@babylonjs/core 7.6.0 → 7.6.2
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/Animations/animation.js +7 -5
- package/Animations/animation.js.map +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Debug/debugLayer.d.ts +4 -0
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +2 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +3 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +0 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +0 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +10 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +45 -15
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +7 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.common.js +2 -2
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +5 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +7 -2
- package/Engines/nativeEngine.js +25 -3
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -9
- package/Engines/webgpuEngine.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -4
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +11 -5
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/spotLight.js +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +20 -3
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -4
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js +35 -27
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +1 -2
- package/Materials/Node/Blocks/Dual/textureBlock.js +13 -20
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +3 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +6 -4
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +4 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -2
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.d.ts +2 -0
- package/Materials/Node/Blocks/biPlanarBlock.js +48 -23
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +4 -1
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +32 -17
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +9 -9
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +12 -12
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +3 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +2 -2
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +14 -6
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js +1 -1
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +2 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +33 -14
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.d.ts +3 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +6 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +17 -8
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +8 -3
- package/Materials/Node/nodeMaterial.js +15 -24
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
- package/Materials/Node/nodeMaterialBlock.js +1 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +10 -5
- package/Materials/Node/nodeMaterialBuildState.js +45 -18
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/materialHelper.functions.js +3 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +8 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/mesh.js +7 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +12 -4
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +7 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +18 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +3 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +29 -29
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +8 -8
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +8 -8
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/fluidRenderingRender.fragment.js +12 -3
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/sprites.fragment.d.ts +2 -0
- package/Shaders/sprites.fragment.js +8 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.d.ts +2 -0
- package/Shaders/sprites.vertex.js +4 -0
- package/Shaders/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +24 -0
- package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +279 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +70 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +33 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +57 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +307 -0
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/shadowsVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js +53 -0
- package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -0
- package/Sprites/spriteManager.d.ts +3 -0
- package/Sprites/spriteManager.js +11 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +11 -3
- package/Sprites/spriteRenderer.js +49 -32
- package/Sprites/spriteRenderer.js.map +1 -1
- package/node.d.ts +2 -1
- package/node.js +5 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
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@@ -292,7 +292,7 @@ export declare class NodeMaterialBlock {
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/**
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* @internal
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*/
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-
_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
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_deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string): void;
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private _deserializePortDisplayNamesAndExposedOnFrame;
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/**
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* Release resources
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@@ -693,7 +693,7 @@ export class NodeMaterialBlock {
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* @internal
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*/
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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_deserialize(serializationObject, scene, rootUrl) {
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_deserialize(serializationObject, scene, rootUrl, urlRewriter) {
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this.name = serializationObject.name;
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this.comments = serializationObject.comments;
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this.visibleInInspector = !!serializationObject.visibleInInspector;
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"./nodeMaterialBuildState\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Effect } from \"../effect\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"./nodeMaterial\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based material\r\n */\r\nexport class NodeMaterialBlock {\r\n private _buildId: number;\r\n private _buildTarget: NodeMaterialBlockTargets;\r\n protected _target: NodeMaterialBlockTargets;\r\n private _isFinalMerger = false;\r\n private _isInput = false;\r\n private _isTeleportOut = false;\r\n private _isTeleportIn = false;\r\n private _name = \"\";\r\n protected _isUnique = false;\r\n\r\n /** Gets or sets a boolean indicating that only one input can be connected at a time */\r\n public inputsAreExclusive = false;\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeMaterialConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeMaterialConnectionPoint>();\r\n\r\n /** @internal */\r\n public _preparationId: number;\r\n\r\n /** @internal */\r\n public readonly _originalTargetIsNeutral: boolean;\r\n\r\n /**\r\n * Gets the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Sets the name of the block. Will check if the name is valid.\r\n */\r\n public set name(newName: string) {\r\n if (!this.validateBlockName(newName)) {\r\n return;\r\n }\r\n\r\n this._name = newName;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets the comments associated with this block\r\n */\r\n public comments: string = \"\";\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeMaterial\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)\r\n */\r\n public get isFinalMerger(): boolean {\r\n return this._isFinalMerger;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets or sets the build Id\r\n */\r\n public get buildId(): number {\r\n return this._buildId;\r\n }\r\n\r\n public set buildId(value: number) {\r\n this._buildId = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the target of the block\r\n */\r\n public get target() {\r\n return this._target;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n if ((this._target & value) !== 0) {\r\n return;\r\n }\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeMaterialConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeMaterialConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */\r\n public visibleInInspector = false;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Creates a new NodeMaterialBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false) {\r\n this._target = target;\r\n this._originalTargetIsNeutral = target === NodeMaterialBlockTargets.Neutral;\r\n this._isFinalMerger = isFinalMerger;\r\n this._isInput = this.getClassName() === \"InputBlock\";\r\n this._isTeleportOut = this.getClassName() === \"NodeMaterialTeleportOutBlock\";\r\n this._isTeleportIn = this.getClassName() === \"NodeMaterialTeleportInBlock\";\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setInitialTarget(target: NodeMaterialBlockTargets): void {\r\n this._target = target;\r\n (this._originalTargetIsNeutral as boolean) = target === NodeMaterialBlockTargets.Neutral;\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public initialize(state: NodeMaterialBuildState) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Bind data to effect. Will only be called for blocks with isBindable === true\r\n * @param effect defines the effect to bind data to\r\n * @param nodeMaterial defines the hosting NodeMaterial\r\n * @param mesh defines the mesh that will be rendered\r\n * @param subMesh defines the submesh that will be rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {\r\n const connectionPoint = currentPoint.connectedPoint;\r\n\r\n if (connectionPoint) {\r\n return `${currentPoint.associatedVariableName}`;\r\n }\r\n\r\n return `0.`;\r\n }\r\n\r\n protected _writeFloat(value: number) {\r\n let stringVersion = value.toString();\r\n\r\n if (stringVersion.indexOf(\".\") === -1) {\r\n stringVersion += \".0\";\r\n }\r\n return `${stringVersion}`;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeMaterialBlock\";\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader\r\n * @returns true if connected in fragment shader\r\n */\r\n public isConnectedInFragmentShader() {\r\n return this.outputs.some((o) => o.isConnectedInFragmentShader);\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(\r\n name: string,\r\n type: NodeMaterialBlockConnectionPointTypes,\r\n isOptional: boolean = false,\r\n target?: NodeMaterialBlockTargets,\r\n point?: NodeMaterialConnectionPoint\r\n ) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Output);\r\n point.type = type;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Will return the first available input e.g. the first one which is not an uniform or an attribute\r\n * @param forOutput defines an optional connection point to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableInput(forOutput: Nullable<NodeMaterialConnectionPoint> = null) {\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!forOutput || forOutput.type === input.type || input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n return input;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Will return the first available output e.g. the first one which is not yet connected and not a varying\r\n * @param forBlock defines an optional block to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableOutput(forBlock: Nullable<NodeMaterialBlock> = null) {\r\n for (const output of this._outputs) {\r\n if (!forBlock || !forBlock.target || forBlock.target === NodeMaterialBlockTargets.Neutral || (forBlock.target & output.target) !== 0) {\r\n return output;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the sibling of the given output\r\n * @param current defines the current output\r\n * @returns the next output in the list or null\r\n */\r\n public getSiblingOutput(current: NodeMaterialConnectionPoint) {\r\n const index = this._outputs.indexOf(current);\r\n\r\n if (index === -1 || index >= this._outputs.length) {\r\n return null;\r\n }\r\n\r\n return this._outputs[index + 1];\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeMaterialBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Connect current block with another block\r\n * @param other defines the block to connect with\r\n * @param options define the various options to help pick the right connections\r\n * @param options.input\r\n * @param options.output\r\n * @param options.outputSwizzle\r\n * @returns the current block\r\n */\r\n public connectTo(\r\n other: NodeMaterialBlock,\r\n options?: {\r\n input?: string;\r\n output?: string;\r\n outputSwizzle?: string;\r\n }\r\n ) {\r\n if (this._outputs.length === 0) {\r\n return;\r\n }\r\n\r\n let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);\r\n\r\n let notFound = true;\r\n while (notFound) {\r\n const input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);\r\n\r\n if (output && input && output.canConnectTo(input)) {\r\n output.connectTo(input);\r\n notFound = false;\r\n } else if (!output) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Unable to find a compatible match\";\r\n } else {\r\n output = this.getSiblingOutput(output);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n /**\r\n * Add uniforms, samplers and uniform buffers at compilation time\r\n * @param state defines the state to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param uniformBuffers defines the list of uniform buffer names\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Add potential fallbacks if shader compilation fails\r\n * @param mesh defines the mesh to be rendered\r\n * @param fallbacks defines the current prioritized list of fallbacks\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Initialize defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {}\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param material defines the hosting NodeMaterial\r\n * @param additionalFilteringInfo optional additional filtering condition when looking for compatible blocks\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Function called when a block is declared as repeatable content generator\r\n * @param vertexShaderState defines the current compilation state for the vertex shader\r\n * @param fragmentShaderState defines the current compilation state for the fragment shader\r\n * @param mesh defines the mesh to be rendered\r\n * @param defines defines the material defines to update\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n // Do nothing\r\n }\r\n\r\n /** Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output */\r\n public get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean {\r\n if (this.isInput || this.isFinalMerger) {\r\n return false;\r\n }\r\n\r\n if (this._outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.VertexAndFragment || this.target === NodeMaterialBlockTargets.Neutral) {\r\n if (this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @returns true if the block is ready\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n return true;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n private _processBuild(block: NodeMaterialBlock, state: NodeMaterialBuildState, input: NodeMaterialConnectionPoint, activeBlocks: NodeMaterialBlock[]) {\r\n block.build(state, activeBlocks);\r\n\r\n const localBlockIsFragment = state._vertexState != null;\r\n const otherBlockWasGeneratedInVertexShader = block._buildTarget === NodeMaterialBlockTargets.Vertex && block.target !== NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n if (\r\n localBlockIsFragment &&\r\n ((block.target & block._buildTarget) === 0 ||\r\n (block.target & input.target) === 0 ||\r\n (this.target !== NodeMaterialBlockTargets.VertexAndFragment && otherBlockWasGeneratedInVertexShader))\r\n ) {\r\n // context switch! We need a varying\r\n if (\r\n (!block.isInput && state.target !== block._buildTarget) || // block was already emitted by vertex shader\r\n (block.isInput && (block as InputBlock).isAttribute && !(block as InputBlock)._noContextSwitch) // block is an attribute\r\n ) {\r\n const connectedPoint = input.connectedPoint!;\r\n if (state._vertexState._emitVaryingFromString(\"v_\" + connectedPoint.declarationVariableName, connectedPoint.type)) {\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\";\r\n state._vertexState.compilationString += `${prefix}${\"v_\" + connectedPoint.declarationVariableName} = ${connectedPoint.associatedVariableName};\\n`;\r\n }\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentInputs.\" : \"\";\r\n input.associatedVariableName = prefix + \"v_\" + connectedPoint.declarationVariableName;\r\n input._enforceAssociatedVariableName = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the new name for the block node.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n const reservedNames: Array<string> = [\r\n \"position\",\r\n \"normal\",\r\n \"tangent\",\r\n \"particle_positionw\",\r\n \"uv\",\r\n \"uv2\",\r\n \"uv3\",\r\n \"uv4\",\r\n \"uv5\",\r\n \"uv6\",\r\n \"position2d\",\r\n \"particle_uv\",\r\n \"matricesIndices\",\r\n \"matricesWeights\",\r\n \"world0\",\r\n \"world1\",\r\n \"world2\",\r\n \"world3\",\r\n \"particle_color\",\r\n \"particle_texturemask\",\r\n ];\r\n for (const reservedName of reservedNames) {\r\n if (newName === reservedName) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Compile the current node and generate the shader code\r\n * @param state defines the current compilation state (uniforms, samplers, current string)\r\n * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)\r\n * @returns true if already built\r\n */\r\n public build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean {\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true;\r\n }\r\n\r\n if (!this.isInput) {\r\n /** Prepare outputs */\r\n for (const output of this._outputs) {\r\n if (!output.associatedVariableName) {\r\n output.associatedVariableName = state._getFreeVariableName(output.name);\r\n }\r\n }\r\n }\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n if (this.target !== NodeMaterialBlockTargets.Neutral) {\r\n if ((input.target & this.target!) === 0) {\r\n continue;\r\n }\r\n\r\n if ((input.target & state.target!) === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n this._processBuild(block, state, input, activeBlocks);\r\n }\r\n }\r\n\r\n this._customBuildStep(state, activeBlocks);\r\n\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true; // Need to check again as inputs can be connected multiple time to this endpoint\r\n }\r\n\r\n // Logs\r\n if (state.sharedData.verbose) {\r\n Logger.Log(`${state.target === NodeMaterialBlockTargets.Vertex ? \"Vertex shader\" : \"Fragment shader\"}: Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n // Checks final outputs\r\n if (this.isFinalMerger) {\r\n switch (state.target) {\r\n case NodeMaterialBlockTargets.Vertex:\r\n state.sharedData.checks.emitVertex = true;\r\n break;\r\n case NodeMaterialBlockTargets.Fragment:\r\n state.sharedData.checks.emitFragment = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!this.isInput && state.sharedData.emitComments) {\r\n state.compilationString += `\\n//${this.name}\\n`;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n this._buildId = state.sharedData.buildId;\r\n this._buildTarget = state.target;\r\n\r\n // Compile connected blocks\r\n for (const output of this._outputs) {\r\n if ((output.target & state.target) === 0) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const block = endpoint.ownerBlock;\r\n\r\n if (block && (block.target & state.target) !== 0 && activeBlocks.indexOf(block) !== -1) {\r\n this._processBuild(block, state, endpoint, activeBlocks);\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleInInspector = ${this.visibleInInspector};\\n${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.target = ${this.target};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${this.getClassName()}(\"${this.name}\");\\n`;\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a copy of the current block\r\n */\r\n public clone(scene: Scene, rootUrl: string = \"\") {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeMaterialBlock = new blockType();\r\n block._deserialize(serializationObject, scene, rootUrl);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleInInspector = this.visibleInInspector;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.target = this.target;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n this.name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleInInspector = !!serializationObject.visibleInInspector;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._target = serializationObject.target ?? this.target;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.inputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.inputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.inputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ NodeMaterialBlockConnectionPointTypes } from \"./Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"./nodeMaterialBuildState\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { NodeMaterialConnectionPoint, NodeMaterialConnectionPointDirection } from \"./nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"./Enums/nodeMaterialBlockTargets\";\r\nimport type { Effect } from \"../effect\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { NodeMaterial, NodeMaterialDefines } from \"./nodeMaterial\";\r\nimport type { InputBlock } from \"./Blocks/Input/inputBlock\";\r\nimport { UniqueIdGenerator } from \"../../Misc/uniqueIdGenerator\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { GetClass } from \"../../Misc/typeStore\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Defines a block that can be used inside a node based material\r\n */\r\nexport class NodeMaterialBlock {\r\n private _buildId: number;\r\n private _buildTarget: NodeMaterialBlockTargets;\r\n protected _target: NodeMaterialBlockTargets;\r\n private _isFinalMerger = false;\r\n private _isInput = false;\r\n private _isTeleportOut = false;\r\n private _isTeleportIn = false;\r\n private _name = \"\";\r\n protected _isUnique = false;\r\n\r\n /** Gets or sets a boolean indicating that only one input can be connected at a time */\r\n public inputsAreExclusive = false;\r\n\r\n /** @internal */\r\n public _codeVariableName = \"\";\r\n\r\n /** @internal */\r\n public _inputs = new Array<NodeMaterialConnectionPoint>();\r\n /** @internal */\r\n public _outputs = new Array<NodeMaterialConnectionPoint>();\r\n\r\n /** @internal */\r\n public _preparationId: number;\r\n\r\n /** @internal */\r\n public readonly _originalTargetIsNeutral: boolean;\r\n\r\n /**\r\n * Gets the name of the block\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Sets the name of the block. Will check if the name is valid.\r\n */\r\n public set name(newName: string) {\r\n if (!this.validateBlockName(newName)) {\r\n return;\r\n }\r\n\r\n this._name = newName;\r\n }\r\n\r\n /**\r\n * Gets or sets the unique id of the node\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * Gets or sets the comments associated with this block\r\n */\r\n public comments: string = \"\";\r\n\r\n /**\r\n * Gets a boolean indicating that this block can only be used once per NodeMaterial\r\n */\r\n public get isUnique() {\r\n return this._isUnique;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)\r\n */\r\n public get isFinalMerger(): boolean {\r\n return this._isFinalMerger;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)\r\n */\r\n public get isInput(): boolean {\r\n return this._isInput;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport out\r\n */\r\n public get isTeleportOut(): boolean {\r\n return this._isTeleportOut;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this block is a teleport in\r\n */\r\n public get isTeleportIn(): boolean {\r\n return this._isTeleportIn;\r\n }\r\n\r\n /**\r\n * Gets or sets the build Id\r\n */\r\n public get buildId(): number {\r\n return this._buildId;\r\n }\r\n\r\n public set buildId(value: number) {\r\n this._buildId = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the target of the block\r\n */\r\n public get target() {\r\n return this._target;\r\n }\r\n\r\n public set target(value: NodeMaterialBlockTargets) {\r\n if ((this._target & value) !== 0) {\r\n return;\r\n }\r\n this._target = value;\r\n }\r\n\r\n /**\r\n * Gets the list of input points\r\n */\r\n public get inputs(): NodeMaterialConnectionPoint[] {\r\n return this._inputs;\r\n }\r\n\r\n /** Gets the list of output points */\r\n public get outputs(): NodeMaterialConnectionPoint[] {\r\n return this._outputs;\r\n }\r\n\r\n /**\r\n * Find an input by its name\r\n * @param name defines the name of the input to look for\r\n * @returns the input or null if not found\r\n */\r\n public getInputByName(name: string) {\r\n const filter = this._inputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Find an output by its name\r\n * @param name defines the name of the output to look for\r\n * @returns the output or null if not found\r\n */\r\n public getOutputByName(name: string) {\r\n const filter = this._outputs.filter((e) => e.name === name);\r\n\r\n if (filter.length) {\r\n return filter[0];\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */\r\n public visibleInInspector = false;\r\n\r\n /** Gets or sets a boolean indicating that this input can be edited from a collapsed frame */\r\n public visibleOnFrame = false;\r\n\r\n /**\r\n * Creates a new NodeMaterialBlock\r\n * @param name defines the block name\r\n * @param target defines the target of that block (Vertex by default)\r\n * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false\r\n */\r\n public constructor(name: string, target = NodeMaterialBlockTargets.Vertex, isFinalMerger = false) {\r\n this._target = target;\r\n this._originalTargetIsNeutral = target === NodeMaterialBlockTargets.Neutral;\r\n this._isFinalMerger = isFinalMerger;\r\n this._isInput = this.getClassName() === \"InputBlock\";\r\n this._isTeleportOut = this.getClassName() === \"NodeMaterialTeleportOutBlock\";\r\n this._isTeleportIn = this.getClassName() === \"NodeMaterialTeleportInBlock\";\r\n this._name = name;\r\n this.uniqueId = UniqueIdGenerator.UniqueId;\r\n }\r\n\r\n /** @internal */\r\n public _setInitialTarget(target: NodeMaterialBlockTargets): void {\r\n this._target = target;\r\n (this._originalTargetIsNeutral as boolean) = target === NodeMaterialBlockTargets.Neutral;\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public initialize(state: NodeMaterialBuildState) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Bind data to effect. Will only be called for blocks with isBindable === true\r\n * @param effect defines the effect to bind data to\r\n * @param nodeMaterial defines the hosting NodeMaterial\r\n * @param mesh defines the mesh that will be rendered\r\n * @param subMesh defines the submesh that will be rendered\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string {\r\n const connectionPoint = currentPoint.connectedPoint;\r\n\r\n if (connectionPoint) {\r\n return `${currentPoint.associatedVariableName}`;\r\n }\r\n\r\n return `0.`;\r\n }\r\n\r\n protected _writeFloat(value: number) {\r\n let stringVersion = value.toString();\r\n\r\n if (stringVersion.indexOf(\".\") === -1) {\r\n stringVersion += \".0\";\r\n }\r\n return `${stringVersion}`;\r\n }\r\n\r\n /**\r\n * Gets the current class name e.g. \"NodeMaterialBlock\"\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"NodeMaterialBlock\";\r\n }\r\n\r\n /** Gets a boolean indicating that this connection will be used in the fragment shader\r\n * @returns true if connected in fragment shader\r\n */\r\n public isConnectedInFragmentShader() {\r\n return this.outputs.some((o) => o.isConnectedInFragmentShader);\r\n }\r\n\r\n /**\r\n * Register a new input. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param isOptional defines a boolean indicating that this input can be omitted\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerInput(\r\n name: string,\r\n type: NodeMaterialBlockConnectionPointTypes,\r\n isOptional: boolean = false,\r\n target?: NodeMaterialBlockTargets,\r\n point?: NodeMaterialConnectionPoint\r\n ) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Input);\r\n point.type = type;\r\n point.isOptional = isOptional;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._inputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Register a new output. Must be called inside a block constructor\r\n * @param name defines the connection point name\r\n * @param type defines the connection point type\r\n * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)\r\n * @param point an already created connection point. If not provided, create a new one\r\n * @returns the current block\r\n */\r\n public registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets, point?: NodeMaterialConnectionPoint) {\r\n point = point ?? new NodeMaterialConnectionPoint(name, this, NodeMaterialConnectionPointDirection.Output);\r\n point.type = type;\r\n if (target) {\r\n point.target = target;\r\n }\r\n\r\n this._outputs.push(point);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Will return the first available input e.g. the first one which is not an uniform or an attribute\r\n * @param forOutput defines an optional connection point to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableInput(forOutput: Nullable<NodeMaterialConnectionPoint> = null) {\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!forOutput || forOutput.type === input.type || input.type === NodeMaterialBlockConnectionPointTypes.AutoDetect) {\r\n return input;\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Will return the first available output e.g. the first one which is not yet connected and not a varying\r\n * @param forBlock defines an optional block to check compatibility with\r\n * @returns the first available input or null\r\n */\r\n public getFirstAvailableOutput(forBlock: Nullable<NodeMaterialBlock> = null) {\r\n for (const output of this._outputs) {\r\n if (!forBlock || !forBlock.target || forBlock.target === NodeMaterialBlockTargets.Neutral || (forBlock.target & output.target) !== 0) {\r\n return output;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the sibling of the given output\r\n * @param current defines the current output\r\n * @returns the next output in the list or null\r\n */\r\n public getSiblingOutput(current: NodeMaterialConnectionPoint) {\r\n const index = this._outputs.indexOf(current);\r\n\r\n if (index === -1 || index >= this._outputs.length) {\r\n return null;\r\n }\r\n\r\n return this._outputs[index + 1];\r\n }\r\n\r\n /**\r\n * Checks if the current block is an ancestor of a given block\r\n * @param block defines the potential descendant block to check\r\n * @returns true if block is a descendant\r\n */\r\n public isAnAncestorOf(block: NodeMaterialBlock): boolean {\r\n for (const output of this._outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n if (endpoint.ownerBlock === block) {\r\n return true;\r\n }\r\n if (endpoint.ownerBlock.isAnAncestorOf(block)) {\r\n return true;\r\n }\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Connect current block with another block\r\n * @param other defines the block to connect with\r\n * @param options define the various options to help pick the right connections\r\n * @param options.input\r\n * @param options.output\r\n * @param options.outputSwizzle\r\n * @returns the current block\r\n */\r\n public connectTo(\r\n other: NodeMaterialBlock,\r\n options?: {\r\n input?: string;\r\n output?: string;\r\n outputSwizzle?: string;\r\n }\r\n ) {\r\n if (this._outputs.length === 0) {\r\n return;\r\n }\r\n\r\n let output = options && options.output ? this.getOutputByName(options.output) : this.getFirstAvailableOutput(other);\r\n\r\n let notFound = true;\r\n while (notFound) {\r\n const input = options && options.input ? other.getInputByName(options.input) : other.getFirstAvailableInput(output);\r\n\r\n if (output && input && output.canConnectTo(input)) {\r\n output.connectTo(input);\r\n notFound = false;\r\n } else if (!output) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Unable to find a compatible match\";\r\n } else {\r\n output = this.getSiblingOutput(output);\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n // Empty. Must be defined by child nodes\r\n }\r\n\r\n /**\r\n * Add uniforms, samplers and uniform buffers at compilation time\r\n * @param state defines the state to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param uniformBuffers defines the list of uniform buffer names\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Add potential fallbacks if shader compilation fails\r\n * @param mesh defines the mesh to be rendered\r\n * @param fallbacks defines the current prioritized list of fallbacks\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Initialize defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {}\r\n\r\n /**\r\n * Update defines for shader compilation\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @param subMesh defines which submesh to render\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false, subMesh?: SubMesh) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Lets the block try to connect some inputs automatically\r\n * @param material defines the hosting NodeMaterial\r\n * @param additionalFilteringInfo optional additional filtering condition when looking for compatible blocks\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public autoConfigure(material: NodeMaterial, additionalFilteringInfo: (node: NodeMaterialBlock) => boolean = () => true) {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Function called when a block is declared as repeatable content generator\r\n * @param vertexShaderState defines the current compilation state for the vertex shader\r\n * @param fragmentShaderState defines the current compilation state for the fragment shader\r\n * @param mesh defines the mesh to be rendered\r\n * @param defines defines the material defines to update\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines) {\r\n // Do nothing\r\n }\r\n\r\n /** Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output */\r\n public get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean {\r\n if (this.isInput || this.isFinalMerger) {\r\n return false;\r\n }\r\n\r\n if (this._outputs.some((o) => o.isDirectlyConnectedToVertexOutput)) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.Vertex) {\r\n return false;\r\n }\r\n\r\n if (this.target === NodeMaterialBlockTargets.VertexAndFragment || this.target === NodeMaterialBlockTargets.Neutral) {\r\n if (this._outputs.some((o) => o.isConnectedInVertexShader)) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if the block is ready\r\n * @param mesh defines the mesh to be rendered\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param defines defines the material defines to update\r\n * @param useInstances specifies that instances should be used\r\n * @returns true if the block is ready\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances: boolean = false) {\r\n return true;\r\n }\r\n\r\n protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number, looseCoupling = false) {\r\n if (looseCoupling) {\r\n this._inputs[inputIndex1]._acceptedConnectionPointType = this._inputs[inputIndex0];\r\n } else {\r\n this._inputs[inputIndex0]._linkedConnectionSource = this._inputs[inputIndex1];\r\n }\r\n this._inputs[inputIndex1]._linkedConnectionSource = this._inputs[inputIndex0];\r\n }\r\n\r\n private _processBuild(block: NodeMaterialBlock, state: NodeMaterialBuildState, input: NodeMaterialConnectionPoint, activeBlocks: NodeMaterialBlock[]) {\r\n block.build(state, activeBlocks);\r\n\r\n const localBlockIsFragment = state._vertexState != null;\r\n const otherBlockWasGeneratedInVertexShader = block._buildTarget === NodeMaterialBlockTargets.Vertex && block.target !== NodeMaterialBlockTargets.VertexAndFragment;\r\n\r\n if (\r\n localBlockIsFragment &&\r\n ((block.target & block._buildTarget) === 0 ||\r\n (block.target & input.target) === 0 ||\r\n (this.target !== NodeMaterialBlockTargets.VertexAndFragment && otherBlockWasGeneratedInVertexShader))\r\n ) {\r\n // context switch! We need a varying\r\n if (\r\n (!block.isInput && state.target !== block._buildTarget) || // block was already emitted by vertex shader\r\n (block.isInput && (block as InputBlock).isAttribute && !(block as InputBlock)._noContextSwitch) // block is an attribute\r\n ) {\r\n const connectedPoint = input.connectedPoint!;\r\n if (state._vertexState._emitVaryingFromString(\"v_\" + connectedPoint.declarationVariableName, connectedPoint.type)) {\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"vertexOutputs.\" : \"\";\r\n state._vertexState.compilationString += `${prefix}${\"v_\" + connectedPoint.declarationVariableName} = ${connectedPoint.associatedVariableName};\\n`;\r\n }\r\n const prefix = state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentInputs.\" : \"\";\r\n input.associatedVariableName = prefix + \"v_\" + connectedPoint.declarationVariableName;\r\n input._enforceAssociatedVariableName = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Validates the new name for the block node.\r\n * @param newName the new name to be given to the node.\r\n * @returns false if the name is a reserve word, else true.\r\n */\r\n public validateBlockName(newName: string) {\r\n const reservedNames: Array<string> = [\r\n \"position\",\r\n \"normal\",\r\n \"tangent\",\r\n \"particle_positionw\",\r\n \"uv\",\r\n \"uv2\",\r\n \"uv3\",\r\n \"uv4\",\r\n \"uv5\",\r\n \"uv6\",\r\n \"position2d\",\r\n \"particle_uv\",\r\n \"matricesIndices\",\r\n \"matricesWeights\",\r\n \"world0\",\r\n \"world1\",\r\n \"world2\",\r\n \"world3\",\r\n \"particle_color\",\r\n \"particle_texturemask\",\r\n ];\r\n for (const reservedName of reservedNames) {\r\n if (newName === reservedName) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _customBuildStep(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): void {\r\n // Must be implemented by children\r\n }\r\n\r\n /**\r\n * Compile the current node and generate the shader code\r\n * @param state defines the current compilation state (uniforms, samplers, current string)\r\n * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)\r\n * @returns true if already built\r\n */\r\n public build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean {\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true;\r\n }\r\n\r\n if (!this.isInput) {\r\n /** Prepare outputs */\r\n for (const output of this._outputs) {\r\n if (!output.associatedVariableName) {\r\n output.associatedVariableName = state._getFreeVariableName(output.name);\r\n }\r\n }\r\n }\r\n\r\n // Check if \"parent\" blocks are compiled\r\n for (const input of this._inputs) {\r\n if (!input.connectedPoint) {\r\n if (!input.isOptional) {\r\n // Emit a warning\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(input);\r\n }\r\n continue;\r\n }\r\n\r\n if (this.target !== NodeMaterialBlockTargets.Neutral) {\r\n if ((input.target & this.target!) === 0) {\r\n continue;\r\n }\r\n\r\n if ((input.target & state.target!) === 0) {\r\n continue;\r\n }\r\n }\r\n\r\n const block = input.connectedPoint.ownerBlock;\r\n if (block && block !== this) {\r\n this._processBuild(block, state, input, activeBlocks);\r\n }\r\n }\r\n\r\n this._customBuildStep(state, activeBlocks);\r\n\r\n if (this._buildId === state.sharedData.buildId) {\r\n return true; // Need to check again as inputs can be connected multiple time to this endpoint\r\n }\r\n\r\n // Logs\r\n if (state.sharedData.verbose) {\r\n Logger.Log(`${state.target === NodeMaterialBlockTargets.Vertex ? \"Vertex shader\" : \"Fragment shader\"}: Building ${this.name} [${this.getClassName()}]`);\r\n }\r\n\r\n // Checks final outputs\r\n if (this.isFinalMerger) {\r\n switch (state.target) {\r\n case NodeMaterialBlockTargets.Vertex:\r\n state.sharedData.checks.emitVertex = true;\r\n break;\r\n case NodeMaterialBlockTargets.Fragment:\r\n state.sharedData.checks.emitFragment = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!this.isInput && state.sharedData.emitComments) {\r\n state.compilationString += `\\n//${this.name}\\n`;\r\n }\r\n\r\n this._buildBlock(state);\r\n\r\n this._buildId = state.sharedData.buildId;\r\n this._buildTarget = state.target;\r\n\r\n // Compile connected blocks\r\n for (const output of this._outputs) {\r\n if ((output.target & state.target) === 0) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const block = endpoint.ownerBlock;\r\n\r\n if (block && (block.target & state.target) !== 0 && activeBlocks.indexOf(block) !== -1) {\r\n this._processBuild(block, state, endpoint, activeBlocks);\r\n }\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n protected _inputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _outputRename(name: string) {\r\n return name;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n const variableName = this._codeVariableName;\r\n return `${variableName}.visibleInInspector = ${this.visibleInInspector};\\n${variableName}.visibleOnFrame = ${this.visibleOnFrame};\\n${variableName}.target = ${this.target};\\n`;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]) {\r\n alreadyDumped.push(this);\r\n\r\n // Get unique name\r\n const nameAsVariableName = this.name.replace(/[^A-Za-z_]+/g, \"\");\r\n this._codeVariableName = nameAsVariableName || `${this.getClassName()}_${this.uniqueId}`;\r\n\r\n if (uniqueNames.indexOf(this._codeVariableName) !== -1) {\r\n let index = 0;\r\n do {\r\n index++;\r\n this._codeVariableName = nameAsVariableName + index;\r\n } while (uniqueNames.indexOf(this._codeVariableName) !== -1);\r\n }\r\n\r\n uniqueNames.push(this._codeVariableName);\r\n\r\n // Declaration\r\n let codeString = `\\n// ${this.getClassName()}\\n`;\r\n if (this.comments) {\r\n codeString += `// ${this.comments}\\n`;\r\n }\r\n codeString += `var ${this._codeVariableName} = new BABYLON.${this.getClassName()}(\"${this.name}\");\\n`;\r\n\r\n // Properties\r\n codeString += this._dumpPropertiesCode();\r\n\r\n // Inputs\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n if (alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n\r\n // Outputs\r\n for (const output of this.outputs) {\r\n if (!output.hasEndpoints) {\r\n continue;\r\n }\r\n\r\n for (const endpoint of output.endpoints) {\r\n const connectedBlock = endpoint.ownerBlock;\r\n if (connectedBlock && alreadyDumped.indexOf(connectedBlock) === -1) {\r\n codeString += connectedBlock._dumpCode(uniqueNames, alreadyDumped);\r\n }\r\n }\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]) {\r\n let codeString = \"\";\r\n\r\n if (alreadyDumped.indexOf(this) !== -1) {\r\n return codeString;\r\n }\r\n\r\n alreadyDumped.push(this);\r\n\r\n for (const input of this.inputs) {\r\n if (!input.isConnected) {\r\n continue;\r\n }\r\n\r\n const connectedOutput = input.connectedPoint!;\r\n const connectedBlock = connectedOutput.ownerBlock;\r\n\r\n codeString += connectedBlock._dumpCodeForOutputConnections(alreadyDumped);\r\n codeString += `${connectedBlock._codeVariableName}.${connectedBlock._outputRename(connectedOutput.name)}.connectTo(${this._codeVariableName}.${this._inputRename(\r\n input.name\r\n )});\\n`;\r\n }\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Clone the current block to a new identical block\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a copy of the current block\r\n */\r\n public clone(scene: Scene, rootUrl: string = \"\") {\r\n const serializationObject = this.serialize();\r\n\r\n const blockType = GetClass(serializationObject.customType);\r\n if (blockType) {\r\n const block: NodeMaterialBlock = new blockType();\r\n block._deserialize(serializationObject, scene, rootUrl);\r\n\r\n return block;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.id = this.uniqueId;\r\n serializationObject.name = this.name;\r\n serializationObject.comments = this.comments;\r\n serializationObject.visibleInInspector = this.visibleInInspector;\r\n serializationObject.visibleOnFrame = this.visibleOnFrame;\r\n serializationObject.target = this.target;\r\n\r\n serializationObject.inputs = [];\r\n serializationObject.outputs = [];\r\n\r\n for (const input of this.inputs) {\r\n serializationObject.inputs.push(input.serialize());\r\n }\r\n\r\n for (const output of this.outputs) {\r\n serializationObject.outputs.push(output.serialize(false));\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string) {\r\n this.name = serializationObject.name;\r\n this.comments = serializationObject.comments;\r\n this.visibleInInspector = !!serializationObject.visibleInInspector;\r\n this.visibleOnFrame = !!serializationObject.visibleOnFrame;\r\n this._target = serializationObject.target ?? this.target;\r\n this._deserializePortDisplayNamesAndExposedOnFrame(serializationObject);\r\n }\r\n\r\n private _deserializePortDisplayNamesAndExposedOnFrame(serializationObject: any) {\r\n const serializedInputs = serializationObject.inputs;\r\n const serializedOutputs = serializationObject.outputs;\r\n if (serializedInputs) {\r\n serializedInputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.inputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.inputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.inputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n if (serializedOutputs) {\r\n serializedOutputs.forEach((port: any, i: number) => {\r\n if (port.displayName) {\r\n this.outputs[i].displayName = port.displayName;\r\n }\r\n if (port.isExposedOnFrame) {\r\n this.outputs[i].isExposedOnFrame = port.isExposedOnFrame;\r\n this.outputs[i].exposedPortPosition = port.exposedPortPosition;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Release resources\r\n */\r\n public dispose() {\r\n for (const input of this.inputs) {\r\n input.dispose();\r\n }\r\n\r\n for (const output of this.outputs) {\r\n output.dispose();\r\n }\r\n }\r\n}\r\n"]}
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_emit2DSampler(name: string
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_emit2DSampler(name: string): void;
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/**
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* @internal
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*/
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_getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "f32" | "float" | "i32" | "int" | "
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_getShaderType(type: NodeMaterialBlockConnectionPointTypes): "" | "f32" | "float" | "i32" | "int" | "vec2f" | "vec2" | "vec3f" | "vec3" | "vec4f" | "vec4" | "mat4x4f" | "mat4";
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*/
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*/
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_generateTernary(trueStatement: string, falseStatement: string, condition: string): string;
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*/
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_declareOutput(output: NodeMaterialConnectionPoint): string;
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_declareOutput(output: NodeMaterialConnectionPoint, isConst?: boolean): string;
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_declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes): string;
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_declareLocalVar(name: string, type: NodeMaterialBlockConnectionPointTypes, isConst?: boolean): string;
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private _convertVariableDeclarationToWGSL;
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private _convertVariableConstructorsToWGSL;
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private _convertOutParametersToWGSL;
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private _convertTernaryOperandsToWGSL;
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private _convertModOperatorsToWGSL;
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private _convertConstToWGSL;
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private _convertInnerFunctionsToWGSL;
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private _convertFunctionsToWGSL;
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_babylonSLtoWGSL(code: string): string;
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private _convertTernaryOperandsToGLSL;
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_babylonSLtoGLSL(code: string): string;
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}
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import { NodeMaterialBlockConnectionPointTypes } from "./Enums/nodeMaterialBlockConnectionPointTypes.js";
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import { NodeMaterialBlockTargets } from "./Enums/nodeMaterialBlockTargets.js";
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import { Effect } from "../effect.js";
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import { ShaderLanguage } from "../shaderLanguage.js";
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import { ShaderStore as EngineShaderStore } from "../../Engines/shaderStore.js";
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* Class used to store node based material build state
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return isWGSL ? "
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return isWGSL ? "mat4x4f" : "mat4";
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return `#include<${includeName}>${options.substitutionVars ? "(" + options.substitutionVars + ")" : ""}[0..${options.repeatKey}]\n`;
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const store = EngineShaderStore.GetIncludesShadersStore(this.shaderLanguage);
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_generateTernary(trueStatement, falseStatement, condition) {
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if (this.shaderLanguage === ShaderLanguage.WGSL) {
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return `select(${falseStatement}, ${trueStatement}, ${condition})`;
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*/
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_declareOutput(output) {
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-
return this._declareLocalVar(output.associatedVariableName, output.type);
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+
_declareOutput(output, isConst) {
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return this._declareLocalVar(output.associatedVariableName, output.type, isConst);
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}
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_declareLocalVar(name, type) {
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+
_declareLocalVar(name, type, isConst) {
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|
if (this.shaderLanguage === ShaderLanguage.WGSL) {
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return
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+
return `${isConst ? "const" : "var"} ${name}: ${this._getShaderType(type)}`;
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}
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else {
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return `${this._getShaderType(type)} ${name}`;
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_convertOutParametersToWGSL(source) {
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return source.replace(new RegExp(`out\\s+var\\s+(\\w+)\\s*:\\s*(\\w+)`, "g"), `$1: ptr<function, $2>`);
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}
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+
_convertTernaryOperandsToWGSL(source) {
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+
return source.replace(new RegExp(`\\[(.*?)\\?(.*?):(.*)\\]`, "g"), (match, condition, trueCase, falseCase) => `select(${falseCase}, ${trueCase}, ${condition})`);
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+
}
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|
+
_convertModOperatorsToWGSL(source) {
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|
+
return source.replace(new RegExp(`mod\\((.+?),\\s*(.+?)\\)`, "g"), (match, left, right) => `((${left})%(${right}))`);
|
|
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|
+
}
|
|
458
|
+
_convertConstToWGSL(source) {
|
|
459
|
+
return source.replace(new RegExp(`const var`, "g"), `const`);
|
|
460
|
+
}
|
|
461
|
+
_convertInnerFunctionsToWGSL(source) {
|
|
462
|
+
return source.replace(new RegExp(`inversesqrt`, "g"), `inverseSqrt`);
|
|
463
|
+
}
|
|
451
464
|
_convertFunctionsToWGSL(source) {
|
|
452
|
-
const regex = /var\s+(\w+)\s*:\s*(\w+)\((.*)\)
|
|
453
|
-
|
|
454
|
-
|
|
465
|
+
const regex = /var\s+(\w+)\s*:\s*(\w+)\((.*)\)/g;
|
|
466
|
+
let match;
|
|
467
|
+
while ((match = regex.exec(source)) !== null) {
|
|
455
468
|
const funcName = match[1];
|
|
456
469
|
const funcType = match[2];
|
|
457
470
|
const params = match[3]; // All parameters as a single string
|
|
458
471
|
// Processing the parameters to match 'name: type' format
|
|
459
472
|
const formattedParams = params.replace(/var\s/g, "");
|
|
460
473
|
// Constructing the final output string
|
|
461
|
-
|
|
474
|
+
source = source.replace(match[0], `fn ${funcName}(${formattedParams}) -> ${funcType}`);
|
|
462
475
|
}
|
|
463
476
|
return source;
|
|
464
477
|
}
|
|
465
478
|
_babylonSLtoWGSL(code) {
|
|
466
479
|
// variable declarations
|
|
467
480
|
code = this._convertVariableDeclarationToWGSL("void", "voidnull", code);
|
|
481
|
+
code = this._convertVariableDeclarationToWGSL("bool", "bool", code);
|
|
468
482
|
code = this._convertVariableDeclarationToWGSL("int", "i32", code);
|
|
469
483
|
code = this._convertVariableDeclarationToWGSL("uint", "u32", code);
|
|
470
484
|
code = this._convertVariableDeclarationToWGSL("float", "f32", code);
|
|
@@ -482,6 +496,14 @@ export class NodeMaterialBuildState {
|
|
|
482
496
|
code = this._convertVariableConstructorsToWGSL("mat2", "mat2x2f", code);
|
|
483
497
|
code = this._convertVariableConstructorsToWGSL("mat3", "mat3x3f", code);
|
|
484
498
|
code = this._convertVariableConstructorsToWGSL("mat4", "mat4x4f", code);
|
|
499
|
+
// Ternary operands
|
|
500
|
+
code = this._convertTernaryOperandsToWGSL(code);
|
|
501
|
+
// Mod operators
|
|
502
|
+
code = this._convertModOperatorsToWGSL(code);
|
|
503
|
+
// Const
|
|
504
|
+
code = this._convertConstToWGSL(code);
|
|
505
|
+
// Inner functions
|
|
506
|
+
code = this._convertInnerFunctionsToWGSL(code);
|
|
485
507
|
// Out paramters
|
|
486
508
|
code = this._convertOutParametersToWGSL(code);
|
|
487
509
|
code = code.replace(/\[\*\]/g, "*");
|
|
@@ -491,8 +513,13 @@ export class NodeMaterialBuildState {
|
|
|
491
513
|
code = code.replace(/\s->\svoidnull/g, "");
|
|
492
514
|
return code;
|
|
493
515
|
}
|
|
516
|
+
_convertTernaryOperandsToGLSL(source) {
|
|
517
|
+
return source.replace(new RegExp(`\\[(.+?)\\?(.+?):(.+)\\]`, "g"), (match, condition, trueCase, falseCase) => `${condition} ? ${trueCase} : ${falseCase}`);
|
|
518
|
+
}
|
|
494
519
|
_babylonSLtoGLSL(code) {
|
|
520
|
+
/** Remove BSL specifics */
|
|
495
521
|
code = code.replace(/\[\*\]/g, "");
|
|
522
|
+
code = this._convertTernaryOperandsToGLSL(code);
|
|
496
523
|
return code;
|
|
497
524
|
}
|
|
498
525
|
}
|