@babylonjs/core 7.6.1 → 7.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.js +7 -5
- package/Animations/animation.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 +2 -2
- 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/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/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.js +1 -1
- 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 +0 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +5 -18
- 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/worleyNoise3DBlock.js +17 -8
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -0
- package/Materials/Node/nodeMaterial.js +6 -18
- package/Materials/Node/nodeMaterial.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/Physics/v2/Plugins/havokPlugin.js +12 -4
- package/Physics/v2/Plugins/havokPlugin.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 +1 -1
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.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/package.json +1 -1
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@@ -1,5 +1,8 @@
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import { RegisterClass } from "../../../Misc/typeStore.js";
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import { TriPlanarBlock } from "./triPlanarBlock.js";
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import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
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import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
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/**
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* Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)
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*/
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@@ -18,52 +21,74 @@ export class BiPlanarBlock extends TriPlanarBlock {
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getClassName() {
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return "BiPlanarBlock";
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}
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_declareLocalVarAsVec3I(name, state) {
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if (state.shaderLanguage === ShaderLanguage.WGSL) {
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return `var ${name}: vec3<i32>`;
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}
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else {
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return `ivec3 ${name}`;
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}
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}
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_getTextureGrad(state, samplerName) {
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if (state.shaderLanguage === ShaderLanguage.WGSL) {
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return `textureSampleGrad(${samplerName},${samplerName + `Sampler`}`;
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}
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return `textureGrad(${samplerName}`;
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}
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_generateTextureLookup(state) {
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const samplerName = this.samplerName;
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const samplerYName = this.samplerYName ?? this.samplerName;
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const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : "1.0";
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const dpdx = state._getFreeVariableName("
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const dpdy = state._getFreeVariableName("
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const dpdx = state._getFreeVariableName("dxValue");
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const dpdy = state._getFreeVariableName("dyValue");
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const n = state._getFreeVariableName("n");
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const ma = state._getFreeVariableName("ma");
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const mi = state._getFreeVariableName("mi");
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const me = state._getFreeVariableName("me");
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const x = state._getFreeVariableName("x");
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const y = state._getFreeVariableName("y");
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const w = state._getFreeVariableName("
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const w = state._getFreeVariableName("w");
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let ivec3 = "ivec3";
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let dpdxFunc = "dFdx";
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let dpdyFunc = "dFdy";
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let suffix = "";
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if (state.shaderLanguage === ShaderLanguage.WGSL) {
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ivec3 = "vec3<i32>";
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dpdxFunc = "dpdx";
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dpdyFunc = "dpdy";
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suffix = "f";
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}
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state.compilationString += `
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// grab coord derivatives for texturing
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${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);
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${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);
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${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);
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// determine major axis (in x; yz are following axis)
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ivec3(2,0,1) ;
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${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(`${ivec3}(0,1,2)`, `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`, `(${n}.x>${n}.y && ${n}.x>${n}.z)`)};
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// determine minor axis (in x; yz are following axis)
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ivec3(2,0,1) ;
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${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(`${ivec3}(0,1,2)`, `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`, `(${n}.x<${n}.y && ${n}.x<${n}.z)`)};
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// determine median axis (in x; yz are following axis)
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${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};
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// project+fetch
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vec2(${dpdx}[${ma}.y],${dpdx}[${ma}.z]),
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vec2(${dpdy}[${ma}.y],${dpdy}[${ma}.z])
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vec2(${dpdx}[${me}.y],${dpdx}[${me}.z]),
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vec2(${dpdy}[${me}.y],${dpdy}[${me}.z])
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${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]),
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vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]),
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vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));
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${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]),
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vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),
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vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));
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// blend factors
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${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);
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// make local support
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${w} = clamp( (${w}-0.5773)/(1.0-0.5773), 0.0, 1.0 );
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${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );
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// shape transition
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${w} = pow( ${w}, vec2(${sharpness}/8.0) );
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${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );
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// blend and return
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${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);
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`;
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}
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}
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{"version":3,"file":"biPlanarBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/biPlanarBlock.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;
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+
{"version":3,"file":"biPlanarBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/biPlanarBlock.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AACvG,OAAO,EAAE,cAAc,EAAE,MAAM,mCAAmC,CAAC;AACnE,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD;;GAEG;AACH,MAAM,OAAO,aAAc,SAAQ,cAAc;IAC7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;IACtB,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,eAAe,CAAC;IAC3B,CAAC;IAEO,uBAAuB,CAAC,IAAY,EAAE,KAA6B;QACvE,IAAI,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,EAAE;YAC9C,OAAO,OAAO,IAAI,aAAa,CAAC;SACnC;aAAM;YACH,OAAO,SAAS,IAAI,EAAE,CAAC;SAC1B;IACL,CAAC;IAEO,eAAe,CAAC,KAA6B,EAAE,WAAmB;QACtE,IAAI,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,EAAE;YAC9C,OAAO,qBAAqB,WAAW,IAAI,WAAW,GAAG,SAAS,CAAC,iBAAiB,EAAE,CAAC;SAC1F;QAED,OAAO,eAAe,WAAW,EAAE,CAAC;IACxC,CAAC;IAEkB,sBAAsB,CAAC,KAA6B;QACnE,MAAM,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC;QACrC,MAAM,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,WAAW,CAAC;QAE3D,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,sBAAsB,CAAC,CAAC,CAAC,KAAK,CAAC;QAE7F,MAAM,IAAI,GAAG,KAAK,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC;QACnD,MAAM,IAAI,GAAG,KAAK,CAAC,oBAAoB,CAAC,SAAS,CAAC,CAAC;QACnD,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,EAAE,GAAG,KAAK,CAAC,oBAAoB,CAAC,IAAI,CAAC,CAAC;QAC5C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAC1C,MAAM,CAAC,GAAG,KAAK,CAAC,oBAAoB,CAAC,GAAG,CAAC,CAAC;QAE1C,IAAI,KAAK,GAAG,OAAO,CAAC;QACpB,IAAI,QAAQ,GAAG,MAAM,CAAC;QACtB,IAAI,QAAQ,GAAG,MAAM,CAAC;QACtB,IAAI,MAAM,GAAG,EAAE,CAAC;QAEhB,IAAI,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,EAAE;YAC9C,KAAK,GAAG,WAAW,CAAC;YACpB,QAAQ,GAAG,MAAM,CAAC;YAClB,QAAQ,GAAG,MAAM,CAAC;YAClB,MAAM,GAAG,GAAG,CAAC;SAChB;QAED,KAAK,CAAC,iBAAiB,IAAI;;cAErB,KAAK,CAAC,gBAAgB,CAAC,IAAI,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,sBAAsB;cACjI,KAAK,CAAC,gBAAgB,CAAC,IAAI,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,sBAAsB;cACjI,KAAK,CAAC,gBAAgB,CAAC,CAAC,EAAE,qCAAqC,CAAC,OAAO,CAAC,UAAU,IAAI,CAAC,MAAM,CAAC,sBAAsB;;;cAGpH,IAAI,CAAC,uBAAuB,CAAC,EAAE,EAAE,KAAK,CAAC,MAAM,KAAK,CAAC,gBAAgB,CACjE,GAAG,KAAK,SAAS,EACjB,GAAG,KAAK,CAAC,gBAAgB,CAAC,GAAG,KAAK,SAAS,EAAE,GAAG,KAAK,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,EAAE,EACpF,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,CACrC;;;cAGC,IAAI,CAAC,uBAAuB,CAAC,EAAE,EAAE,KAAK,CAAC,OAAO,KAAK,CAAC,gBAAgB,CAClE,GAAG,KAAK,SAAS,EACjB,GAAG,KAAK,CAAC,gBAAgB,CAAC,GAAG,KAAK,SAAS,EAAE,GAAG,KAAK,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,EAAE,EACpF,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,CACrC;;;cAGC,IAAI,CAAC,uBAAuB,CAAC,EAAE,EAAE,KAAK,CAAC,MAAM,KAAK,SAAS,EAAE,MAAM,EAAE;;;cAGrE,KAAK,CAAC,gBAAgB,CAAC,CAAC,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,WAAW,CAAC,SAAS,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE,QAAQ,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE;0CACzM,MAAM,IAAI,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;0CACrC,MAAM,IAAI,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;cACjE,KAAK,CAAC,gBAAgB,CAAC,CAAC,EAAE,qCAAqC,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,YAAY,CAAC,SAAS,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE,QAAQ,IAAI,CAAC,QAAQ,CAAC,sBAAsB,IAAI,EAAE;0CAC1M,MAAM,IAAI,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;0CACrC,MAAM,IAAI,IAAI,IAAI,EAAE,OAAO,IAAI,IAAI,EAAE;;;cAGjE,KAAK,CAAC,gBAAgB,CAAC,CAAC,EAAE,qCAAqC,CAAC,OAAO,CAAC,UAAU,MAAM,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE;;cAEjH,CAAC,cAAc,CAAC,8BAA8B,MAAM,cAAc,MAAM;;cAExE,CAAC,WAAW,CAAC,SAAS,MAAM,IAAI,SAAS;;cAEzC,KAAK,CAAC,gBAAgB,CAAC,IAAI,CAAC,gBAAgB,EAAE,qCAAqC,CAAC,OAAO,CAAC,OAAO,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;SAChJ,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,uBAAuB,EAAE,aAAa,CAAC,CAAC","sourcesContent":["import type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { TriPlanarBlock } from \"./triPlanarBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\n\r\n/**\r\n * Block used to read a texture with triplanar mapping (see https://iquilezles.org/articles/biplanar/)\r\n */\r\nexport class BiPlanarBlock extends TriPlanarBlock {\r\n /**\r\n * Create a new BiPlanarBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, true);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"BiPlanarBlock\";\r\n }\r\n\r\n private _declareLocalVarAsVec3I(name: string, state: NodeMaterialBuildState): string {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `var ${name}: vec3<i32>`;\r\n } else {\r\n return `ivec3 ${name}`;\r\n }\r\n }\r\n\r\n private _getTextureGrad(state: NodeMaterialBuildState, samplerName: string) {\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n return `textureSampleGrad(${samplerName},${samplerName + Constants.AUTOSAMPLERSUFFIX}`;\r\n }\r\n\r\n return `textureGrad(${samplerName}`;\r\n }\r\n\r\n protected override _generateTextureLookup(state: NodeMaterialBuildState): void {\r\n const samplerName = this.samplerName;\r\n const samplerYName = this.samplerYName ?? this.samplerName;\r\n\r\n const sharpness = this.sharpness.isConnected ? this.sharpness.associatedVariableName : \"1.0\";\r\n\r\n const dpdx = state._getFreeVariableName(\"dxValue\");\r\n const dpdy = state._getFreeVariableName(\"dyValue\");\r\n const n = state._getFreeVariableName(\"n\");\r\n const ma = state._getFreeVariableName(\"ma\");\r\n const mi = state._getFreeVariableName(\"mi\");\r\n const me = state._getFreeVariableName(\"me\");\r\n const x = state._getFreeVariableName(\"x\");\r\n const y = state._getFreeVariableName(\"y\");\r\n const w = state._getFreeVariableName(\"w\");\r\n\r\n let ivec3 = \"ivec3\";\r\n let dpdxFunc = \"dFdx\";\r\n let dpdyFunc = \"dFdy\";\r\n let suffix = \"\";\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n ivec3 = \"vec3<i32>\";\r\n dpdxFunc = \"dpdx\";\r\n dpdyFunc = \"dpdy\";\r\n suffix = \"f\";\r\n }\r\n\r\n state.compilationString += `\r\n // grab coord derivatives for texturing\r\n ${state._declareLocalVar(dpdx, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdxFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(dpdy, NodeMaterialBlockConnectionPointTypes.Vector3)} = ${dpdyFunc}(${this.position.associatedVariableName}.xyz);\r\n ${state._declareLocalVar(n, NodeMaterialBlockConnectionPointTypes.Vector3)} = abs(${this.normal.associatedVariableName}.xyz);\r\n \r\n // determine major axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(ma, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y>${n}.z)`)}`,\r\n `(${n}.x>${n}.y && ${n}.x>${n}.z)`\r\n )}; \r\n\r\n // determine minor axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(mi, state)} = ${state._generateTernary(\r\n `${ivec3}(0,1,2)`,\r\n `${state._generateTernary(`${ivec3}(1,2,0)`, `${ivec3}(2,0,1)`, `(${n}.y<${n}.z)`)}`,\r\n `(${n}.x<${n}.y && ${n}.x<${n}.z)`\r\n )}; \r\n \r\n // determine median axis (in x; yz are following axis)\r\n ${this._declareLocalVarAsVec3I(me, state)} = ${ivec3}(3) - ${mi} - ${ma};\r\n \r\n // project+fetch\r\n ${state._declareLocalVar(x, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerName)}, vec2${suffix}(${this.position.associatedVariableName}[${ma}.y], ${this.position.associatedVariableName}[${ma}.z]), \r\n vec2${suffix}(${dpdx}[${ma}.y],${dpdx}[${ma}.z]), \r\n vec2${suffix}(${dpdy}[${ma}.y],${dpdy}[${ma}.z]));\r\n ${state._declareLocalVar(y, NodeMaterialBlockConnectionPointTypes.Vector4)} = ${this._getTextureGrad(state, samplerYName)}, vec2${suffix}(${this.position.associatedVariableName}[${me}.y], ${this.position.associatedVariableName}[${me}.z]), \r\n vec2${suffix}(${dpdx}[${me}.y],${dpdx}[${me}.z]),\r\n vec2${suffix}(${dpdy}[${me}.y],${dpdy}[${me}.z]));\r\n \r\n // blend factors\r\n ${state._declareLocalVar(w, NodeMaterialBlockConnectionPointTypes.Vector2)} = vec2${suffix}(${n}[${ma}.x],${n}[${me}.x]);\r\n // make local support\r\n ${w} = clamp( (${w}-0.5773)/(1.0-0.5773), vec2${suffix}(0.0), vec2${suffix}(1.0) );\r\n // shape transition\r\n ${w} = pow( ${w}, vec2${suffix}(${sharpness}/8.0) );\r\n // blend and return\r\n ${state._declareLocalVar(this._tempTextureRead, NodeMaterialBlockConnectionPointTypes.Vector4)} = (${x}*${w}.x + ${y}*${w}.y) / (${w}.x + ${w}.y);\r\n `;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BiPlanarBlock\", BiPlanarBlock);\r\n"]}
|
|
@@ -4,6 +4,7 @@ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBloc
|
|
|
4
4
|
import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
|
|
5
5
|
import { RegisterClass } from "../../../Misc/typeStore.js";
|
|
6
6
|
import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
|
|
7
|
+
import { ShaderLanguage } from "../../shaderLanguage.js";
|
|
7
8
|
/**
|
|
8
9
|
* Block used to clamp a float
|
|
9
10
|
*/
|
|
@@ -44,8 +45,10 @@ export class ClampBlock extends NodeMaterialBlock {
|
|
|
44
45
|
_buildBlock(state) {
|
|
45
46
|
super._buildBlock(state);
|
|
46
47
|
const output = this._outputs[0];
|
|
48
|
+
const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : "";
|
|
47
49
|
state.compilationString +=
|
|
48
|
-
state._declareOutput(output) +
|
|
50
|
+
state._declareOutput(output) +
|
|
51
|
+
` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\n`;
|
|
49
52
|
return this;
|
|
50
53
|
}
|
|
51
54
|
_dumpPropertiesCode() {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;
|
|
1
|
+
{"version":3,"file":"clampBlock.js","sourceRoot":"","sources":["../../../../../../dev/core/src/Materials/Node/Blocks/clampBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,qCAAqC,EAAE,MAAM,gDAAgD,CAAC;AAGvG,OAAO,EAAE,wBAAwB,EAAE,MAAM,mCAAmC,CAAC;AAC7E,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,mCAAmC,CAAC;AACnG,OAAO,EAAE,cAAc,EAAE,gCAAsC;AAE/D;;GAEG;AACH,MAAM,OAAO,UAAW,SAAQ,iBAAiB;IAQ7C;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,OAAO,CAAC,CAAC;QAZlD,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QACrB,qCAAqC;QAE9B,YAAO,GAAG,GAAG,CAAC;QASjB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,UAAU,CAAC,CAAC;QAC9E,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,YAAY,CAAC,CAAC;QAElF,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,qBAAqB,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,YAAY,CAAC;IACxB,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAEkB,WAAW,CAAC,KAA6B;QACxD,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,MAAM,IAAI,GAAG,KAAK,CAAC,cAAc,KAAK,cAAc,CAAC,IAAI,CAAC,CAAC,CAAC,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvG,KAAK,CAAC,iBAAiB;YACnB,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;gBAC5B,YAAY,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,IAAI,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAEhJ,OAAO,IAAI,CAAC;IAChB,CAAC;IAEkB,mBAAmB;QAClC,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,GAAG,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAExG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,cAAc,IAAI,CAAC,OAAO,KAAK,CAAC;QAEvE,OAAO,UAAU,CAAC;IACtB,CAAC;IAEe,SAAS;QACrB,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAC3C,mBAAmB,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE3C,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEe,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QAChF,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;QAC3C,IAAI,CAAC,OAAO,GAAG,mBAAmB,CAAC,OAAO,CAAC;IAC/C,CAAC;CACJ;AA7EU;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AAGd;IADN,sBAAsB,CAAC,SAAS,EAAE,sBAAsB,CAAC,KAAK,CAAC;2CAC3C;AA4EzB,aAAa,CAAC,oBAAoB,EAAE,UAAU,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Block used to clamp a float\r\n */\r\nexport class ClampBlock extends NodeMaterialBlock {\r\n /** Gets or sets the minimum range */\r\n @editableInPropertyPage(\"Minimum\", PropertyTypeForEdition.Float)\r\n public minimum = 0.0;\r\n /** Gets or sets the maximum range */\r\n @editableInPropertyPage(\"Maximum\", PropertyTypeForEdition.Float)\r\n public maximum = 1.0;\r\n\r\n /**\r\n * Creates a new ClampBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"value\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._outputs[0]._typeConnectionSource = this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ClampBlock\";\r\n }\r\n\r\n /**\r\n * Gets the value input component\r\n */\r\n public get value(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const cast = state.shaderLanguage === ShaderLanguage.WGSL ? state._getShaderType(this.value.type) : \"\";\r\n\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = clamp(${this.value.associatedVariableName}, ${cast}(${this._writeFloat(this.minimum)}), ${cast}(${this._writeFloat(this.maximum)}));\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.minimum = ${this.minimum};\\n`;\r\n\r\n codeString += `${this._codeVariableName}.maximum = ${this.maximum};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.minimum = this.minimum;\r\n serializationObject.maximum = this.maximum;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.minimum = serializationObject.minimum;\r\n this.maximum = serializationObject.maximum;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ClampBlock\", ClampBlock);\r\n"]}
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@@ -4,6 +4,7 @@ import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBloc
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4
4
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import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
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import { RegisterClass } from "../../../Misc/typeStore.js";
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import { editableInPropertyPage, PropertyTypeForEdition } from "../../../Decorators/nodeDecorator.js";
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7
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+
import { ShaderLanguage } from "../../../Materials/shaderLanguage.js";
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/**
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* block used to Generate Fractal Brownian Motion Clouds
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*/
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@@ -77,13 +78,18 @@ export class CloudBlock extends NodeMaterialBlock {
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if (!this._outputs[0].hasEndpoints) {
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return;
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}
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-
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let functionString = `
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-
float cloudRandom(
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+
float cloudRandom(float p) {
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float temp = fract(p * 0.011);
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temp *= temp + 7.5;
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temp *= temp + temp;
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return fract(temp);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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-
float
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+
float cloudNoise2(vec2 x, vec2 chaos) {
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vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);
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vec2 i = floor(x);
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@@ -99,7 +105,7 @@ export class CloudBlock extends NodeMaterialBlock {
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);
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}
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-
float
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float cloudNoise3(vec3 x, vec3 chaos) {
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vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);
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vec3 i = floor(x);
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@@ -113,46 +119,52 @@ export class CloudBlock extends NodeMaterialBlock {
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mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),
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mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
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}`;
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float
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let fractalBrownianString = `
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float fbm2(vec2 st, vec2 chaos) {
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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float frequency = 0.;
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// Loop of octaves
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vec2 tempST = st;
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude *
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value += amplitude * cloudNoise2(tempST, chaos);
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tempST *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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float
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float fbm3(vec3 x, vec3 chaos) {
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// Initial values
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float value = 0.0;
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float amplitude = 0.5;
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vec3 tempX = x;
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * cloudNoise3(tempX, chaos);
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tempX = tempX * 2.0;
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amplitude *= 0.5;
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}
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return value;
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}`;
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if (state.shaderLanguage === ShaderLanguage.WGSL) {
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functionString = state._babylonSLtoWGSL(functionString);
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fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);
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}
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const fbmNewName = `fbm${this.octaves}`;
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state._emitFunction("CloudBlockCode", functionString, "// CloudBlockCode");
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state._emitFunction("CloudBlockCodeFBM" + this.octaves, fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()), "// CloudBlockCode FBM");
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const localVariable = state._getFreeVariableName("st");
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const seedType = this.seed.connectedPoint?.type
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state.compilationString += `${seedType}
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const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;
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state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\n`;
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if (this.offsetX.isConnected) {
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state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\n`;
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}
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if (this.offsetY.isConnected) {
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state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\n`;
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}
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if (this.offsetZ.isConnected && seedType ===
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if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {
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state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\n`;
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}
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let chaosValue = "";
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@@ -160,9 +172,12 @@ export class CloudBlock extends NodeMaterialBlock {
|
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chaosValue = this.chaos.associatedVariableName;
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}
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else {
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-
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const addF = state.shaderLanguage === ShaderLanguage.WGSL ? "f" : "";
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chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;
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}
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-
state.compilationString +=
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+
state.compilationString +=
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+
state._declareOutput(this._outputs[0]) +
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` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? "2" : "3"}(${localVariable}, ${chaosValue});\n`;
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return this;
|
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}
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_dumpPropertiesCode() {
|
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n const functionString = `\r\n\r\n float cloudRandom(in float p) { p = fract(p * 0.011); p *= p + 7.5; p *= p + p; return fract(p); }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise(in vec2 x, in vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise(in vec3 x, in vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n const fractalBrownianString = `\r\n float fbm(in vec2 st, in vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise(st, chaos);\r\n st *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm(in vec3 x, in vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n for (int i = 0; i < OCTAVES; ++i) {\r\n value += amplitude * cloudNoise(x, chaos);\r\n x = x * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"vec2\" : \"vec3\";\r\n\r\n state.compilationString += `${seedType} ${localVariable} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === \"vec3\") {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"vec2(0., 0.)\" : \"vec3(0., 0., 0.)\";\r\n }\r\n\r\n state.compilationString += state._declareOutput(this._outputs[0]) + ` = ${fbmNewName}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
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+
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { ShaderLanguage } from \"../../../Materials/shaderLanguage\";\r\n/**\r\n * block used to Generate Fractal Brownian Motion Clouds\r\n */\r\nexport class CloudBlock extends NodeMaterialBlock {\r\n /** Gets or sets the number of octaves */\r\n @editableInPropertyPage(\"Octaves\", PropertyTypeForEdition.Int)\r\n public octaves = 6.0;\r\n\r\n /**\r\n * Creates a new CloudBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.AutoDetect);\r\n this.registerInput(\"chaos\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"offsetX\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetY\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"offsetZ\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector2);\r\n this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this._linkConnectionTypes(0, 1);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"CloudBlock\";\r\n }\r\n\r\n /**\r\n * Gets the seed input component\r\n */\r\n public get seed(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the chaos input component\r\n */\r\n public get chaos(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the offset X input component\r\n */\r\n public get offsetX(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the offset Y input component\r\n */\r\n public get offsetY(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the offset Z input component\r\n */\r\n public get offsetZ(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (!this.seed.isConnected) {\r\n return;\r\n }\r\n\r\n if (!this._outputs[0].hasEndpoints) {\r\n return;\r\n }\r\n\r\n let functionString = `\r\n\r\n float cloudRandom(float p) { \r\n float temp = fract(p * 0.011); \r\n temp *= temp + 7.5; \r\n temp *= temp + temp; \r\n return fract(temp); \r\n }\r\n\r\n // Based on Morgan McGuire @morgan3d\r\n // https://www.shadertoy.com/view/4dS3Wd\r\n float cloudNoise2(vec2 x, vec2 chaos) {\r\n vec2 step = chaos * vec2(75., 120.) + vec2(75., 120.);\r\n\r\n vec2 i = floor(x);\r\n vec2 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec2 u = f * f * (3.0 - 2.0 * f);\r\n return mix(\r\n mix(cloudRandom(n + dot(step, vec2(0, 0))), cloudRandom(n + dot(step, vec2(1, 0))), u.x),\r\n mix(cloudRandom(n + dot(step, vec2(0, 1))), cloudRandom(n + dot(step, vec2(1, 1))), u.x),\r\n u.y\r\n );\r\n }\r\n\r\n float cloudNoise3(vec3 x, vec3 chaos) {\r\n vec3 step = chaos * vec3(60., 120., 75.) + vec3(60., 120., 75.);\r\n\r\n vec3 i = floor(x);\r\n vec3 f = fract(x);\r\n\r\n float n = dot(i, step);\r\n\r\n vec3 u = f * f * (3.0 - 2.0 * f);\r\n return mix(mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 0))), cloudRandom(n + dot(step, vec3(1, 0, 0))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 0))), cloudRandom(n + dot(step, vec3(1, 1, 0))), u.x), u.y),\r\n mix(mix( cloudRandom(n + dot(step, vec3(0, 0, 1))), cloudRandom(n + dot(step, vec3(1, 0, 1))), u.x),\r\n mix( cloudRandom(n + dot(step, vec3(0, 1, 1))), cloudRandom(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);\r\n }`;\r\n\r\n let fractalBrownianString = `\r\n float fbm2(vec2 st, vec2 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = .5;\r\n float frequency = 0.;\r\n\r\n // Loop of octaves\r\n vec2 tempST = st;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise2(tempST, chaos);\r\n tempST *= 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }\r\n\r\n float fbm3(vec3 x, vec3 chaos) {\r\n // Initial values\r\n float value = 0.0;\r\n float amplitude = 0.5;\r\n vec3 tempX = x;\r\n for (int i = 0; i < OCTAVES; i++) {\r\n value += amplitude * cloudNoise3(tempX, chaos);\r\n tempX = tempX * 2.0;\r\n amplitude *= 0.5;\r\n }\r\n return value;\r\n }`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n functionString = state._babylonSLtoWGSL(functionString);\r\n fractalBrownianString = state._babylonSLtoWGSL(fractalBrownianString);\r\n }\r\n\r\n const fbmNewName = `fbm${this.octaves}`;\r\n state._emitFunction(\"CloudBlockCode\", functionString, \"// CloudBlockCode\");\r\n state._emitFunction(\r\n \"CloudBlockCodeFBM\" + this.octaves,\r\n fractalBrownianString.replace(/fbm/gi, fbmNewName).replace(/OCTAVES/gi, (this.octaves | 0).toString()),\r\n \"// CloudBlockCode FBM\"\r\n );\r\n\r\n const localVariable = state._getFreeVariableName(\"st\");\r\n const seedType = this.seed.connectedPoint?.type || NodeMaterialBlockConnectionPointTypes.Vector3;\r\n\r\n state.compilationString += `${state._declareLocalVar(localVariable, seedType)} = ${this.seed.associatedVariableName};\\n`;\r\n if (this.offsetX.isConnected) {\r\n state.compilationString += `${localVariable}.x += 0.1 * ${this.offsetX.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetY.isConnected) {\r\n state.compilationString += `${localVariable}.y += 0.1 * ${this.offsetY.associatedVariableName};\\n`;\r\n }\r\n if (this.offsetZ.isConnected && seedType === NodeMaterialBlockConnectionPointTypes.Vector3) {\r\n state.compilationString += `${localVariable}.z += 0.1 * ${this.offsetZ.associatedVariableName};\\n`;\r\n }\r\n\r\n let chaosValue = \"\";\r\n if (this.chaos.isConnected) {\r\n chaosValue = this.chaos.associatedVariableName;\r\n } else {\r\n const addF = state.shaderLanguage === ShaderLanguage.WGSL ? \"f\" : \"\";\r\n chaosValue = this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? `vec2${addF}(0., 0.)` : `vec3${addF}(0., 0., 0.)`;\r\n }\r\n\r\n state.compilationString +=\r\n state._declareOutput(this._outputs[0]) +\r\n ` = ${fbmNewName}${this.seed.connectedPoint?.type === NodeMaterialBlockConnectionPointTypes.Vector2 ? \"2\" : \"3\"}(${localVariable}, ${chaosValue});\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.octaves = ${this.octaves};\\n`;\r\n return codeString;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.octaves = this.octaves;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.octaves = serializationObject.octaves;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CloudBlock\", CloudBlock);\r\n"]}
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@@ -96,55 +96,55 @@ export class ConditionalBlock extends NodeMaterialBlock {
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case ConditionalBlockConditions.Equal: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\n`;
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case ConditionalBlockConditions.NotEqual: {
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state._declareOutput(output) +
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\n`;
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break;
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}
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case ConditionalBlockConditions.LessThan: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\n`;
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break;
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}
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case ConditionalBlockConditions.LessOrEqual: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\n`;
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}
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case ConditionalBlockConditions.GreaterThan: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\n`;
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}
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case ConditionalBlockConditions.GreaterOrEqual: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\n`;
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\n`;
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}
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case ConditionalBlockConditions.Or: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\n`;
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}
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case ConditionalBlockConditions.And: {
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` = ${state.
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` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\n`;
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}
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-
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTertiary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}
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+
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{ NodeMaterialBlock } from \"../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport type { Scene } from \"../../../scene\";\r\n\r\n/**\r\n * Operations supported by the ConditionalBlock block\r\n */\r\nexport enum ConditionalBlockConditions {\r\n /** Equal */\r\n Equal,\r\n /** NotEqual */\r\n NotEqual,\r\n /** LessThan */\r\n LessThan,\r\n /** GreaterThan */\r\n GreaterThan,\r\n /** LessOrEqual */\r\n LessOrEqual,\r\n /** GreaterOrEqual */\r\n GreaterOrEqual,\r\n /** Logical Exclusive OR */\r\n Xor,\r\n /** Logical Or */\r\n Or,\r\n /** Logical And */\r\n And,\r\n}\r\n\r\n/**\r\n * Block used to apply conditional operation between floats\r\n * @since 5.0.0\r\n */\r\nexport class ConditionalBlock extends NodeMaterialBlock {\r\n /**\r\n * Gets or sets the condition applied by the block\r\n */\r\n public condition = ConditionalBlockConditions.LessThan;\r\n\r\n /**\r\n * Creates a new ConditionalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Neutral);\r\n\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"true\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerInput(\"false\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.BasedOnInput);\r\n\r\n this._linkConnectionTypes(2, 3);\r\n this._outputs[0]._typeConnectionSource = this._inputs[2];\r\n this._outputs[0]._defaultConnectionPointType = NodeMaterialBlockConnectionPointTypes.Float;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"ConditionalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the first operand component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the second operand component\r\n */\r\n public get b(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is true\r\n */\r\n public get true(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the value to return if condition is false\r\n */\r\n public get false(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n const trueStatement = this.true.isConnected ? this.true.associatedVariableName : \"1.0\";\r\n const falseStatement = this.false.isConnected ? this.false.associatedVariableName : \"0.0\";\r\n\r\n switch (this.condition) {\r\n case ConditionalBlockConditions.Equal: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} == ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.NotEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} != ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} < ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.LessOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} <= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterThan: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} > ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.GreaterOrEqual: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `${this.a.associatedVariableName} >= ${this.b.associatedVariableName}`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Xor: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(((${this.a.associatedVariableName} + ${this.b.associatedVariableName}) % 2.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.Or: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(min(${this.a.associatedVariableName} + ${this.b.associatedVariableName}, 1.0) > 0.0)`)};\\n`;\r\n break;\r\n }\r\n case ConditionalBlockConditions.And: {\r\n state.compilationString +=\r\n state._declareOutput(output) +\r\n ` = ${state._generateTernary(trueStatement, falseStatement, `(${this.a.associatedVariableName} * ${this.b.associatedVariableName} > 0.0)`)};\\n`;\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.condition = this.condition;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.condition = serializationObject.condition;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n const codeString =\r\n super._dumpPropertiesCode() + `${this._codeVariableName}.condition = BABYLON.ConditionalBlockConditions.${ConditionalBlockConditions[this.condition]};\\n`;\r\n return codeString;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConditionalBlock\", ConditionalBlock);\r\n"]}
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