViewport(viewPort);\r\n }\r\n\r\n // Mipmaps\r\n if (this.isCube) {\r\n engine.generateMipMapsForCubemap(this._texture, true);\r\n }\r\n\r\n engine._debugPopGroup?.(1);\r\n\r\n if (this.onGenerated) {\r\n this.onGenerated();\r\n }\r\n\r\n this.onGeneratedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Clone the texture.\r\n * @returns the cloned texture\r\n */\r\n public override clone(): ProceduralTexture {\r\n const textureSize = this.getSize();\r\n const newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, <Scene>this.getScene(), this._fallbackTexture, this._generateMipMaps);\r\n\r\n // Base texture\r\n newTexture.hasAlpha = this.hasAlpha;\r\n newTexture.level = this.level;\r\n\r\n // RenderTarget Texture\r\n newTexture.coordinatesMode = this.coordinatesMode;\r\n\r\n return newTexture;\r\n }\r\n\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n public override dispose(): void {\r\n const scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n const index = scene.proceduralTextures.indexOf(this);\r\n\r\n if (index >= 0) {\r\n scene.proceduralTextures.splice(index, 1);\r\n }\r\n\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer && this._fullEngine._releaseBuffer(this._indexBuffer)) {\r\n this._indexBuffer = null;\r\n }\r\n\r\n this.onGeneratedObservable.clear();\r\n this.onBeforeGenerationObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ProceduralTexture\", ProceduralTexture);\r\n"]}