@babylonjs/core 7.53.3 → 7.54.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1260) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +2 -3
  2. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -3
  4. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  7. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  8. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -1
  9. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -2
  11. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +13 -13
  12. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  13. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +5 -2
  14. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +11 -9
  15. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  16. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +5 -2
  17. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +11 -9
  18. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  19. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +1 -1
  20. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +2 -2
  21. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  22. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +3 -3
  23. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js +9 -9
  24. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js.map +1 -1
  25. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +2 -2
  26. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +11 -11
  27. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  28. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -10
  29. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioBus.d.ts +6 -6
  31. package/AudioV2/webAudio/webAudioBus.js +27 -8
  32. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioEngine.d.ts +19 -7
  34. package/AudioV2/webAudio/webAudioEngine.js +43 -29
  35. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  36. package/AudioV2/webAudio/webAudioMainBus.d.ts +3 -5
  37. package/AudioV2/webAudio/webAudioMainBus.js +11 -12
  38. package/AudioV2/webAudio/webAudioMainBus.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioMainOut.d.ts +4 -1
  40. package/AudioV2/webAudio/webAudioMainOut.js +6 -4
  41. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioNode.d.ts +2 -2
  43. package/AudioV2/webAudio/webAudioNode.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -7
  45. package/AudioV2/webAudio/webAudioStaticSound.js +29 -29
  46. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  47. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +6 -6
  48. package/AudioV2/webAudio/webAudioStreamingSound.js +27 -27
  49. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  50. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  51. package/AudioV2/webAudio/webAudioUnmuteUI.js +46 -0
  52. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  53. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  56. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  57. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  58. package/DeviceInput/webDeviceInputSystem.js +21 -3
  59. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  60. package/Engines/abstractEngine.js +5 -11
  61. package/Engines/abstractEngine.js.map +1 -1
  62. package/Engines/thinEngine.d.ts +2 -1
  63. package/Engines/thinEngine.js +10 -2
  64. package/Engines/thinEngine.js.map +1 -1
  65. package/Engines/webgpuEngine.d.ts +2 -1
  66. package/Engines/webgpuEngine.js +3 -2
  67. package/Engines/webgpuEngine.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  69. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  70. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +6 -0
  71. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  73. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  74. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +6 -6
  76. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +31 -4
  77. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  78. package/FlowGraph/flowGraphCoordinator.d.ts +21 -1
  79. package/FlowGraph/flowGraphCoordinator.js +51 -2
  80. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  81. package/FlowGraph/flowGraphParser.js +3 -0
  82. package/FlowGraph/flowGraphParser.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  84. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  86. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  90. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  92. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  94. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  96. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  98. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  100. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  101. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  102. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  103. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  104. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  105. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  106. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  108. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  109. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  110. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  111. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  112. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  113. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  114. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  115. package/FrameGraph/Node/Blocks/index.js +1 -1
  116. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  117. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  118. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  119. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  120. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  121. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  122. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  123. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  124. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  125. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  126. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  127. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  128. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  129. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  130. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  131. package/FrameGraph/index.d.ts +1 -1
  132. package/FrameGraph/index.js +1 -1
  133. package/FrameGraph/index.js.map +1 -1
  134. package/Gizmos/gizmo.js +25 -17
  135. package/Gizmos/gizmo.js.map +1 -1
  136. package/Loading/Plugins/babylonFileLoader.js +4 -0
  137. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  138. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -3
  139. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +26 -17
  141. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +8 -0
  143. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  145. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  146. package/Materials/Node/nodeMaterial.d.ts +2 -0
  147. package/Materials/Node/nodeMaterial.js +6 -1
  148. package/Materials/Node/nodeMaterial.js.map +1 -1
  149. package/Materials/Node/nodeMaterialBlock.js +11 -2
  150. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  151. package/Materials/Node/nodeMaterialBuildState.js +41 -13
  152. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  153. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +11 -1
  154. package/Materials/Node/nodeMaterialBuildStateSharedData.js +11 -1
  155. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  156. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  157. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  158. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  159. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  160. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  161. package/Materials/material.js +1 -1
  162. package/Materials/material.js.map +1 -1
  163. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  164. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  165. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  166. package/Misc/decorators.js +2 -2
  167. package/Misc/decorators.js.map +1 -1
  168. package/Misc/sceneSerializer.js +2 -0
  169. package/Misc/sceneSerializer.js.map +1 -1
  170. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  171. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  172. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  173. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  174. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  175. package/Rendering/subSurfaceConfiguration.js +5 -1
  176. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  177. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  178. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  179. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  180. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  181. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  182. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  183. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  184. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  185. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  186. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  187. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  188. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  189. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  190. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  191. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  192. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  193. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  194. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  195. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  196. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  197. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  198. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  199. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  200. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  201. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  202. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  203. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  204. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  205. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  206. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  207. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  208. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  209. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  210. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  211. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  212. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  213. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  214. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  215. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  216. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  217. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  218. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  219. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  220. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  221. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  222. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  223. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  224. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  225. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  226. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  227. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  228. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  229. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  230. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  231. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  232. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  233. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  234. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  235. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  236. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  237. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  238. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  239. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  240. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  241. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  242. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  243. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  244. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  245. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  246. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  247. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  248. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  249. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  250. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  251. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  252. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  253. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  254. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  255. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  256. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  257. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  258. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  259. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  260. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  261. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  262. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  263. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  264. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  265. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  266. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  267. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  268. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  269. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  270. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  271. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  272. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  273. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  274. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  275. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  276. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  277. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  278. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  279. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  280. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  281. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  282. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  283. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  284. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  285. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  286. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  287. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  288. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  289. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  290. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  291. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  292. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  293. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  294. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  295. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  296. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  297. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  298. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  299. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
  300. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  301. package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
  302. package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
  303. package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
  304. package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
  305. package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
  306. package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
  307. package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
  308. package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
  309. package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
  310. package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
  311. package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
  312. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  313. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  314. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  315. package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
  316. package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
  317. package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
  318. package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
  319. package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
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  1260. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -1 +1 @@
1
- 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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.compilationString}`;\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n${this.compilationString}`;\r\n }\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this.sharedData.varyingDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += `varying ${name}: ${shaderType};\\n`;\r\n } else {\r\n this.sharedData.varyingDeclaration += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this.sharedData.varyingDeclaration += `#endif\\n`;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
1
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { NodeMaterialBuildStateSharedData } from \"./nodeMaterialBuildStateSharedData\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\nimport type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { ShaderStore as EngineShaderStore } from \"../../Engines/shaderStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\n\r\n/**\r\n * Class used to store node based material build state\r\n */\r\nexport class NodeMaterialBuildState {\r\n /** Gets or sets a boolean indicating if the current state can emit uniform buffers */\r\n public supportUniformBuffers = false;\r\n /**\r\n * Gets the list of emitted attributes\r\n */\r\n public attributes: string[] = [];\r\n /**\r\n * Gets the list of emitted uniforms\r\n */\r\n public uniforms: string[] = [];\r\n /**\r\n * Gets the list of emitted constants\r\n */\r\n public constants: string[] = [];\r\n /**\r\n * Gets the list of emitted samplers\r\n */\r\n public samplers: string[] = [];\r\n /**\r\n * Gets the list of emitted functions\r\n */\r\n public functions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted extensions\r\n */\r\n public extensions: { [key: string]: string } = {};\r\n /**\r\n * Gets the list of emitted prePass outputs - if using the prepass\r\n */\r\n public prePassOutput: { [key: string]: string } = {};\r\n\r\n /**\r\n * Gets the target of the compilation state\r\n */\r\n public target: NodeMaterialBlockTargets;\r\n /**\r\n * Gets the list of emitted counters\r\n */\r\n public counters: { [key: string]: number } = {};\r\n\r\n /**\r\n * Shared data between multiple NodeMaterialBuildState instances\r\n */\r\n public sharedData: NodeMaterialBuildStateSharedData;\r\n\r\n /** @internal */\r\n public _terminalBlocks: Set<NodeMaterialBlock> = new Set();\r\n\r\n /** @internal */\r\n public _vertexState: NodeMaterialBuildState;\r\n\r\n /** @internal */\r\n public _attributeDeclaration = \"\";\r\n /** @internal */\r\n public _uniformDeclaration = \"\";\r\n /** @internal */\r\n public _constantDeclaration = \"\";\r\n /** @internal */\r\n public _samplerDeclaration = \"\";\r\n /** @internal */\r\n public _varyingTransfer = \"\";\r\n /** @internal */\r\n public _injectAtEnd = \"\";\r\n\r\n private _repeatableContentAnchorIndex = 0;\r\n /** @internal */\r\n public _builtCompilationString = \"\";\r\n\r\n /**\r\n * Gets the emitted compilation strings\r\n */\r\n public compilationString = \"\";\r\n\r\n /**\r\n * Gets the current shader language to use\r\n */\r\n public get shaderLanguage() {\r\n return this.sharedData.nodeMaterial.shaderLanguage;\r\n }\r\n\r\n /** Gets suffix to add behind type casting */\r\n public get fSuffix() {\r\n return this.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n }\r\n\r\n /**\r\n * Finalize the compilation strings\r\n * @param state defines the current compilation state\r\n */\r\n public finalize(state: NodeMaterialBuildState) {\r\n const emitComments = state.sharedData.emitComments;\r\n const isFragmentMode = this.target === NodeMaterialBlockTargets.Fragment;\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@fragment\\nfn main(input: FragmentInputs) -> FragmentOutputs {\\n${this.sharedData.varyingInitializationsFragment}${this.compilationString}`;\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}@vertex\\nfn main(input: VertexInputs) -> FragmentInputs{\\n${this.compilationString}`;\r\n }\r\n } else {\r\n this.compilationString = `\\n${emitComments ? \"//Entry point\\n\" : \"\"}void main(void) {\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._constantDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Constants\\n\" : \"\"}${this._constantDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n let functionCode = \"\";\r\n for (const functionName in this.functions) {\r\n functionCode += this.functions[functionName] + `\\n`;\r\n }\r\n this.compilationString = `\\n${functionCode}\\n${this.compilationString}`;\r\n\r\n if (!isFragmentMode && this._varyingTransfer) {\r\n this.compilationString = `${this.compilationString}\\n${this._varyingTransfer}`;\r\n }\r\n\r\n if (this._injectAtEnd) {\r\n this.compilationString = `${this.compilationString}\\n${this._injectAtEnd}`;\r\n }\r\n\r\n this.compilationString = `${this.compilationString}\\n}`;\r\n\r\n if (this.sharedData.varyingDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Varyings\\n\" : \"\"}${isFragmentMode ? this.sharedData.varyingDeclarationFragment : this.sharedData.varyingDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._samplerDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Samplers\\n\" : \"\"}${this._samplerDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._uniformDeclaration) {\r\n this.compilationString = `\\n${emitComments ? \"//Uniforms\\n\" : \"\"}${this._uniformDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this._attributeDeclaration && !isFragmentMode) {\r\n this.compilationString = `\\n${emitComments ? \"//Attributes\\n\" : \"\"}${this._attributeDeclaration}\\n${this.compilationString}`;\r\n }\r\n\r\n if (this.shaderLanguage !== ShaderLanguage.WGSL) {\r\n this.compilationString = \"precision highp float;\\n\" + this.compilationString;\r\n this.compilationString = \"#if defined(WEBGL2) || defined(WEBGPU)\\nprecision highp sampler2DArray;\\n#endif\\n\" + this.compilationString;\r\n\r\n if (isFragmentMode) {\r\n this.compilationString =\r\n \"#if defined(PREPASS)\\r\\n#extension GL_EXT_draw_buffers : require\\r\\nlayout(location = 0) out highp vec4 glFragData[SCENE_MRT_COUNT];\\r\\nhighp vec4 gl_FragColor;\\r\\n#endif\\r\\n\" +\r\n this.compilationString;\r\n }\r\n\r\n for (const extensionName in this.extensions) {\r\n const extension = this.extensions[extensionName];\r\n this.compilationString = `\\n${extension}\\n${this.compilationString}`;\r\n }\r\n }\r\n\r\n this._builtCompilationString = this.compilationString;\r\n }\r\n\r\n /** @internal */\r\n public get _repeatableContentAnchor(): string {\r\n return `###___ANCHOR${this._repeatableContentAnchorIndex++}___###`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeVariableName(prefix: string): string {\r\n prefix = prefix.replace(/[^a-zA-Z_]+/g, \"\");\r\n\r\n if (this.sharedData.variableNames[prefix] === undefined) {\r\n this.sharedData.variableNames[prefix] = 0;\r\n\r\n // Check reserved words\r\n if (prefix === \"output\" || prefix === \"texture\") {\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n return prefix;\r\n } else {\r\n this.sharedData.variableNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.variableNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getFreeDefineName(prefix: string): string {\r\n if (this.sharedData.defineNames[prefix] === undefined) {\r\n this.sharedData.defineNames[prefix] = 0;\r\n } else {\r\n this.sharedData.defineNames[prefix]++;\r\n }\r\n\r\n return prefix + this.sharedData.defineNames[prefix];\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _excludeVariableName(name: string) {\r\n this.sharedData.variableNames[name] = 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_2d<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform sampler2D ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCubeSampler(name: string, define = \"\", force = false) {\r\n if (this.samplers.indexOf(name) < 0 || force) {\r\n if (define) {\r\n this._samplerDeclaration += `#if ${define}\\n`;\r\n }\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._samplerDeclaration += `var ${name + Constants.AUTOSAMPLERSUFFIX}: sampler;\\n`;\r\n this._samplerDeclaration += `var ${name}: texture_cube<f32>;\\n`;\r\n } else {\r\n this._samplerDeclaration += `uniform samplerCube ${name};\\n`;\r\n }\r\n\r\n if (define) {\r\n this._samplerDeclaration += `#endif\\n`;\r\n }\r\n\r\n if (!force) {\r\n this.samplers.push(name);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emit2DArraySampler(name: string) {\r\n if (this.samplers.indexOf(name) < 0) {\r\n this._samplerDeclaration += `uniform sampler2DArray ${name};\\n`;\r\n this.samplers.push(name);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getGLType(type: NodeMaterialBlockConnectionPointTypes): string {\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getShaderType(type: NodeMaterialBlockConnectionPointTypes) {\r\n const isWGSL = this.shaderLanguage === ShaderLanguage.WGSL;\r\n\r\n switch (type) {\r\n case NodeMaterialBlockConnectionPointTypes.Float:\r\n return isWGSL ? \"f32\" : \"float\";\r\n case NodeMaterialBlockConnectionPointTypes.Int:\r\n return isWGSL ? \"i32\" : \"int\";\r\n case NodeMaterialBlockConnectionPointTypes.Vector2:\r\n return isWGSL ? \"vec2f\" : \"vec2\";\r\n case NodeMaterialBlockConnectionPointTypes.Color3:\r\n case NodeMaterialBlockConnectionPointTypes.Vector3:\r\n return isWGSL ? \"vec3f\" : \"vec3\";\r\n case NodeMaterialBlockConnectionPointTypes.Color4:\r\n case NodeMaterialBlockConnectionPointTypes.Vector4:\r\n return isWGSL ? \"vec4f\" : \"vec4\";\r\n case NodeMaterialBlockConnectionPointTypes.Matrix:\r\n return isWGSL ? \"mat4x4f\" : \"mat4\";\r\n }\r\n\r\n return \"\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitExtension(name: string, extension: string, define: string = \"\") {\r\n if (this.extensions[name]) {\r\n return;\r\n }\r\n\r\n if (define) {\r\n extension = `#if ${define}\\n${extension}\\n#endif`;\r\n }\r\n this.extensions[name] = extension;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunction(name: string, code: string, comments: string) {\r\n if (this.functions[name]) {\r\n return;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n this.functions[name] = code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitCodeFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n }\r\n ) {\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (options && options.repeatKey) {\r\n return `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n }\r\n\r\n let code = store[includeName] + \"\\n\";\r\n\r\n if (this.sharedData.emitComments) {\r\n code = comments + `\\n` + code;\r\n }\r\n\r\n if (!options) {\r\n return code;\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n code = code.replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n\r\n return code;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFunctionFromInclude(\r\n includeName: string,\r\n comments: string,\r\n options?: {\r\n repeatKey?: string;\r\n substitutionVars?: string;\r\n removeAttributes?: boolean;\r\n removeUniforms?: boolean;\r\n removeVaryings?: boolean;\r\n removeIfDef?: boolean;\r\n replaceStrings?: { search: RegExp; replace: string }[];\r\n },\r\n storeKey: string = \"\"\r\n ) {\r\n const key = includeName + storeKey;\r\n if (this.functions[key]) {\r\n return;\r\n }\r\n const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);\r\n\r\n if (!options || (!options.removeAttributes && !options.removeUniforms && !options.removeVaryings && !options.removeIfDef && !options.replaceStrings)) {\r\n if (options && options.repeatKey) {\r\n this.functions[key] = `#include<${includeName}>${options.substitutionVars ? \"(\" + options.substitutionVars + \")\" : \"\"}[0..${options.repeatKey}]\\n`;\r\n } else {\r\n this.functions[key] = `#include<${includeName}>${options?.substitutionVars ? \"(\" + options?.substitutionVars + \")\" : \"\"}\\n`;\r\n }\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n return;\r\n }\r\n\r\n this.functions[key] = store[includeName];\r\n\r\n if (this.sharedData.emitComments) {\r\n this.functions[key] = comments + `\\n` + this.functions[key];\r\n }\r\n\r\n if (options.removeIfDef) {\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#ifdef.+$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#endif.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#else.*$/gm, \"\");\r\n this.functions[key] = this.functions[key].replace(/^\\s*?#elif.*$/gm, \"\");\r\n }\r\n\r\n if (options.removeAttributes) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?attribute .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeUniforms) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?uniform .*?;/g, \"\\n\");\r\n }\r\n\r\n if (options.removeVaryings) {\r\n this.functions[key] = this.functions[key].replace(/\\s*?(varying|in) .+?;/g, \"\\n\");\r\n }\r\n\r\n if (options.replaceStrings) {\r\n for (let index = 0; index < options.replaceStrings.length; index++) {\r\n const replaceString = options.replaceStrings[index];\r\n this.functions[key] = this.functions[key].replace(replaceString.search, replaceString.replace);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _registerTempVariable(name: string) {\r\n if (this.sharedData.temps.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.temps.push(name);\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitVaryingFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.sharedData.varyings.indexOf(name) !== -1) {\r\n return false;\r\n }\r\n\r\n this.sharedData.varyings.push(name);\r\n\r\n const shaderType = this._getShaderType(type);\r\n\r\n const emitCode = (forFragment = false) => {\r\n let code = \"\";\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n code += `#if ${define}\\n`;\r\n } else {\r\n code += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n switch (shaderType) {\r\n case \"mat4x4f\":\r\n // We can't pass a matrix as a varying in WGSL, so we need to split it into 4 vectors\r\n code += `varying ${name}_r0: vec4f;\\n`;\r\n code += `varying ${name}_r1: vec4f;\\n`;\r\n code += `varying ${name}_r2: vec4f;\\n`;\r\n code += `varying ${name}_r3: vec4f;\\n`;\r\n\r\n if (forFragment) {\r\n code += `var<private> ${name}: mat4x4f;\\n`;\r\n this.sharedData.varyingInitializationsFragment += `${name} = mat4x4f(fragmentInputs.${name}_r0, fragmentInputs.${name}_r1, fragmentInputs.${name}_r2, fragmentInputs.${name}_r3);\\n`;\r\n }\r\n break;\r\n default:\r\n code += `varying ${name}: ${shaderType};\\n`;\r\n break;\r\n }\r\n } else {\r\n code += `varying ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n code += `#endif\\n`;\r\n }\r\n return code;\r\n };\r\n\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this.sharedData.varyingDeclaration += emitCode(false);\r\n this.sharedData.varyingDeclarationFragment += emitCode(true);\r\n } else {\r\n const code = emitCode();\r\n this.sharedData.varyingDeclaration += code;\r\n this.sharedData.varyingDeclarationFragment += code;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getVaryingName(name: string): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return (this.target !== NodeMaterialBlockTargets.Fragment ? \"vertexOutputs.\" : \"fragmentInputs.\") + name;\r\n }\r\n\r\n return name;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitUniformFromString(name: string, type: NodeMaterialBlockConnectionPointTypes, define: string = \"\", notDefine = false) {\r\n if (this.uniforms.indexOf(name) !== -1) {\r\n return;\r\n }\r\n\r\n this.uniforms.push(name);\r\n\r\n if (define) {\r\n if (define.startsWith(\"defined(\")) {\r\n this._uniformDeclaration += `#if ${define}\\n`;\r\n } else {\r\n this._uniformDeclaration += `${notDefine ? \"#ifndef\" : \"#ifdef\"} ${define}\\n`;\r\n }\r\n }\r\n const shaderType = this._getShaderType(type);\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n this._uniformDeclaration += `uniform ${name}: ${shaderType};\\n`;\r\n } else {\r\n this._uniformDeclaration += `uniform ${shaderType} ${name};\\n`;\r\n }\r\n if (define) {\r\n this._uniformDeclaration += `#endif\\n`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTernary(trueStatement: string, falseStatement: string, condition: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `select(${falseStatement}, ${trueStatement}, ${condition})`;\r\n }\r\n\r\n return `(${condition}) ? ${trueStatement} : ${falseStatement}`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _emitFloat(value: number) {\r\n if (value.toString() === value.toFixed(0)) {\r\n return `${value}.0`;\r\n }\r\n\r\n return value.toString();\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string {\r\n return this._declareLocalVar(output.associatedVariableName, output.type, isConst);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${isConst ? \"const\" : \"var\"} ${name}: ${this._getShaderType(type)}`;\r\n } else {\r\n return `${this._getShaderType(type)} ${name}`;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerCubeFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"textureCube\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSample\";\r\n }\r\n return \"texture2D\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _samplerLODFunc() {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return \"textureSampleLevel\";\r\n }\r\n return \"texture2DLodEXT\";\r\n }\r\n\r\n public _toLinearSpace(output: NodeMaterialConnectionPoint) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n if (output.type === NodeMaterialBlockConnectionPointTypes.Color3 || output.type === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n return `toLinearSpaceVec3(${output.associatedVariableName})`;\r\n }\r\n\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n return `toLinearSpace(${output.associatedVariableName})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSample(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerLODFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerLODFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCube(uv: string, samplerName: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv})`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _generateTextureSampleCubeLOD(uv: string, samplerName: string, lod: string) {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `${this._samplerCubeFunc()}(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}, ${uv}, ${lod})`;\r\n }\r\n return `${this._samplerCubeFunc()}(${samplerName}, ${uv}, ${lod})`;\r\n }\r\n\r\n private _convertVariableDeclarationToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\s+(\\\\w+)`, \"g\"), `var $2: ${dest}`);\r\n }\r\n\r\n private _convertVariableConstructorsToWGSL(type: string, dest: string, source: string): string {\r\n return source.replace(new RegExp(`(${type})\\\\(`, \"g\"), ` ${dest}(`);\r\n }\r\n\r\n private _convertOutParametersToWGSL(source: string): string {\r\n return source.replace(new RegExp(`out\\\\s+var\\\\s+(\\\\w+)\\\\s*:\\\\s*(\\\\w+)`, \"g\"), `$1: ptr<function, $2>`);\r\n }\r\n\r\n private _convertTernaryOperandsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.*?)\\\\?(.*?):(.*)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);\r\n }\r\n\r\n private _convertModOperatorsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`mod\\\\((.+?),\\\\s*(.+?)\\\\)`, \"g\"), (match, left, right) => `((${left})%(${right}))`);\r\n }\r\n\r\n private _convertConstToWGSL(source: string): string {\r\n return source.replace(new RegExp(`const var`, \"g\"), `const`);\r\n }\r\n\r\n private _convertInnerFunctionsToWGSL(source: string): string {\r\n return source.replace(new RegExp(`inversesqrt`, \"g\"), `inverseSqrt`);\r\n }\r\n\r\n private _convertFunctionsToWGSL(source: string): string {\r\n const regex = /var\\s+(\\w+)\\s*:\\s*(\\w+)\\((.*)\\)/g;\r\n\r\n let match: RegExpMatchArray | null;\r\n while ((match = regex.exec(source)) !== null) {\r\n const funcName = match[1];\r\n const funcType = match[2];\r\n const params = match[3]; // All parameters as a single string\r\n\r\n // Processing the parameters to match 'name: type' format\r\n const formattedParams = params.replace(/var\\s/g, \"\");\r\n\r\n // Constructing the final output string\r\n source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);\r\n }\r\n return source;\r\n }\r\n\r\n public _babylonSLtoWGSL(code: string) {\r\n // variable declarations\r\n code = this._convertVariableDeclarationToWGSL(\"void\", \"voidnull\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"bool\", \"bool\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"int\", \"i32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"uint\", \"u32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableDeclarationToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Type constructors\r\n code = this._convertVariableConstructorsToWGSL(\"float\", \"f32\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec2\", \"vec2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec3\", \"vec3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"vec4\", \"vec4f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat2\", \"mat2x2f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat3\", \"mat3x3f\", code);\r\n code = this._convertVariableConstructorsToWGSL(\"mat4\", \"mat4x4f\", code);\r\n\r\n // Ternary operands\r\n code = this._convertTernaryOperandsToWGSL(code);\r\n\r\n // Mod operators\r\n code = this._convertModOperatorsToWGSL(code);\r\n\r\n // Const\r\n code = this._convertConstToWGSL(code);\r\n\r\n // Inner functions\r\n code = this._convertInnerFunctionsToWGSL(code);\r\n\r\n // Out paramters\r\n code = this._convertOutParametersToWGSL(code);\r\n code = code.replace(/\\[\\*\\]/g, \"*\");\r\n\r\n // Functions\r\n code = this._convertFunctionsToWGSL(code);\r\n\r\n // Remove voidnull\r\n code = code.replace(/\\s->\\svoidnull/g, \"\");\r\n\r\n // Derivatives\r\n code = code.replace(/dFdx/g, \"dpdx\");\r\n code = code.replace(/dFdy/g, \"dpdy\");\r\n\r\n return code;\r\n }\r\n\r\n private _convertTernaryOperandsToGLSL(source: string): string {\r\n return source.replace(new RegExp(`\\\\[(.+?)\\\\?(.+?):(.+)\\\\]`, \"g\"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);\r\n }\r\n\r\n public _babylonSLtoGLSL(code: string) {\r\n /** Remove BSL specifics */\r\n code = code.replace(/\\[\\*\\]/g, \"\");\r\n code = this._convertTernaryOperandsToGLSL(code);\r\n\r\n return code;\r\n }\r\n}\r\n"]}
@@ -22,9 +22,19 @@ export declare class NodeMaterialBuildStateSharedData {
22
22
  */
23
23
  varyings: string[];
24
24
  /**
25
- * Gets the varying declaration string
25
+ * Gets the varying declaration string (for vertex shader)
26
26
  */
27
27
  varyingDeclaration: string;
28
+ /**
29
+ * Gets the varying declaration string (for fragment shader)
30
+ * This is potentially different from varyingDeclaration only in WebGPU
31
+ */
32
+ varyingDeclarationFragment: string;
33
+ /**
34
+ * Gets the varying initialization string (for fragment shader)
35
+ * Only used in WebGPU, to reconstruct the varying values from the vertex shader if their types is mat4x4f
36
+ */
37
+ varyingInitializationsFragment: string;
28
38
  /**
29
39
  * List of the fragment output nodes
30
40
  */
@@ -14,9 +14,19 @@ export class NodeMaterialBuildStateSharedData {
14
14
  */
15
15
  this.varyings = [];
16
16
  /**
17
- * Gets the varying declaration string
17
+ * Gets the varying declaration string (for vertex shader)
18
18
  */
19
19
  this.varyingDeclaration = "";
20
+ /**
21
+ * Gets the varying declaration string (for fragment shader)
22
+ * This is potentially different from varyingDeclaration only in WebGPU
23
+ */
24
+ this.varyingDeclarationFragment = "";
25
+ /**
26
+ * Gets the varying initialization string (for fragment shader)
27
+ * Only used in WebGPU, to reconstruct the varying values from the vertex shader if their types is mat4x4f
28
+ */
29
+ this.varyingInitializationsFragment = "";
20
30
  /**
21
31
  * Input blocks
22
32
  */
@@ -1 +1 @@
1
- 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type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Immutable, Nullable } from \"../../types\";\r\nimport type { NodeMaterial, NodeMaterialTextureBlocks } from \"./nodeMaterial\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store shared data between 2 NodeMaterialBuildState\r\n */\r\nexport class NodeMaterialBuildStateSharedData {\r\n /**\r\n * The node material we are currently building\r\n */\r\n public nodeMaterial: NodeMaterial;\r\n\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public temps: string[] = [];\r\n\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public varyings: string[] = [];\r\n\r\n /**\r\n * Gets the varying declaration string\r\n */\r\n public varyingDeclaration = \"\";\r\n\r\n /**\r\n * List of the fragment output nodes\r\n */\r\n public fragmentOutputNodes: Immutable<Array<NodeMaterialBlock>>;\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public inputBlocks: InputBlock[] = [];\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public textureBlocks: NodeMaterialTextureBlocks[] = [];\r\n\r\n /**\r\n * Bindable blocks (Blocks that need to set data to the effect)\r\n */\r\n public bindableBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * Bindable blocks (Blocks that need to set data to the effect) that will always be called (by bindForSubMesh), contrary to bindableBlocks that won't be called if _mustRebind() returns false\r\n */\r\n public forcedBindableBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a compilation fallback\r\n */\r\n public blocksWithFallbacks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a define update\r\n */\r\n public blocksWithDefines: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a repeatable content\r\n */\r\n public repeatableContentBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a dynamic list of uniforms\r\n */\r\n public dynamicUniformBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can block the isReady function for the material\r\n */\r\n public blockingBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * Gets the list of animated inputs\r\n */\r\n public animatedInputs: InputBlock[] = [];\r\n\r\n /**\r\n * Build Id used to avoid multiple recompilations\r\n */\r\n public buildId: number;\r\n\r\n /** List of emitted variables */\r\n public variableNames: { [key: string]: number } = {};\r\n\r\n /** List of emitted defines */\r\n public defineNames: { [key: string]: number } = {};\r\n\r\n /** Should emit comments? */\r\n public emitComments: boolean;\r\n\r\n /** Emit build activity */\r\n public verbose: boolean;\r\n\r\n /** Gets or sets the hosting scene */\r\n public scene: Scene;\r\n\r\n /**\r\n * Gets the compilation hints emitted at compilation time\r\n */\r\n public hints = {\r\n needWorldViewMatrix: false,\r\n needWorldViewProjectionMatrix: false,\r\n needAlphaBlending: false,\r\n needAlphaTesting: false,\r\n };\r\n\r\n /**\r\n * List of compilation checks\r\n */\r\n public checks = {\r\n emitVertex: false,\r\n emitFragment: false,\r\n notConnectedNonOptionalInputs: new Array<NodeMaterialConnectionPoint>(),\r\n };\r\n\r\n /**\r\n * Is vertex program allowed to be empty?\r\n */\r\n public allowEmptyVertexProgram: boolean = false;\r\n\r\n /** Creates a new shared data */\r\n public constructor() {\r\n // Exclude usual attributes from free variable names\r\n this.variableNames[\"position\"] = 0;\r\n this.variableNames[\"normal\"] = 0;\r\n this.variableNames[\"tangent\"] = 0;\r\n this.variableNames[\"uv\"] = 0;\r\n this.variableNames[\"uv2\"] = 0;\r\n this.variableNames[\"uv3\"] = 0;\r\n this.variableNames[\"uv4\"] = 0;\r\n this.variableNames[\"uv5\"] = 0;\r\n this.variableNames[\"uv6\"] = 0;\r\n this.variableNames[\"color\"] = 0;\r\n this.variableNames[\"matricesIndices\"] = 0;\r\n this.variableNames[\"matricesWeights\"] = 0;\r\n this.variableNames[\"matricesIndicesExtra\"] = 0;\r\n this.variableNames[\"matricesWeightsExtra\"] = 0;\r\n this.variableNames[\"diffuseBase\"] = 0;\r\n this.variableNames[\"specularBase\"] = 0;\r\n this.variableNames[\"worldPos\"] = 0;\r\n this.variableNames[\"shadow\"] = 0;\r\n this.variableNames[\"view\"] = 0;\r\n\r\n // Exclude known varyings\r\n this.variableNames[\"vTBN\"] = 0;\r\n\r\n // Exclude defines\r\n this.defineNames[\"MAINUV0\"] = 0;\r\n this.defineNames[\"MAINUV1\"] = 0;\r\n this.defineNames[\"MAINUV2\"] = 0;\r\n this.defineNames[\"MAINUV3\"] = 0;\r\n this.defineNames[\"MAINUV4\"] = 0;\r\n this.defineNames[\"MAINUV5\"] = 0;\r\n this.defineNames[\"MAINUV6\"] = 0;\r\n this.defineNames[\"MAINUV7\"] = 0;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n * @param errorObservable defines an Observable to send the error message\r\n * @returns true if all checks pass\r\n */\r\n public emitErrors(errorObservable: Nullable<Observable<string>> = null) {\r\n let errorMessage = \"\";\r\n\r\n if (!this.checks.emitVertex && !this.allowEmptyVertexProgram) {\r\n errorMessage += \"NodeMaterial does not have a vertex output. You need to at least add a block that generates a position value.\\n\";\r\n }\r\n if (!this.checks.emitFragment) {\r\n errorMessage += \"NodeMaterial does not have a fragment output. You need to at least add a block that generates a color value.\\n\";\r\n }\r\n for (const notConnectedInput of this.checks.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n if (errorObservable) {\r\n errorObservable.notifyObservers(errorMessage);\r\n }\r\n Logger.Error(\"Build of NodeMaterial failed:\\n\" + errorMessage);\r\n\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
1
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type { NodeMaterialConnectionPoint } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport type { NodeMaterialBlock } from \"./nodeMaterialBlock\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Immutable, Nullable } from \"../../types\";\r\nimport type { NodeMaterial, NodeMaterialTextureBlocks } from \"./nodeMaterial\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Class used to store shared data between 2 NodeMaterialBuildState\r\n */\r\nexport class NodeMaterialBuildStateSharedData {\r\n /**\r\n * The node material we are currently building\r\n */\r\n public nodeMaterial: NodeMaterial;\r\n\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public temps: string[] = [];\r\n\r\n /**\r\n * Gets the list of emitted varyings\r\n */\r\n public varyings: string[] = [];\r\n\r\n /**\r\n * Gets the varying declaration string (for vertex shader)\r\n */\r\n public varyingDeclaration = \"\";\r\n\r\n /**\r\n * Gets the varying declaration string (for fragment shader)\r\n * This is potentially different from varyingDeclaration only in WebGPU\r\n */\r\n public varyingDeclarationFragment = \"\";\r\n\r\n /**\r\n * Gets the varying initialization string (for fragment shader)\r\n * Only used in WebGPU, to reconstruct the varying values from the vertex shader if their types is mat4x4f\r\n */\r\n public varyingInitializationsFragment = \"\";\r\n\r\n /**\r\n * List of the fragment output nodes\r\n */\r\n public fragmentOutputNodes: Immutable<Array<NodeMaterialBlock>>;\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public inputBlocks: InputBlock[] = [];\r\n\r\n /**\r\n * Input blocks\r\n */\r\n public textureBlocks: NodeMaterialTextureBlocks[] = [];\r\n\r\n /**\r\n * Bindable blocks (Blocks that need to set data to the effect)\r\n */\r\n public bindableBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * Bindable blocks (Blocks that need to set data to the effect) that will always be called (by bindForSubMesh), contrary to bindableBlocks that won't be called if _mustRebind() returns false\r\n */\r\n public forcedBindableBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a compilation fallback\r\n */\r\n public blocksWithFallbacks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a define update\r\n */\r\n public blocksWithDefines: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a repeatable content\r\n */\r\n public repeatableContentBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can provide a dynamic list of uniforms\r\n */\r\n public dynamicUniformBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * List of blocks that can block the isReady function for the material\r\n */\r\n public blockingBlocks: NodeMaterialBlock[] = [];\r\n\r\n /**\r\n * Gets the list of animated inputs\r\n */\r\n public animatedInputs: InputBlock[] = [];\r\n\r\n /**\r\n * Build Id used to avoid multiple recompilations\r\n */\r\n public buildId: number;\r\n\r\n /** List of emitted variables */\r\n public variableNames: { [key: string]: number } = {};\r\n\r\n /** List of emitted defines */\r\n public defineNames: { [key: string]: number } = {};\r\n\r\n /** Should emit comments? */\r\n public emitComments: boolean;\r\n\r\n /** Emit build activity */\r\n public verbose: boolean;\r\n\r\n /** Gets or sets the hosting scene */\r\n public scene: Scene;\r\n\r\n /**\r\n * Gets the compilation hints emitted at compilation time\r\n */\r\n public hints = {\r\n needWorldViewMatrix: false,\r\n needWorldViewProjectionMatrix: false,\r\n needAlphaBlending: false,\r\n needAlphaTesting: false,\r\n };\r\n\r\n /**\r\n * List of compilation checks\r\n */\r\n public checks = {\r\n emitVertex: false,\r\n emitFragment: false,\r\n notConnectedNonOptionalInputs: new Array<NodeMaterialConnectionPoint>(),\r\n };\r\n\r\n /**\r\n * Is vertex program allowed to be empty?\r\n */\r\n public allowEmptyVertexProgram: boolean = false;\r\n\r\n /** Creates a new shared data */\r\n public constructor() {\r\n // Exclude usual attributes from free variable names\r\n this.variableNames[\"position\"] = 0;\r\n this.variableNames[\"normal\"] = 0;\r\n this.variableNames[\"tangent\"] = 0;\r\n this.variableNames[\"uv\"] = 0;\r\n this.variableNames[\"uv2\"] = 0;\r\n this.variableNames[\"uv3\"] = 0;\r\n this.variableNames[\"uv4\"] = 0;\r\n this.variableNames[\"uv5\"] = 0;\r\n this.variableNames[\"uv6\"] = 0;\r\n this.variableNames[\"color\"] = 0;\r\n this.variableNames[\"matricesIndices\"] = 0;\r\n this.variableNames[\"matricesWeights\"] = 0;\r\n this.variableNames[\"matricesIndicesExtra\"] = 0;\r\n this.variableNames[\"matricesWeightsExtra\"] = 0;\r\n this.variableNames[\"diffuseBase\"] = 0;\r\n this.variableNames[\"specularBase\"] = 0;\r\n this.variableNames[\"worldPos\"] = 0;\r\n this.variableNames[\"shadow\"] = 0;\r\n this.variableNames[\"view\"] = 0;\r\n\r\n // Exclude known varyings\r\n this.variableNames[\"vTBN\"] = 0;\r\n\r\n // Exclude defines\r\n this.defineNames[\"MAINUV0\"] = 0;\r\n this.defineNames[\"MAINUV1\"] = 0;\r\n this.defineNames[\"MAINUV2\"] = 0;\r\n this.defineNames[\"MAINUV3\"] = 0;\r\n this.defineNames[\"MAINUV4\"] = 0;\r\n this.defineNames[\"MAINUV5\"] = 0;\r\n this.defineNames[\"MAINUV6\"] = 0;\r\n this.defineNames[\"MAINUV7\"] = 0;\r\n }\r\n\r\n /**\r\n * Emits console errors and exceptions if there is a failing check\r\n * @param errorObservable defines an Observable to send the error message\r\n * @returns true if all checks pass\r\n */\r\n public emitErrors(errorObservable: Nullable<Observable<string>> = null) {\r\n let errorMessage = \"\";\r\n\r\n if (!this.checks.emitVertex && !this.allowEmptyVertexProgram) {\r\n errorMessage += \"NodeMaterial does not have a vertex output. You need to at least add a block that generates a position value.\\n\";\r\n }\r\n if (!this.checks.emitFragment) {\r\n errorMessage += \"NodeMaterial does not have a fragment output. You need to at least add a block that generates a color value.\\n\";\r\n }\r\n for (const notConnectedInput of this.checks.notConnectedNonOptionalInputs) {\r\n errorMessage += `input ${notConnectedInput.name} from block ${\r\n notConnectedInput.ownerBlock.name\r\n }[${notConnectedInput.ownerBlock.getClassName()}] is not connected and is not optional.\\n`;\r\n }\r\n\r\n if (errorMessage) {\r\n if (errorObservable) {\r\n errorObservable.notifyObservers(errorMessage);\r\n }\r\n Logger.Error(\"Build of NodeMaterial failed:\\n\" + errorMessage);\r\n\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -1745,7 +1745,7 @@ export class PBRBaseMaterial extends PushMaterial {
1745
1745
  }
1746
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  if (reflectionTexture && MaterialFlags.ReflectionTextureEnabled) {
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  ubo.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
1748
- ubo.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
1748
+ ubo.updateFloat2("vReflectionInfos", reflectionTexture.level * scene.iblIntensity, 0);
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  if (reflectionTexture.boundingBoxSize) {
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  const cubeTexture = reflectionTexture;
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  ubo.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);