@babylonjs/core 7.38.0 → 7.39.0
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.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Lights/spotLight.d.ts +7 -0
- package/Lights/spotLight.js +27 -0
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Textures/Loaders/exrTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/exrTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/hdrTextureLoader.js +2 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -1
- package/Materials/material.js +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +6 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Physics/v2/characterController.d.ts +327 -0
- package/Physics/v2/characterController.js +1236 -0
- package/Physics/v2/characterController.js.map +1 -0
- package/Physics/v2/index.d.ts +1 -0
- package/Physics/v2/index.js +1 -0
- package/Physics/v2/index.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +28 -4
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -3
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js +2 -0
- package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogVertex.js +4 -0
- package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +28 -4
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +16 -3
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +3 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/package.json +1 -1
package/Lights/spotLight.d.ts
CHANGED
|
@@ -20,6 +20,13 @@ export declare class SpotLight extends ShadowLight {
|
|
|
20
20
|
private _cosHalfAngle;
|
|
21
21
|
private _lightAngleScale;
|
|
22
22
|
private _lightAngleOffset;
|
|
23
|
+
private _iesProfileTexture;
|
|
24
|
+
/**
|
|
25
|
+
* Gets or sets the IES profile texture used to create the spotlight
|
|
26
|
+
* #UIAXAU#1
|
|
27
|
+
*/
|
|
28
|
+
get iesProfileTexture(): Nullable<BaseTexture>;
|
|
29
|
+
set iesProfileTexture(value: Nullable<BaseTexture>);
|
|
23
30
|
/**
|
|
24
31
|
* Gets the cone angle of the spot light in Radians.
|
|
25
32
|
*/
|
package/Lights/spotLight.js
CHANGED
|
@@ -17,6 +17,24 @@ Node.AddNodeConstructor("Light_Type_2", (name, scene) => {
|
|
|
17
17
|
* Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
|
|
18
18
|
*/
|
|
19
19
|
export class SpotLight extends ShadowLight {
|
|
20
|
+
/**
|
|
21
|
+
* Gets or sets the IES profile texture used to create the spotlight
|
|
22
|
+
* #UIAXAU#1
|
|
23
|
+
*/
|
|
24
|
+
get iesProfileTexture() {
|
|
25
|
+
return this._iesProfileTexture;
|
|
26
|
+
}
|
|
27
|
+
set iesProfileTexture(value) {
|
|
28
|
+
if (this._iesProfileTexture === value) {
|
|
29
|
+
return;
|
|
30
|
+
}
|
|
31
|
+
this._iesProfileTexture = value;
|
|
32
|
+
if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {
|
|
33
|
+
this._iesProfileTexture.onLoadObservable.addOnce(() => {
|
|
34
|
+
this._markMeshesAsLightDirty();
|
|
35
|
+
});
|
|
36
|
+
}
|
|
37
|
+
}
|
|
20
38
|
/**
|
|
21
39
|
* Gets the cone angle of the spot light in Radians.
|
|
22
40
|
*/
|
|
@@ -167,6 +185,7 @@ export class SpotLight extends ShadowLight {
|
|
|
167
185
|
constructor(name, position, direction, angle, exponent, scene) {
|
|
168
186
|
super(name, scene);
|
|
169
187
|
this._innerAngle = 0;
|
|
188
|
+
this._iesProfileTexture = null;
|
|
170
189
|
this._projectionTextureMatrix = Matrix.Zero();
|
|
171
190
|
this._projectionTextureLightNear = 1e-6;
|
|
172
191
|
this._projectionTextureLightFar = 1000.0;
|
|
@@ -297,6 +316,9 @@ export class SpotLight extends ShadowLight {
|
|
|
297
316
|
effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
|
|
298
317
|
effect.setTexture("projectionLightTexture" + lightIndex, this.projectionTexture);
|
|
299
318
|
}
|
|
319
|
+
if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {
|
|
320
|
+
effect.setTexture("iesLightTexture" + lightIndex, this._iesProfileTexture);
|
|
321
|
+
}
|
|
300
322
|
return this;
|
|
301
323
|
}
|
|
302
324
|
/**
|
|
@@ -343,6 +365,10 @@ export class SpotLight extends ShadowLight {
|
|
|
343
365
|
if (this._projectionTexture) {
|
|
344
366
|
this._projectionTexture.dispose();
|
|
345
367
|
}
|
|
368
|
+
if (this._iesProfileTexture) {
|
|
369
|
+
this._iesProfileTexture.dispose();
|
|
370
|
+
this._iesProfileTexture = null;
|
|
371
|
+
}
|
|
346
372
|
}
|
|
347
373
|
/**
|
|
348
374
|
* Gets the minZ used for shadow according to both the scene and the light.
|
|
@@ -372,6 +398,7 @@ export class SpotLight extends ShadowLight {
|
|
|
372
398
|
prepareLightSpecificDefines(defines, lightIndex) {
|
|
373
399
|
defines["SPOTLIGHT" + lightIndex] = true;
|
|
374
400
|
defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;
|
|
401
|
+
defines["IESLIGHTTEXTURE" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;
|
|
375
402
|
}
|
|
376
403
|
}
|
|
377
404
|
__decorate([
|
package/Lights/spotLight.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"spotLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/spotLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGnE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAI/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;AAClF,CAAC,CAAC,CAAC;AAEH;;;;;;GAMG;AACH,MAAM,OAAO,SAAU,SAAQ,WAAW;IAqBtC;;OAEG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;QACnD,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IAEH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD;;;;OAIG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAGD;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IACD;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,4BAA4B,EAAE,CAAC;IACxC,CAAC;IASD;;OAEG;IACH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAGD;;OAEG;IAEH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,0BAA0B,CAAC,KAAa;QAC/C,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,0BAA0B,CAAC;IAC3C,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;QACxC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IACD;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAKD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAChE,IAAI,SAAS,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBAC1D,IAAI,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACzD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBACvD,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;oBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAoB;QACpD,OAAQ,OAA6B,CAAC,qBAAqB,KAAK,SAAS,CAAC;IAC9E,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,OAAoB;QAC1C,OAAQ,OAAmB,CAAC,gBAAgB,KAAK,SAAS,CAAC;IAC/D,CAAC;IASD;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,IAAI,CAAC,uCAAuC,CAAC;IACxD,CAAC;IAED,IAAW,sCAAsC,CAAC,UAAkB;QAChE,IAAI,CAAC,uCAAuC,GAAG,UAAU,CAAC;QAC1D,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IAID;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,SAAkB,EAAE,KAAa,EAAE,QAAgB,EAAE,KAAa;QAC3G,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAlMf,gBAAW,GAAW,CAAC,CAAC;QAiExB,6BAAwB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAQvC,gCAA2B,GAAW,IAAI,CAAC;QAgB3C,+BAA0B,GAAW,MAAM,CAAC;QAgB5C,kCAA6B,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAuDxD,qCAAgC,GAAG,IAAI,CAAC;QACxC,2CAAsC,GAAG,IAAI,CAAC;QAC9C,4BAAuB,GAAG,IAAI,CAAC;QAC/B,uCAAkC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACpD,sCAAiC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAElD,4CAAuC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAcxD,oCAA+B,GAAG,MAAM,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAgBxI,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAED;;;OAGG;IACgB,aAAa,CAAC,KAAc;QAC3C,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;OAGG;IACgB,YAAY,CAAC,KAAc;QAC1C,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;;;;OAMG;IACH,6DAA6D;IACnD,iCAAiC,CAAC,MAAc,EAAE,UAAkB,EAAE,UAA+B;QAC3G,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAElD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC;QACrD,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC;QAEnD,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QACjF,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,MAAM,qBAAqB,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEhF,MAAM,CAAC,qBAAqB,CACxB,KAAK,EACL,GAAG,EACH,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,MAAM,EACN,IAAI,EACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EACvC,SAAS,EACT,qBAAqB,CACxB,CAAC;IACN,CAAC;IAES,wCAAwC;QAC9C,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,CAAC,mBAAmB,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,kCAAkC,CAAC,CAAC;QACxG,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,mBAAmB,EAAE,EAAE,IAAI,CAAC,kCAAkC,EAAE,IAAI,CAAC,6BAA6B,EAAE,IAAI,CAAC,iCAAiC,CAAC,CAAC;IAC1K,CAAC;IAES,8CAA8C;QACpD,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,MAAM,QAAQ,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,0BAA0B,CAAC;QAElD,MAAM,CAAC,GAAG,QAAQ,GAAG,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC;QACzB,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,GAAG,CAAC;QAEd,MAAM,CAAC,eAAe,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,uCAAuC,CAAC,CAAC;IACrJ,CAAC;IAED;;OAEG;IACO,+BAA+B;QACrC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QAErC,IAAI,CAAC,iCAAiC,CAAC,aAAa,CAAC,IAAI,CAAC,uCAAuC,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAClI,IAAI,IAAI,CAAC,kBAAkB,YAAY,OAAO,EAAE,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAC7I,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;IACrH,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,gBAAgB,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;QACrG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC;IACzE,CAAC;IAED;;;;;OAKG;IACa,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,IAAI,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC7D,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,wCAAwC,EAAE,CAAC;YACpD,CAAC;YACD,IAAI,IAAI,CAAC,sCAAsC,EAAE,CAAC;gBAC9C,IAAI,CAAC,8CAA8C,EAAE,CAAC;YAC1D,CAAC;YACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,CAAC,+BAA+B,EAAE,CAAC;YAC3C,CAAC;YACD,MAAM,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACxF,MAAM,CAAC,UAAU,CAAC,wBAAwB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QACrF,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QACtD,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE9J,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE7H,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QAEtJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACpJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,oBAAoB,EAAE,CAAC;YACvC,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAChH,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC7G,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;QACtC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAAoB;QAC7C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9H,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAAoB;QAC7C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QACzC,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC9H,CAAC;CACJ;AAzaG;IADC,SAAS,EAAE;sCAGX;AAkBD;IADC,SAAS,EAAE;2CAGX;AAgBD;IADC,SAAS,EAAE;iDAGX;AAaM;IADN,SAAS,EAAE;2CACY;AAexB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;0DAGX;AAcD;IADC,SAAS,EAAE;6DAGX;AAUO;IADP,kBAAkB,CAAC,uBAAuB,CAAC;qDACM;AA2TtD,sBAAsB;AACtB,aAAa,CAAC,mBAAmB,EAAE,SAAS,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n private _cosHalfAngle: number;\r\n\r\n private _lightAngleScale: number;\r\n private _lightAngleOffset: number;\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const P = lightFar / (lightFar - lightNear);\r\n const Q = -P * lightNear;\r\n const S = 1.0 / Math.tan(this._angle / 2.0);\r\n const A = 1.0;\r\n\r\n Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
|
|
1
|
+
{"version":3,"file":"spotLight.js","sourceRoot":"","sources":["../../../../dev/core/src/Lights/spotLight.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAGnE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAI/B,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAGxD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACpD,OAAO,GAAG,EAAE,CAAC,IAAI,SAAS,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;AAClF,CAAC,CAAC,CAAC;AAEH;;;;;;GAMG;AACH,MAAM,OAAO,SAAU,SAAQ,WAAW;IAuBtC;;;OAGG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAEhC,IAAI,IAAI,CAAC,kBAAkB,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;YAC3E,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;gBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;YACnC,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IACD;;OAEG;IACH,IAAW,KAAK,CAAC,KAAa;QAC1B,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,GAAG,CAAC,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;QACnD,IAAI,CAAC,4BAA4B,EAAE,CAAC;QACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IAEH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IACD;;;;OAIG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QACzB,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAGD;;OAEG;IAEH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IACD;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,4BAA4B,EAAE,CAAC;IACxC,CAAC;IASD;;OAEG;IACH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAGD;;OAEG;IAEH,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,0BAA0B,CAAC,KAAa;QAC/C,IAAI,CAAC,2BAA2B,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,yBAAyB;QAChC,OAAO,IAAI,CAAC,0BAA0B,CAAC;IAC3C,CAAC;IACD;;OAEG;IACH,IAAW,yBAAyB,CAAC,KAAa;QAC9C,IAAI,CAAC,0BAA0B,GAAG,KAAK,CAAC;QACxC,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAGD;;OAEG;IAEH,IAAW,4BAA4B;QACnC,OAAO,IAAI,CAAC,6BAA6B,CAAC;IAC9C,CAAC;IACD;;OAEG;IACH,IAAW,4BAA4B,CAAC,KAAc;QAClD,IAAI,CAAC,6BAA6B,GAAG,KAAK,CAAC;QAC3C,IAAI,CAAC,sCAAsC,GAAG,IAAI,CAAC;IACvD,CAAC;IAKD;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IACD;;OAEG;IACH,IAAW,iBAAiB,CAAC,KAA4B;QACrD,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE,CAAC;YACpC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QACpC,IAAI,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAChE,IAAI,SAAS,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBAC1D,IAAI,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,mBAAmB,CAAC,GAAG,EAAE;oBACzD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;iBAAM,IAAI,SAAS,CAAC,UAAU,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,CAAC;gBACvD,IAAI,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,GAAG,EAAE;oBAClD,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBACnC,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,MAAM,CAAC,oBAAoB,CAAC,OAAoB;QACpD,OAAQ,OAA6B,CAAC,qBAAqB,KAAK,SAAS,CAAC;IAC9E,CAAC;IAEO,MAAM,CAAC,UAAU,CAAC,OAAoB;QAC1C,OAAQ,OAAmB,CAAC,gBAAgB,KAAK,SAAS,CAAC;IAC/D,CAAC;IASD;;OAEG;IACH,IAAW,sCAAsC;QAC7C,OAAO,IAAI,CAAC,uCAAuC,CAAC;IACxD,CAAC;IAED,IAAW,sCAAsC,CAAC,UAAkB;QAChE,IAAI,CAAC,uCAAuC,GAAG,UAAU,CAAC;QAC1D,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;IACxC,CAAC;IAID;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,SAAkB,EAAE,KAAa,EAAE,QAAgB,EAAE,KAAa;QAC3G,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QA1Nf,gBAAW,GAAW,CAAC,CAAC;QAMxB,uBAAkB,GAA0B,IAAI,CAAC;QAmFjD,6BAAwB,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAQvC,gCAA2B,GAAW,IAAI,CAAC;QAgB3C,+BAA0B,GAAW,MAAM,CAAC;QAgB5C,kCAA6B,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAuDxD,qCAAgC,GAAG,IAAI,CAAC;QACxC,2CAAsC,GAAG,IAAI,CAAC;QAC9C,4BAAuB,GAAG,IAAI,CAAC;QAC/B,uCAAkC,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QACpD,sCAAiC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAElD,4CAAuC,GAAG,MAAM,CAAC,IAAI,EAAE,CAAC;QAcxD,oCAA+B,GAAG,MAAM,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAgBxI,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;;OAGG;IACa,SAAS;QACrB,OAAO,KAAK,CAAC,qBAAqB,CAAC;IACvC,CAAC;IAED;;;OAGG;IACgB,aAAa,CAAC,KAAc;QAC3C,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC3B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;OAGG;IACgB,YAAY,CAAC,KAAc;QAC1C,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,gCAAgC,GAAG,IAAI,CAAC;IACjD,CAAC;IAED;;;;;;OAMG;IACH,6DAA6D;IACnD,iCAAiC,CAAC,MAAc,EAAE,UAAkB,EAAE,UAA+B;QAC3G,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,YAAY,CAAC;QAElD,IAAI,CAAC,YAAY,EAAE,CAAC;YAChB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC;QACrD,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,MAAM,CAAC;QAEnD,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QACjF,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,MAAM,qBAAqB,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC,qBAAqB,CAAC;QAEhF,MAAM,CAAC,qBAAqB,CACxB,KAAK,EACL,GAAG,EACH,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,qBAAqB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EACnC,MAAM,EACN,IAAI,EACJ,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EACvC,SAAS,EACT,qBAAqB,CACxB,CAAC;IACN,CAAC;IAES,wCAAwC;QAC9C,IAAI,CAAC,gCAAgC,GAAG,KAAK,CAAC;QAC9C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,CAAC,mBAAmB,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,kBAAkB,EAAE,EAAE,IAAI,CAAC,kCAAkC,CAAC,CAAC;QACxG,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,mBAAmB,EAAE,EAAE,IAAI,CAAC,kCAAkC,EAAE,IAAI,CAAC,6BAA6B,EAAE,IAAI,CAAC,iCAAiC,CAAC,CAAC;IAC1K,CAAC;IAES,8CAA8C;QACpD,IAAI,CAAC,sCAAsC,GAAG,KAAK,CAAC;QACpD,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,MAAM,QAAQ,GAAG,IAAI,CAAC,yBAAyB,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,0BAA0B,CAAC;QAElD,MAAM,CAAC,GAAG,QAAQ,GAAG,CAAC,QAAQ,GAAG,SAAS,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC;QACzB,MAAM,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,GAAG,CAAC;QAEd,MAAM,CAAC,eAAe,CAAC,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,IAAI,CAAC,uCAAuC,CAAC,CAAC;IACrJ,CAAC;IAED;;OAEG;IACO,+BAA+B;QACrC,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;QAErC,IAAI,CAAC,iCAAiC,CAAC,aAAa,CAAC,IAAI,CAAC,uCAAuC,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;QAClI,IAAI,IAAI,CAAC,kBAAkB,YAAY,OAAO,EAAE,CAAC;YAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,GAAG,CAAC;YAC/C,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,+BAA+B,CAAC,CAAC;QAC7I,CAAC;QACD,IAAI,CAAC,wBAAwB,CAAC,aAAa,CAAC,IAAI,CAAC,+BAA+B,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;IACrH,CAAC;IAES,mBAAmB;QACzB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,CAAC,CAAC,CAAC;QACpD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,iBAAiB,EAAE,CAAC,CAAC,CAAC;QACrD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,CAAC,CAAC,CAAC;QACjD,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;IACjC,CAAC;IAEO,mBAAmB;QACvB,IAAI,CAAC,gBAAgB,GAAG,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,CAAC;QACrG,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC;IACzE,CAAC;IAED;;;;;OAKG;IACa,wBAAwB,CAAC,MAAc,EAAE,UAAkB;QACvE,IAAI,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC7D,IAAI,IAAI,CAAC,gCAAgC,EAAE,CAAC;gBACxC,IAAI,CAAC,wCAAwC,EAAE,CAAC;YACpD,CAAC;YACD,IAAI,IAAI,CAAC,sCAAsC,EAAE,CAAC;gBAC9C,IAAI,CAAC,8CAA8C,EAAE,CAAC;YAC1D,CAAC;YACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,CAAC,+BAA+B,EAAE,CAAC;YAC3C,CAAC;YACD,MAAM,CAAC,SAAS,CAAC,yBAAyB,GAAG,UAAU,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;YACxF,MAAM,CAAC,UAAU,CAAC,wBAAwB,GAAG,UAAU,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QACrF,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,EAAE,CAAC;YAC/D,MAAM,CAAC,UAAU,CAAC,iBAAiB,GAAG,UAAU,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC/E,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,MAAc,EAAE,UAAkB;QACtD,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE9J,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,YAAY,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;YAE7H,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,IAAI,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;QAEtJ,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,eAAe,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,iBAAiB,EAAE,UAAU,CAAC,CAAC;QACpJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEM,4BAA4B,CAAC,MAAc,EAAE,oBAA4B;QAC5E,IAAI,kBAAkB,CAAC;QAEvB,IAAI,IAAI,CAAC,6BAA6B,EAAE,EAAE,CAAC;YACvC,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtE,CAAC;aAAM,CAAC;YACJ,kBAAkB,GAAG,OAAO,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC3D,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC,oBAAoB,EAAE,CAAC;YACvC,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,EAAE,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAChH,CAAC;aAAM,CAAC;YACJ,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,EAAE,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC7G,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAChB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;QACtC,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC;YAClC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QACnC,CAAC;IACL,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAAoB;QAC7C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC9H,CAAC;IAED;;;;OAIG;IACa,YAAY,CAAC,YAAoB;QAC7C,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,MAAM,IAAI,GAAG,IAAI,CAAC,UAAU,KAAK,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC;QAEjF,OAAO,MAAM,CAAC,qBAAqB,IAAI,MAAM,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;IAC7E,CAAC;IAED;;;;OAIG;IACI,2BAA2B,CAAC,OAAY,EAAE,UAAkB;QAC/D,OAAO,CAAC,WAAW,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC;QACzC,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,iBAAiB,IAAI,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;QAC1H,OAAO,CAAC,iBAAiB,GAAG,UAAU,CAAC,GAAG,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC;IAC1H,CAAC;CACJ;AAlbG;IADC,SAAS,EAAE;sCAGX;AAkBD;IADC,SAAS,EAAE;2CAGX;AAgBD;IADC,SAAS,EAAE;iDAGX;AAaM;IADN,SAAS,EAAE;2CACY;AAexB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;0DAGX;AAcD;IADC,SAAS,EAAE;6DAGX;AAUO;IADP,kBAAkB,CAAC,uBAAuB,CAAC;qDACM;AAoUtD,sBAAsB;AACtB,aAAa,CAAC,mBAAmB,EAAE,SAAS,CAAC,CAAC","sourcesContent":["import { serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n private _cosHalfAngle: number;\r\n\r\n private _lightAngleScale: number;\r\n private _lightAngleOffset: number;\r\n\r\n private _iesProfileTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets or sets the IES profile texture used to create the spotlight\r\n * #UIAXAU#1\r\n */\r\n public get iesProfileTexture(): Nullable<BaseTexture> {\r\n return this._iesProfileTexture;\r\n }\r\n\r\n public set iesProfileTexture(value: Nullable<BaseTexture>) {\r\n if (this._iesProfileTexture === value) {\r\n return;\r\n }\r\n\r\n this._iesProfileTexture = value;\r\n\r\n if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {\r\n this._iesProfileTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const P = lightFar / (lightFar - lightNear);\r\n const Q = -P * lightNear;\r\n const S = 1.0 / Math.tan(this._angle / 2.0);\r\n const A = 1.0;\r\n\r\n Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n\r\n if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {\r\n effect.setTexture(\"iesLightTexture\" + lightIndex, this._iesProfileTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n if (this._iesProfileTexture) {\r\n this._iesProfileTexture.dispose();\r\n this._iesProfileTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Camera): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
|
|
@@ -191,7 +191,7 @@ export class LightBlock extends NodeMaterialBlock {
|
|
|
191
191
|
break;
|
|
192
192
|
}
|
|
193
193
|
const onlyUpdateBuffersList = state.uniforms.indexOf("vLightData" + lightIndex) >= 0;
|
|
194
|
-
PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList);
|
|
194
|
+
PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex]);
|
|
195
195
|
}
|
|
196
196
|
}
|
|
197
197
|
bind(effect, nodeMaterial, mesh) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lightBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/lightBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAO1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAGjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,sBAAsB,EAA0B,MAAM,sCAAsC,CAAC;AAEtG,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,sBAAsB,EAAE,uBAAuB,EAAE,kCAAkC,EAAE,MAAM,mCAAmC,CAAC;AAG/J;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAcrC,MAAM,CAAC,kCAAkC,CAAC,KAAwB,EAAE,aAAqB;QAC7F,MAAM,IAAI,GAAG,KAAmB,CAAC;QAEjC,IAAI,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC;YACjC,IAAI,CAAC,wBAAwB,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC;YAC/D,MAAM,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;YACpF,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,CAAC,UAAU,EAAE,CAAC;QAElB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,UAAU;QACd,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QACvI,IAAI,CAAC,cAAc,CAAC,eAAe,CAAE,CAAC,MAAM,GAAG,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,MAAM,CAAC;IACvJ,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QArCpD,aAAQ,GAAW,CAAC,CAAC;QAO7B,0JAA0J;QAInJ,6BAAwB,GAAG,KAAK,CAAC;QA4BpC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC9H,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC1H,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAE/E,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACtH,IAAI,CAAC,cAAc,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,UAAU,CAAC,KAA6B;QACpD,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC;IACtD,CAAC;IAEO,KAAK,CAAC,sBAAsB,CAAC,cAA8B;QAC/D,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAE1B,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sDAAsD,CAAC;gBAC9D,MAAM,CAAC,4DAA4D,CAAC;gBACpE,MAAM,CAAC,8DAA8D,CAAC;gBACtE,MAAM,CAAC,wDAAwD,CAAC;gBAChE,MAAM,CAAC,gEAAgE,CAAC;gBACxE,MAAM,CAAC,iEAAiE,CAAC;gBACzE,MAAM,CAAC,sDAAsD,CAAC;aACjE,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,6DAA6D,CAAC;gBACrE,MAAM,CAAC,kDAAkD,CAAC;gBAC1D,MAAM,CAAC,wDAAwD,CAAC;gBAChE,MAAM,CAAC,0DAA0D,CAAC;gBAClE,MAAM,CAAC,+DAA+D,CAAC;gBACvE,MAAM,CAAC,oDAAoD,CAAC;gBAC5D,MAAM,CAAC,4DAA4D,CAAC;gBACpE,MAAM,CAAC,6DAA6D,CAAC;gBACrE,MAAM,CAAC,kDAAkD,CAAC;aAC7D,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACvD,CAAC;IAEe,aAAa,CAAC,QAAsB,EAAE,0BAAgE,GAAG,EAAE,CAAC,IAAI;QAC5H,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;YACnC,IAAI,mBAAmB,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,KAAK,wBAAwB,CAAC,cAAc,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5J,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACvB,mBAAmB,GAAG,IAAI,UAAU,CAAC,gBAAgB,CAAC,CAAC;gBACvD,mBAAmB,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;YAClF,CAAC;YACD,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;QAC5F,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,GAAG;gBACV,WAAW,EAAE,KAAK;gBAClB,WAAW,EAAE,KAAK;gBAClB,YAAY,EAAE,KAAK;gBACnB,aAAa,EAAE,KAAK;gBACpB,eAAe,EAAE,KAAK;aACzB,CAAC;YAEF,sBAAsB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAErF,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;gBACpB,OAAO,CAAC,OAAO,EAAE,CAAC;YACtB,CAAC;QACL,CAAC;IACL,CAAC;IAEe,wBAAwB,CAAC,KAA6B,EAAE,YAA0B,EAAE,OAA4B,EAAE,cAAwB;QACtJ,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,CAAC,qBAAqB,EAAE,UAAU,EAAE,EAAE,CAAC;YACrF,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE,CAAC;gBACjC,MAAM;YACV,CAAC;YACD,MAAM,qBAAqB,GAAG,KAAK,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;YACrF,kCAAkC,CAAC,UAAU,EAAE,KAAK,CAAC,QAAQ,EAAE,KAAK,CAAC,QAAQ,EAAE,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,EAAE,cAAc,EAAE,qBAAqB,CAAC,CAAC;QACzK,CAAC;IACL,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;QACxE,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;QAC9E,CAAC;aAAM,CAAC;YACJ,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC;QACpC,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,cAAc;QACd,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,sBAAsB;YACtB,KAAK,CAAC,wBAAwB,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,4BAA4B,EAAE,QAAQ,EAAE;gBAC3H,SAAS,EAAE,uBAAuB;aACrC,CAAC,CAAC;YACH,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;YAElB,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,QAAQ,GAAG,CAAC,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACzG,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;YAE/C,KAAK,CAAC,wBAAwB,CAC1B,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,4BAA4B,EACpF,QAAQ,EACR;gBACI,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,CAAC;aAC1E,EACD,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAC3B,CAAC;QACN,CAAC;QAED,wBAAwB;QACxB,MAAM,mBAAmB,GAAG,IAAI,GAAG,QAAQ,CAAC,sBAAsB,CAAC;QAEnE,IAAI,KAAK,CAAC,sBAAsB,CAAC,mBAAmB,EAAE,qCAAqC,CAAC,OAAO,CAAC,EAAE,CAAC;YACnG,KAAK,CAAC,iBAAiB,IAAI,CAAC,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,mBAAmB,MAAM,QAAQ,CAAC,sBAAsB,KAAK,CAAC;QACzK,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,cAAc,EAAE;oBACZ,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE;oBACrD,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,QAAQ,CAAC,sBAAsB,EAAE;iBACpE;aACJ,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,UAAU,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,QAAQ,CAAC,sBAAsB,KAAK,CAAC;YAC1J,IAAI,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;gBACxB,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,sBAAsB,KAAK,CAAC;YAC1J,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;aACrC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAEO,qBAAqB,CAAC,KAA6B;QACvD,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,sBAAsB;YACtB,KAAK,CAAC,wBAAwB,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,0BAA0B,EAAE,QAAQ,EAAE;gBACvH,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,SAAS;aAC3E,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,wBAAwB,CAC1B,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,0BAA0B,EAChF,QAAQ,EACR;gBACI,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,CAAC;aAC1E,EACD,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAC3B,CAAC;QACN,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC;QAC5D,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;QAE/B,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,SAAS;YACT,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrD,CAAC;QACD,WAAW;QACX,MAAM,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,EAAE,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC;QAEpC,IAAI,oBAAoB,GAAG,QAAQ,CAAC,sBAAsB,CAAC;QAC3D,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;YACpE,KAAK,CAAC,aAAa,CAAC,sBAAsB,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,oBAAoB,EAAE,qCAAqC,CAAC,OAAO,CAAC,KAAK,EAAE,QAAQ,CAAC,CAAC;YAC3J,KAAK,CAAC,iBAAiB,IAAI,GAAG,oBAAoB,MAAM,QAAQ,CAAC,sBAAsB,SAAS,CAAC;YAEjG,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,YAAY,QAAQ,CAAC,sBAAsB,EAAE,CAAC,CAAC,CAAC,SAAS;aAC9G,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,oBAAoB,GAAG,QAAQ,GAAG,IAAI,GAAG,oBAAoB,GAAG,MAAM,CAAC;QAC3E,CAAC;QAED,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAE5D,IAAI,aAAa,GAAG,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;QAE7E,IAAI,MAAM,EAAE,CAAC;YACT,aAAa,GAAG,EAAE,MAAM,EAAE,6BAA6B,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;QAC7F,CAAC;QAED,KAAK,CAAC,wBAAwB,CAAC,yBAAyB,EAAE,QAAQ,EAAE;YAChE,cAAc,EAAE,CAAC,aAAa,CAAC;SAClC,CAAC,CAAC;QAEH,KAAK,CAAC,wBAAwB,CAAC,0BAA0B,EAAE,QAAQ,EAAE;YACjE,cAAc,EAAE,CAAC,aAAa,CAAC;SAClC,CAAC,CAAC;QAEH,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,CAAC;QAElC,OAAO;QACP,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,EAAE,CAAC;YACtB,IAAI,KAAK,CAAC,qBAAqB,CAAC,gBAAgB,CAAC,EAAE,CAAC;gBAChD,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,gBAAgB,IAAI,CAAC,cAAc,CAAC,sBAAsB,MAAM,oBAAoB,MAAM,CAAC;YACpN,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,MAAM,CAAC,CAAC,CAAC,2BAA2B,CAAC,CAAC,CAAC,sBAAsB,CAAC;YACzF,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACtH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACzH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACzH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,MAAM,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC,CAAC,CAAC,KAAK,MAC7L,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC,CAAC,CAAC,QAC3E,KAAK,CAAC;YACN,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,UAAU,IAAI,iBAAiB,CAAC;YAClJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,cAAc,EAAE,qCAAqC,CAAC,OAAO,CAAC,WAAW,IAAI,iBAAiB,CAAC;YACpJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,SAAS,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,WAAW,CAAC,sBAAsB,SAAS,CAAC;QACzK,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,IAAI,aAAa,GAAG,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,oBAAoB,GAAG,MAAM,EAAE,CAAC;YAEtF,IAAI,MAAM,EAAE,CAAC;gBACT,aAAa,GAAG,EAAE,MAAM,EAAE,6BAA6B,EAAE,OAAO,EAAE,oBAAoB,GAAG,MAAM,EAAE,CAAC;YACtG,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,EAAE,aAAa,CAAC;aACzF,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,IAAI,gBAAgB,GAAG,cAAc,oBAAoB,MAAM,CAAC;YAEhE,IAAI,MAAM,EAAE,CAAC;gBACT,gBAAgB,GAAG,6BAA6B,oBAAoB,MAAM,CAAC;YAC/E,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,gBAAgB;aACrC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,EAAE,CAAC;YACtB,KAAK,CAAC,iBAAiB,IAAI,sCAAsC,CAAC;QACtE,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;QAE3C,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,aAAa,CAAC,GAAG,iBAAiB,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC;QACtJ,IAAI,cAAc,CAAC,YAAY,EAAE,CAAC;YAC9B,KAAK,CAAC,iBAAiB;gBACnB,KAAK,CAAC,cAAc,CAAC,cAAc,CAAC,GAAG,kBAAkB,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC;QAC9J,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,iBAAiB,CAAC;QACrF,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,wBAAwB,GAAG,IAAI,CAAC,wBAAwB,CAAC;QAE7E,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;QAChD,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;QACjE,CAAC;QAED,IAAI,CAAC,wBAAwB,GAAG,mBAAmB,CAAC,wBAAwB,CAAC;QAE7E,IAAI,CAAC,UAAU,EAAE,CAAC;IACtB,CAAC;CACJ;AArbU;IAHN,sBAAsB,CAAC,6BAA6B,0CAAkC,UAAU,EAAE;QAC/F,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,UAAU,CAAC,kCAAkC,EAAE;KAC1G,CAAC;4DACsC;AAub5C,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffers, onlyUpdateBuffersList);\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
|
|
1
|
+
{"version":3,"file":"lightBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Dual/lightBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAO1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAGjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,sBAAsB,EAA0B,MAAM,sCAAsC,CAAC;AAEtG,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,sBAAsB,EAAE,uBAAuB,EAAE,kCAAkC,EAAE,MAAM,mCAAmC,CAAC;AAG/J;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAcrC,MAAM,CAAC,kCAAkC,CAAC,KAAwB,EAAE,aAAqB;QAC7F,MAAM,IAAI,GAAG,KAAmB,CAAC;QAEjC,IAAI,IAAI,CAAC,aAAa,CAAC,WAAW,EAAE,CAAC;YACjC,IAAI,CAAC,wBAAwB,GAAG,CAAC,IAAI,CAAC,wBAAwB,CAAC;YAC/D,MAAM,CAAC,KAAK,CAAC,qEAAqE,CAAC,CAAC;YACpF,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,IAAI,CAAC,UAAU,EAAE,CAAC;QAElB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,UAAU;QACd,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QACvI,IAAI,CAAC,cAAc,CAAC,eAAe,CAAE,CAAC,MAAM,GAAG,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,wBAAwB,CAAC,QAAQ,CAAC,CAAC,CAAC,wBAAwB,CAAC,MAAM,CAAC;IACvJ,CAAC;IAED;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,iBAAiB,CAAC,CAAC;QArCpD,aAAQ,GAAW,CAAC,CAAC;QAO7B,0JAA0J;QAInJ,6BAAwB,GAAG,KAAK,CAAC;QA4BpC,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,MAAM,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,EAAE,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC9H,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC1H,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAC3H,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAE/E,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACtH,IAAI,CAAC,cAAc,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,MAAM,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QACvH,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEe,UAAU,CAAC,KAA6B;QACpD,IAAI,CAAC,sBAAsB,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC;IACtD,CAAC;IAEO,KAAK,CAAC,sBAAsB,CAAC,cAA8B;QAC/D,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAE1B,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,sDAAsD,CAAC;gBAC9D,MAAM,CAAC,4DAA4D,CAAC;gBACpE,MAAM,CAAC,8DAA8D,CAAC;gBACtE,MAAM,CAAC,wDAAwD,CAAC;gBAChE,MAAM,CAAC,gEAAgE,CAAC;gBACxE,MAAM,CAAC,iEAAiE,CAAC;gBACzE,MAAM,CAAC,sDAAsD,CAAC;aACjE,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,MAAM,OAAO,CAAC,GAAG,CAAC;gBACd,MAAM,CAAC,6DAA6D,CAAC;gBACrE,MAAM,CAAC,kDAAkD,CAAC;gBAC1D,MAAM,CAAC,wDAAwD,CAAC;gBAChE,MAAM,CAAC,0DAA0D,CAAC;gBAClE,MAAM,CAAC,+DAA+D,CAAC;gBACvE,MAAM,CAAC,oDAAoD,CAAC;gBAC5D,MAAM,CAAC,4DAA4D,CAAC;gBACpE,MAAM,CAAC,6DAA6D,CAAC;gBACrE,MAAM,CAAC,kDAAkD,CAAC;aAC7D,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,uBAAuB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACvD,CAAC;IAEe,aAAa,CAAC,QAAsB,EAAE,0BAAgE,GAAG,EAAE,CAAC,IAAI;QAC5H,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;YACnC,IAAI,mBAAmB,GAAG,QAAQ,CAAC,wBAAwB,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,WAAW,KAAK,wBAAwB,CAAC,cAAc,IAAI,uBAAuB,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5J,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACvB,mBAAmB,GAAG,IAAI,UAAU,CAAC,gBAAgB,CAAC,CAAC;gBACvD,mBAAmB,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,cAAc,CAAC,CAAC;YAClF,CAAC;YACD,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAEe,cAAc,CAAC,IAAkB,EAAE,YAA0B,EAAE,OAA4B;QACvG,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC;YAC3B,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,uBAAuB,CAAC,KAAK,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;QAC5F,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,GAAG;gBACV,WAAW,EAAE,KAAK;gBAClB,WAAW,EAAE,KAAK;gBAClB,YAAY,EAAE,KAAK;gBACnB,aAAa,EAAE,KAAK;gBACpB,eAAe,EAAE,KAAK;aACzB,CAAC;YAEF,sBAAsB,CAAC,KAAK,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAErF,IAAI,KAAK,CAAC,WAAW,EAAE,CAAC;gBACpB,OAAO,CAAC,OAAO,EAAE,CAAC;YACtB,CAAC;QACL,CAAC;IACL,CAAC;IAEe,wBAAwB,CAAC,KAA6B,EAAE,YAA0B,EAAE,OAA4B,EAAE,cAAwB;QACtJ,KAAK,IAAI,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,YAAY,CAAC,qBAAqB,EAAE,UAAU,EAAE,EAAE,CAAC;YACrF,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,UAAU,CAAC,EAAE,CAAC;gBACjC,MAAM;YACV,CAAC;YACD,MAAM,qBAAqB,GAAG,KAAK,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,GAAG,UAAU,CAAC,IAAI,CAAC,CAAC;YACrF,kCAAkC,CAC9B,UAAU,EACV,KAAK,CAAC,QAAQ,EACd,KAAK,CAAC,QAAQ,EACd,OAAO,CAAC,uBAAuB,GAAG,UAAU,CAAC,EAC7C,cAAc,EACd,qBAAqB,EACrB,OAAO,CAAC,iBAAiB,GAAG,UAAU,CAAC,CAC1C,CAAC;QACN,CAAC;IACL,CAAC;IAEe,IAAI,CAAC,MAAc,EAAE,YAA0B,EAAE,IAAW;QACxE,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,OAAO;QACX,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,UAAU,CAAC,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,CAAC,qBAAqB,CAAC,CAAC;QAC9E,CAAC;aAAM,CAAC;YACJ,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,CAAC;QAC9D,CAAC;IACL,CAAC;IAEO,iBAAiB,CAAC,KAA6B;QACnD,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC;QACpC,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,cAAc;QACd,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,sBAAsB;YACtB,KAAK,CAAC,wBAAwB,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,4BAA4B,EAAE,QAAQ,EAAE;gBAC3H,SAAS,EAAE,uBAAuB;aACrC,CAAC,CAAC;YACH,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;YAElB,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,QAAQ,GAAG,CAAC,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,KAAK,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACzG,KAAK,CAAC,QAAQ,CAAC,cAAc,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;YAE/C,KAAK,CAAC,wBAAwB,CAC1B,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,4BAA4B,EACpF,QAAQ,EACR;gBACI,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,CAAC;aAC1E,EACD,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAC3B,CAAC;QACN,CAAC;QAED,wBAAwB;QACxB,MAAM,mBAAmB,GAAG,IAAI,GAAG,QAAQ,CAAC,sBAAsB,CAAC;QAEnE,IAAI,KAAK,CAAC,sBAAsB,CAAC,mBAAmB,EAAE,qCAAqC,CAAC,OAAO,CAAC,EAAE,CAAC;YACnG,KAAK,CAAC,iBAAiB,IAAI,CAAC,KAAK,CAAC,cAAc,gCAAwB,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,mBAAmB,MAAM,QAAQ,CAAC,sBAAsB,KAAK,CAAC;QACzK,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,cAAc,EAAE;oBACZ,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE;oBACrD,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,QAAQ,CAAC,sBAAsB,EAAE;iBACpE;aACJ,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,UAAU,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,QAAQ,CAAC,sBAAsB,KAAK,CAAC;YAC1J,IAAI,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;gBACxB,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,MAAM,EAAE,qCAAqC,CAAC,MAAM,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,sBAAsB,KAAK,CAAC;YAC1J,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;aACrC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAEO,qBAAqB,CAAC,KAA6B;QACvD,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,sBAAsB;YACtB,KAAK,CAAC,wBAAwB,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,0BAA0B,EAAE,QAAQ,EAAE;gBACvH,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,CAAC,SAAS;aAC3E,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,KAAK,CAAC,wBAAwB,CAC1B,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC,CAAC,0BAA0B,EAChF,QAAQ,EACR;gBACI,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,CAAC;aAC1E,EACD,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAC3B,CAAC;QACN,CAAC;IACL,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,KAAK,CAAC,cAAc,gCAAwB,CAAC;QAC5D,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;QAE/B,MAAM,QAAQ,GAAG,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;QAElC,IAAI,KAAK,CAAC,MAAM,KAAK,wBAAwB,CAAC,QAAQ,EAAE,CAAC;YACrD,SAAS;YACT,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrD,CAAC;QACD,WAAW;QACX,MAAM,QAAQ,GAAG,MAAM,CAAC,CAAC,CAAC,iBAAiB,CAAC,CAAC,CAAC,EAAE,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACjD,KAAK,CAAC,UAAU,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9C,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC;QAEpC,IAAI,oBAAoB,GAAG,QAAQ,CAAC,sBAAsB,CAAC;QAC3D,IAAI,IAAI,CAAC,wBAAwB,EAAE,CAAC;YAChC,oBAAoB,GAAG,KAAK,CAAC,oBAAoB,CAAC,gBAAgB,CAAC,CAAC;YACpE,KAAK,CAAC,aAAa,CAAC,sBAAsB,EAAE,GAAG,KAAK,CAAC,gBAAgB,CAAC,oBAAoB,EAAE,qCAAqC,CAAC,OAAO,CAAC,KAAK,EAAE,QAAQ,CAAC,CAAC;YAC3J,KAAK,CAAC,iBAAiB,IAAI,GAAG,oBAAoB,MAAM,QAAQ,CAAC,sBAAsB,SAAS,CAAC;YAEjG,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC,CAAC,YAAY,QAAQ,CAAC,sBAAsB,EAAE,CAAC,CAAC,CAAC,SAAS;aAC9G,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,oBAAoB,GAAG,QAAQ,GAAG,IAAI,GAAG,oBAAoB,GAAG,MAAM,CAAC;QAC3E,CAAC;QAED,KAAK,CAAC,wBAAwB,CAAC,iBAAiB,EAAE,QAAQ,CAAC,CAAC;QAE5D,IAAI,aAAa,GAAG,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;QAE7E,IAAI,MAAM,EAAE,CAAC;YACT,aAAa,GAAG,EAAE,MAAM,EAAE,6BAA6B,EAAE,OAAO,EAAE,oBAAoB,EAAE,CAAC;QAC7F,CAAC;QAED,KAAK,CAAC,wBAAwB,CAAC,yBAAyB,EAAE,QAAQ,EAAE;YAChE,cAAc,EAAE,CAAC,aAAa,CAAC;SAClC,CAAC,CAAC;QAEH,KAAK,CAAC,wBAAwB,CAAC,0BAA0B,EAAE,QAAQ,EAAE;YACjE,cAAc,EAAE,CAAC,aAAa,CAAC;SAClC,CAAC,CAAC;QAEH,IAAI,CAAC,qBAAqB,CAAC,KAAK,CAAC,CAAC;QAElC,OAAO;QACP,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,EAAE,CAAC;YACtB,IAAI,KAAK,CAAC,qBAAqB,CAAC,gBAAgB,CAAC,EAAE,CAAC;gBAChD,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,gBAAgB,IAAI,CAAC,cAAc,CAAC,sBAAsB,MAAM,oBAAoB,MAAM,CAAC;YACpN,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,MAAM,CAAC,CAAC,CAAC,2BAA2B,CAAC,CAAC,CAAC,sBAAsB,CAAC;YACzF,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,QAAQ,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACtH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACzH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,WAAW,EAAE,qCAAqC,CAAC,KAAK,CAAC,UAAU,CAAC;YACzH,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,YAAY,EAAE,qCAAqC,CAAC,KAAK,CAAC,MAAM,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC,CAAC,CAAC,KAAK,MAC7L,IAAI,CAAC,UAAU,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,sBAAsB,CAAC,CAAC,CAAC,QAC3E,KAAK,CAAC;YACN,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,UAAU,IAAI,iBAAiB,CAAC;YAClJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,cAAc,EAAE,qCAAqC,CAAC,OAAO,CAAC,WAAW,IAAI,iBAAiB,CAAC;YACpJ,KAAK,CAAC,iBAAiB,IAAI,GAAG,KAAK,CAAC,gBAAgB,CAAC,SAAS,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,WAAW,CAAC,sBAAsB,SAAS,CAAC;QACzK,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,IAAI,aAAa,GAAG,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,EAAE,oBAAoB,GAAG,MAAM,EAAE,CAAC;YAEtF,IAAI,MAAM,EAAE,CAAC;gBACT,aAAa,GAAG,EAAE,MAAM,EAAE,6BAA6B,EAAE,OAAO,EAAE,oBAAoB,GAAG,MAAM,EAAE,CAAC;YACtG,CAAC;YAED,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,EAAE,EAAE,aAAa,CAAC;aACzF,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,IAAI,gBAAgB,GAAG,cAAc,oBAAoB,MAAM,CAAC;YAEhE,IAAI,MAAM,EAAE,CAAC;gBACT,gBAAgB,GAAG,6BAA6B,oBAAoB,MAAM,CAAC;YAC/E,CAAC;YACD,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,oBAAoB,CAAC,eAAe,EAAE,QAAQ,EAAE;gBAC7E,SAAS,EAAE,uBAAuB;gBAClC,gBAAgB,EAAE,gBAAgB;aACrC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,CAAC,EAAE,CAAC;YACtB,KAAK,CAAC,iBAAiB,IAAI,sCAAsC,CAAC;QACtE,CAAC;QAED,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,MAAM,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC;QAE3C,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,aAAa,CAAC,GAAG,iBAAiB,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC;QACtJ,IAAI,cAAc,CAAC,YAAY,EAAE,CAAC;YAC9B,KAAK,CAAC,iBAAiB;gBACnB,KAAK,CAAC,cAAc,CAAC,cAAc,CAAC,GAAG,kBAAkB,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC,sBAAsB,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC;QAC9J,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;YAC3B,KAAK,CAAC,iBAAiB,IAAI,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,iBAAiB,CAAC;QACrF,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,wBAAwB,GAAG,IAAI,CAAC,wBAAwB,CAAC;QAE7E,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;QAChD,CAAC;QAED,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,mBAAmB,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC,YAAY,CAAC,mBAAmB,CAAC,OAAO,CAAC,CAAC;QACjE,CAAC;QAED,IAAI,CAAC,wBAAwB,GAAG,mBAAmB,CAAC,wBAAwB,CAAC;QAE7E,IAAI,CAAC,UAAU,EAAE,CAAC;IACtB,CAAC;CACJ;AA7bU;IAHN,sBAAsB,CAAC,6BAA6B,0CAAkC,UAAU,EAAE;QAC/F,SAAS,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,UAAU,CAAC,kCAAkC,EAAE;KAC1G,CAAC;4DACsC;AA+b5C,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport type { AbstractMesh } from \"../../../../Meshes/abstractMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"../../nodeMaterial\";\r\nimport type { Effect } from \"../../../effect\";\r\nimport type { Mesh } from \"../../../../Meshes/mesh\";\r\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues\";\r\nimport { InputBlock } from \"../Input/inputBlock\";\r\nimport type { Light } from \"../../../../Lights/light\";\r\nimport type { Nullable } from \"../../../../types\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\n\r\nimport { Logger } from \"../../../../Misc/logger\";\r\nimport { BindLight, BindLights, PrepareDefinesForLight, PrepareDefinesForLights, PrepareUniformsAndSamplersForLight } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../../../../Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to add light in the fragment shader\r\n */\r\nexport class LightBlock extends NodeMaterialBlock {\r\n private _lightId: number = 0;\r\n\r\n /**\r\n * Gets or sets the light associated with this block\r\n */\r\n public light: Nullable<Light>;\r\n\r\n /** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */\r\n @editableInPropertyPage(\"Generate only fragment code\", PropertyTypeForEdition.Boolean, \"ADVANCED\", {\r\n notifiers: { rebuild: true, update: true, onValidation: LightBlock._OnGenerateOnlyFragmentCodeChanged },\r\n })\r\n public generateOnlyFragmentCode = false;\r\n\r\n private static _OnGenerateOnlyFragmentCodeChanged(block: NodeMaterialBlock, _propertyName: string): boolean {\r\n const that = block as LightBlock;\r\n\r\n if (that.worldPosition.isConnected) {\r\n that.generateOnlyFragmentCode = !that.generateOnlyFragmentCode;\r\n Logger.Error(\"The worldPosition input must not be connected to be able to switch!\");\r\n return false;\r\n }\r\n\r\n that._setTarget();\r\n\r\n return true;\r\n }\r\n\r\n private _setTarget(): void {\r\n this._setInitialTarget(this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.VertexAndFragment);\r\n this.getInputByName(\"worldPosition\")!.target = this.generateOnlyFragmentCode ? NodeMaterialBlockTargets.Fragment : NodeMaterialBlockTargets.Vertex;\r\n }\r\n\r\n /**\r\n * Create a new LightBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.VertexAndFragment);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector4, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"cameraPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"glossPower\", NodeMaterialBlockConnectionPointTypes.Float, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"diffuseColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"specularColor\", NodeMaterialBlockConnectionPointTypes.Color3, true, NodeMaterialBlockTargets.Fragment);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, true);\r\n\r\n this.registerOutput(\"diffuseOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"specularOutput\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Fragment);\r\n this.registerOutput(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Fragment);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"LightBlock\";\r\n }\r\n\r\n /**\r\n * Gets the world position input component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the world normal input component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the camera (or eye) position component\r\n */\r\n public get cameraPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the glossiness component\r\n */\r\n public get glossiness(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glossiness power component\r\n */\r\n public get glossPower(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the diffuse color component\r\n */\r\n public get diffuseColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[5];\r\n }\r\n\r\n /**\r\n * Gets the specular color component\r\n */\r\n public get specularColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[6];\r\n }\r\n\r\n /**\r\n * Gets the view matrix component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[7];\r\n }\r\n\r\n /**\r\n * Gets the diffuse output component\r\n */\r\n public get diffuseOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the specular output component\r\n */\r\n public get specularOutput(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Gets the shadow output component\r\n */\r\n public get shadow(): NodeMaterialConnectionPoint {\r\n return this._outputs[2];\r\n }\r\n\r\n public override initialize(state: NodeMaterialBuildState) {\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightFragment\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/lightFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightFragment\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxUboDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightVxFragmentDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/lightsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsFragmentFunctions\"),\r\n import(\"../../../../Shaders/ShadersInclude/shadowsVertex\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n\r\n public override autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n if (!this.cameraPosition.isConnected) {\r\n let cameraPositionInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.CameraPosition && additionalFilteringInfo(b));\r\n\r\n if (!cameraPositionInput) {\r\n cameraPositionInput = new InputBlock(\"cameraPosition\");\r\n cameraPositionInput.setAsSystemValue(NodeMaterialSystemValues.CameraPosition);\r\n }\r\n cameraPositionInput.output.connectTo(this.cameraPosition);\r\n }\r\n }\r\n\r\n public override prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines) {\r\n if (!defines._areLightsDirty) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n PrepareDefinesForLights(scene, mesh, defines, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n const state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false,\r\n };\r\n\r\n PrepareDefinesForLight(scene, mesh, this.light, this._lightId, defines, true, state);\r\n\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n }\r\n }\r\n\r\n public override updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n for (let lightIndex = 0; lightIndex < nodeMaterial.maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n const onlyUpdateBuffersList = state.uniforms.indexOf(\"vLightData\" + lightIndex) >= 0;\r\n PrepareUniformsAndSamplersForLight(\r\n lightIndex,\r\n state.uniforms,\r\n state.samplers,\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex],\r\n uniformBuffers,\r\n onlyUpdateBuffersList,\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex]\r\n );\r\n }\r\n }\r\n\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const scene = mesh.getScene();\r\n\r\n if (!this.light) {\r\n BindLights(scene, mesh, effect, true, nodeMaterial.maxSimultaneousLights);\r\n } else {\r\n BindLight(this.light, this._lightId, scene, effect, true);\r\n }\r\n }\r\n\r\n private _injectVertexCode(state: NodeMaterialBuildState) {\r\n const worldPos = this.worldPosition;\r\n const comments = `//${this.name}`;\r\n\r\n // Declaration\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n this._lightId = 0;\r\n\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n } else {\r\n this._lightId = (state.counters[\"lightCounter\"] !== undefined ? state.counters[\"lightCounter\"] : -1) + 1;\r\n state.counters[\"lightCounter\"] = this._lightId;\r\n\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightVxUboDeclaration\" : \"lightVxFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n\r\n // Inject code in vertex\r\n const worldPosVaryingName = \"v_\" + worldPos.associatedVariableName;\r\n\r\n if (state._emitVaryingFromString(worldPosVaryingName, NodeMaterialBlockConnectionPointTypes.Vector4)) {\r\n state.compilationString += (state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\") + `${worldPosVaryingName} = ${worldPos.associatedVariableName};\\n`;\r\n }\r\n\r\n if (this.light) {\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n replaceStrings: [\r\n { search: /{X}/g, replace: this._lightId.toString() },\r\n { search: /worldPos/g, replace: worldPos.associatedVariableName },\r\n ],\r\n });\r\n } else {\r\n state.compilationString += `${state._declareLocalVar(\"worldPos\", NodeMaterialBlockConnectionPointTypes.Vector4)} = ${worldPos.associatedVariableName};\\n`;\r\n if (this.view.isConnected) {\r\n state.compilationString += `${state._declareLocalVar(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix)} = ${this.view.associatedVariableName};\\n`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n });\r\n }\r\n }\r\n\r\n private _injectUBODeclaration(state: NodeMaterialBuildState) {\r\n const comments = `//${this.name}`;\r\n\r\n if (!this.light) {\r\n // Emit for all lights\r\n state._emitFunctionFromInclude(state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? \"varying,\" : undefined,\r\n });\r\n } else {\r\n state._emitFunctionFromInclude(\r\n state.supportUniformBuffers ? \"lightUboDeclaration\" : \"lightFragmentDeclaration\",\r\n comments,\r\n {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }],\r\n },\r\n this._lightId.toString()\r\n );\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const isWGSL = state.shaderLanguage === ShaderLanguage.WGSL;\r\n const addF = isWGSL ? \"f\" : \"\";\r\n\r\n const comments = `//${this.name}`;\r\n\r\n if (state.target !== NodeMaterialBlockTargets.Fragment) {\r\n // Vertex\r\n this._injectVertexCode(state);\r\n return;\r\n }\r\n\r\n if (this.generateOnlyFragmentCode) {\r\n state.sharedData.dynamicUniformBlocks.push(this);\r\n }\r\n // Fragment\r\n const accessor = isWGSL ? \"fragmentInputs.\" : \"\";\r\n state.sharedData.forcedBindableBlocks.push(this);\r\n state.sharedData.blocksWithDefines.push(this);\r\n const worldPos = this.worldPosition;\r\n\r\n let worldPosVariableName = worldPos.associatedVariableName;\r\n if (this.generateOnlyFragmentCode) {\r\n worldPosVariableName = state._getFreeVariableName(\"globalWorldPos\");\r\n state._emitFunction(\"light_globalworldpos\", `${state._declareLocalVar(worldPosVariableName, NodeMaterialBlockConnectionPointTypes.Vector3)};\\n`, comments);\r\n state.compilationString += `${worldPosVariableName} = ${worldPos.associatedVariableName}.xyz;\\n`;\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"shadowsVertex\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: this.generateOnlyFragmentCode ? `worldPos,${worldPos.associatedVariableName}` : undefined,\r\n });\r\n } else {\r\n worldPosVariableName = accessor + \"v_\" + worldPosVariableName + \".xyz\";\r\n }\r\n\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName };\r\n }\r\n\r\n state._emitFunctionFromInclude(\"lightsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n state._emitFunctionFromInclude(\"shadowsFragmentFunctions\", comments, {\r\n replaceStrings: [replaceString],\r\n });\r\n\r\n this._injectUBODeclaration(state);\r\n\r\n // Code\r\n if (this._lightId === 0) {\r\n if (state._registerTempVariable(\"viewDirectionW\")) {\r\n state.compilationString += `${state._declareLocalVar(\"viewDirectionW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = normalize(${this.cameraPosition.associatedVariableName} - ${worldPosVariableName});\\n`;\r\n }\r\n state.compilationString += isWGSL ? `var info: lightingInfo;\\n` : `lightingInfo info;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"shadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 1.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"aggShadow\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"numLights\", NodeMaterialBlockConnectionPointTypes.Float)} = 0.;\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"glossiness\", NodeMaterialBlockConnectionPointTypes.Float)} = ${this.glossiness.isConnected ? this.glossiness.associatedVariableName : \"1.0\"} * ${\r\n this.glossPower.isConnected ? this.glossPower.associatedVariableName : \"1024.0\"\r\n };\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"diffuseBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"specularBase\", NodeMaterialBlockConnectionPointTypes.Vector3)} = vec3${addF}(0., 0., 0.);\\n`;\r\n state.compilationString += `${state._declareLocalVar(\"normalW\", NodeMaterialBlockConnectionPointTypes.Vector3)} = ${this.worldNormal.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n if (this.light) {\r\n let replaceString = { search: /vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n\r\n if (isWGSL) {\r\n replaceString = { search: /fragmentInputs\\.vPositionW/g, replace: worldPosVariableName + \".xyz\" };\r\n }\r\n\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n replaceStrings: [{ search: /{X}/g, replace: this._lightId.toString() }, replaceString],\r\n });\r\n } else {\r\n let substitutionVars = `vPositionW,${worldPosVariableName}.xyz`;\r\n\r\n if (isWGSL) {\r\n substitutionVars = `fragmentInputs.vPositionW,${worldPosVariableName}.xyz`;\r\n }\r\n state.compilationString += state._emitCodeFromInclude(\"lightFragment\", comments, {\r\n repeatKey: \"maxSimultaneousLights\",\r\n substitutionVars: substitutionVars,\r\n });\r\n }\r\n\r\n if (this._lightId === 0) {\r\n state.compilationString += `aggShadow = aggShadow / numLights;\\n`;\r\n }\r\n\r\n const diffuseOutput = this.diffuseOutput;\r\n const specularOutput = this.specularOutput;\r\n\r\n state.compilationString +=\r\n state._declareOutput(diffuseOutput) + ` = diffuseBase${this.diffuseColor.isConnected ? \" * \" + this.diffuseColor.associatedVariableName : \"\"};\\n`;\r\n if (specularOutput.hasEndpoints) {\r\n state.compilationString +=\r\n state._declareOutput(specularOutput) + ` = specularBase${this.specularColor.isConnected ? \" * \" + this.specularColor.associatedVariableName : \"\"};\\n`;\r\n }\r\n\r\n if (this.shadow.hasEndpoints) {\r\n state.compilationString += state._declareOutput(this.shadow) + ` = aggShadow;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateOnlyFragmentCode = this.generateOnlyFragmentCode;\r\n\r\n if (this.light) {\r\n serializationObject.lightId = this.light.id;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n if (serializationObject.lightId) {\r\n this.light = scene.getLightById(serializationObject.lightId);\r\n }\r\n\r\n this.generateOnlyFragmentCode = serializationObject.generateOnlyFragmentCode;\r\n\r\n this._setTarget();\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.LightBlock\", LightBlock);\r\n"]}
|
|
@@ -558,7 +558,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
|
|
|
558
558
|
break;
|
|
559
559
|
}
|
|
560
560
|
const onlyUpdateBuffersList = state.uniforms.indexOf("vLightData" + lightIndex) >= 0;
|
|
561
|
-
PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList);
|
|
561
|
+
PrepareUniformsAndSamplersForLight(lightIndex, state.uniforms, state.samplers, defines["PROJECTEDLIGHTTEXTURE" + lightIndex], uniformBuffers, onlyUpdateBuffersList, defines["IESLIGHTTEXTURE" + lightIndex]);
|
|
562
562
|
}
|
|
563
563
|
}
|
|
564
564
|
isReady(mesh, nodeMaterial, defines) {
|